Pathfinder: Kingmaker Wiki

Feats are special abilities of each character, further setting them apart from comparable builds. Feats often have a number of prerequisites that must be met in order to select them during level ups. How often a character is allowed to choose a new Feat depends on his Class.

Ability score prerequisites for a feat can be met by using equipment. E.g. a character with 8 DEX can learn Dodge (requires 13 DEX) if during his level-up he has a Belt of Incredible Dexterity +6 equipped on him. But the feat will only have its effect as long as the respective ability score is still increased.

Types of Feats[]

  • General feats have no special rules beyond those that apply to all feats.
  • Combat feats can be selected as fighters’ bonus feats, but other characters can select them as well.
  • Maneuver feats grant Combat Maneuver Abilities that the player can choose to use actively in fights.
  • Critical feats modify the effects of critical hits.
  • Metamagic feats allow spellcasters to grant their spells new powers and effects. Spells modified by such feats generally take up a higher-level spell slot than normal.
  • Teamwork feats provide benefits to characters in specific circumstances. Usually, two or more characters must have the same teamwork feat to use it.

All Feats[]

BAB - Basic Attack Bonus (BAB)

IUS - Improved Unarmed Strike

Name Type Benefit BAB Ability Skill Feat Other
Ability Focus — Bombs General +2 to the DC for all saving throws against your bombs. Bomb or Arcane Bombs
Accomplished Sneak Attacker General Your sneak attack damage increases by 1d6. Sneak attack 1
Agile Maneuvers Combat Instead of your Strength, add your Dexterity bonus to your BAB and size bonus when determining your CMB. Sunder Armor, Dirty Trick, Disarm, Bull Rush or Trip
Aldori Dueling Mastery Combat +2 bonus on initiative if wielding a dueling sword at start of combat. +2 AC shield bonus if off-hand is free. Dex 13 Weapon Finesse, Weapon Focus (dueling sword)
Alertness General +2 bonus on Perception checks; +4 if 10 or more skill ranks.
Allied Spellcaster Teamwork +2 competence bonus on level checks to overcome spell resistance if an ally who also has this feat is nearby.
Arcane Armor Training Combat Reduce arcane spell failure for your armor by 10%.
Arcane Armor Mastery Combat Reduce your armor's arcane spell failure by 20%. Replaces the bonus provided by Arcane Armor Training. Arcane Armor Training
Arcane Strike Combat As a swift action your weapons deal +1 damage per 5 caster levels and are treated as magic for DR purposes for 1 round. Ability to cast arcane spells
Armor Focus Combat +1 on AC bonus on a chosen armor type. 1
Armor Proficiency (Light) Combat Gain proficiency with light armor.
Armor Proficiency (Medium) Combat Gain proficiency with medium armor. Armor Proficiency (Light)
Armor Proficiency (Heavy) Combat Gain proficiency with heavy armor. Armor Proficiency (Medium)
Augment Summoning General Summoned creatures gain +4 Strength and Constitution. Spell Focus (Conjuration)
Back to Back Teamwork +2 AC vs flanking foes when adjacent an ally with this feat. Perception 3
Bashing Finish Combat When you critical hit with a melee weapon, you can as a free action make a shield bash vs. the foe with the same bonus. 11 Shield Bash, Shield Master, Two-Weapon Fighting
Blind Combat When you miss a melee attack due to concealment, you reroll once. Invisible melee foes get no bonus hitting you.
Blinding Critical Combat, Critical Your critical hits dazzle foes for 1d4 rounds or blind them unless they make a DC 10 + your BAB fort save. 15
Boon Companion General +4 Animal companion level, cannot exceed character level. Animal Companion
Bull Rush Combat, Maneuver Charge foe to push them back. +2 CMB when attacking and defending against Bull Rush. Power Attack
Cautious Fighter Combat, Racial +2 AC when using Fight Defensively. Str 13 Halfling
Cleave Combat As a standard action, make a full BAB melee attack that if hits, gives you an extra melee attack vs an adjacent foe. Str 13 Power Attack
Cleaving Finish Combat After reducing a target to 0 Hit Points, gain an extra melee attack vs any foe adjacent to the target. Str 13 Power Attack, Cleave
Clustered Shots Combat Total all damage from weapon attacks in a round before applying damage reduction. 6 Point-Blank Shot, Precise Shot
Combat Casting General +4 bonus on concentration to cast spells.
Combat Expertise Combat Optional -1 to hit/CMB for +1 AC scaling by 1 per 4 BAB. Int 13
Combat Mobility Combat +4 dodge bonus to AC vs attacks of opportunity when you move out or within a threatened area. Dex 13 Dodge
Combat Reflexes Combat Gain attacks of opportunity equal to your Dexterity bonus.
Coordinated Defense Combat, Teamwork +2 bonus, or +4 if your foe is larger than you, to your CMD when nearby an ally who also has this feat.
Coordinated Maneuvers Combat, Teamwork When adjacent to an ally who also has this feat, you gain a +2 competence bonus on all combat maneuver checks.
Cornugon Smash Combat A hit with Power Attack can automatically intimidate the foe. Persuasion 6 Power Attack
Crane Riposte Combat, Style -1 to hit while fighting defensively. When a foe miss you by 4 or less, you lose dodge bonus from Crane Wing but get an Attack of Opportunity on that foe. 8 IUS, Crane Style, Crane Wing, Dodge May use Monk 7 instead of BAB
Crane Style Combat, Style -2 to hit while fighting defensively. +1 dodge bonus to AC when fighting defensively with Crane Style. 2 IUS, Dodge May use Monk 1 instead of BAB
Crane Wing Combat, Style + 4 AC when fighting defensively with a free hand. If missed by a melee attack by 4 or less, lose the bonus that round. 5 Crane Style May use Monk 5 instead of BAB
Critical Focus Combat +4 bonus on attack rolls to confirm critical hits. 9
Critical Mastery Combat, Critical When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. Critical Focus Fighter 14 and two critical feats
Crushing Blow Combat Make a Stunning Fist attack as a full-round action that reduce the target's AC by your Wisdom modifier for 1 min. IUS, Stunning Fist
Dazzling Display Combat Intimidate all foes within 30 feet who can see your display. Weapon Focus
Deadly Aim Combat Take a penalty to hit for twice as much damage. 1 Dex 13
Deceitful General +2 Persuasion and Trickery, +4 if 10 ranks or more.
Defensive Combat Training Combat Use your total HD as your BAB when calculating your CMD.
Deflect Arrows Combat Deflect one ranged attack hitting you per round if you have a hand free. Dex 13 IUS
Deft Hands General +2 Trickery and Use Magic Device, +4 if 10 ranks or more.
Diehard General If 0 hp or less, fight on for 1 round before unconscious.
Dirty Trick Combat, Maneuver As a standard action perform a combat maneuver to impose either: blinded, entangled, or sickened on a foe for 1 round + 1 per 5 by which your attack exceeds the target's CMD. Int 13 Combat Expertise
Disarm Combat, Maneuver As a standard action perform a combat maneuver to disarm target for 1 round + 1 per 5 by which your attack exceeds the target's CMD. Int 13 Combat Expertise
Dodge Combat +1 dodge bonus to AC. Dex 13
Double Slice Combat Add full Strength bonus to damage rolls with your off-hand. Dex 15 Two-Weapon Fighting
Dragon Ferocity Combat, Style 2x Strength bonus on first unarmed strike and 1½ after with Dragon Style. Foe is shaken for 1d4 + Strength bonus rounds if hit by Stunning Fist or by a critical. Str 15 Dragon Style, Stunning Fist May use Mobility 5 instead of Str 15
Dragon Roar Combat, Style +1 stunning fist attempt per day. For 2 uses, you can make it a 15 foot cone attack, save or become shaken. Str 15 Athletics 8 IUS, Dragon Style, Stunning Fist
Dragon Style Combat, Style +2 saves vs sleep, paralysis and stunning. Add x1½ your Strength bonus on the damage roll for your first unarmed attack in a round. Str 15 Mobility 3 IUS May use Scaled Fist instead of Str 15
Dreadful Carnage Combat Whenever you reduce a foe to 0 or fewer hit points, you make a Persuasion (Intimidate) check to demoralize all enemies within 30 feet as a free action. 11 Str 15 Dazzling Display, Power Attack
Elemental Focus General Increase DC of damage spells of one energy type by 1.
Endurance General +2 bonus Athletics, +4 fort saves vs fatigue and exhaustion.
Exhausting Critical Combat, Critical When you score a critical hit on a foe, your target immediately becomes exhausted. 15 Critical Focus, Tiring Critical
Exotic Weapon Proficiency Combat Proficient with one exotic weapon of your choice. 1
Extra Arcane Pool General +2 arcane pool per day every time you take this feat. Arcane- or Eldritch Pool
Extra Bane Weapon General +3 rounds of bane per day. Bane
Extra Bombs General +4 bombs per day. Bomb
Extra Channel General +2 channel energy per day. Channel Energy
Extra Lay on Hands General +2 lay on hands per day. Lay on Hands
Extra Performance General +6 rounds of bardic performance per day. Bardic Performance
Extra Rage General +6 rounds of rage per day. Rage
Extra Rage Power General +1 rage power. Rage Power
Fencing Grace Combat Add your Dex modifier instead of your Strength to the damage of a chosen light or one-handed weapon. Dex 13 Weapon Focus, Weapon Finesse
Fury's Fall Combat, Maneuver When making a trip, add your Dex bonus to your CMB. Trip
Great Cleave Combat As a standard action, make a single attack at full BAB. If hit you can make extra attacks against foes within reach. Str 13 Cleave
Great Fortitude General +2 bonus on all Fortitude saving throws.
Greater Blind Fight Combat Your miss chance vs hidden or invisible foes is reduced to 20%. If ranged foe is pinpointed, he lose hidden attack bonuses regardless of the range. Per 15 Improved Blind Fight
Greater Bull Rush Combat, Maneuver +2 bonus to bull rush foes. This bonus stacks with the bonus granted by Bull Rush. 6 Str 13 Bull Rush, Power Attack
Greater Dirty Trick Combat, Maneuver +2 dirty trick bonus. Dirty trick penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD. 6 Int 13 Dirty Trick, Combat Expertise
Greater Disarm Combat, Maneuver +2 disarm bonus. Disarm penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD. 6 Int 13 Disarm, Combat Expertise
Greater Elemental Focus General +1 to the Difficulty Class for all saving throws vs spells that deal damage of your chosen energy type. Elemental Focus
Greater Penetrating Strike Combat Attacks made with Weapon Focus weapons ignore up to 10 points of damage reduction. Weapon Focus Fighter 16
Greater Shield Focus Combat Increase the AC bonus of any shield you are using by 1. Stacks with bonus granted by Shield Focus. Shield Proficiency, Shield Focus Fighter 8
Greater Spell Focus General Adds another +1 to DCs of the chosen school. Spell Focus
Greater Spell Penetration General Adds another +2 to spell penetration. Spell Penetration
Greater Sunder Armor Combat, Maneuver +2 bonus on sunder. Sunder penalty lasts for 1 round + 1 for every 5 by which your attack exceeds the target CMD. 6 Str 13 Sunder Armor, Power Attack
Greater Trip Combat, Maneuver +2 bonus to trip attempts. Whenever you successfully trip an opponent, that opponent provokes attack of opportunity. 6 Int 13 Combat Expertise, Trip
Greater Two-Weapon Fighting Combat You get a third attack with your off-hand at a -10 penalty. 11 Dex 19 Improved Two-Weapon Fighting
Greater Vital Strike Combat As a standard action, make a full BAB attack for extra damage. The weapon's damage dice is multiplied by 4. 16 Vital Strike, Improved Vital Strike
Greater Weapon Focus Combat Adds an additional +1 to hit with the chosen weapon. Weapon Focus Fighter 8
Greater Weapon Specialization Combat Adds an additional +2 to damage with the chosen weapon. Weapon Specialization Fighter 12
Hammer the Gap Combat Consecutive hits vs the same foe in a full-attack deal extra damage equal to the number of your previous hits that turn. 6
Improved Blind Fight Combat Your melee attacks ignore miss chance for less than total concealment. If you pinpoint a hidden attacker within 30 feet, that attacker no longer gets a ranged attack bonus. Per 10 Blind Fight
Improved Cleaving Finish Combat You can use Cleaving Finish any number of times per round. 6 Str 13 Great Cleave
Improved Critical Combat The threat range of your chosen weapon type is doubled. 8
Improved Great Fortitude General +2 to fortitude saves. Great Fortitude
Improved Initiative General +4 to initiative checks.
Improved Iron Will General +2 to will saves. Iron Will
Improved Lightning Reflexes General +2 to reflex saves. Lightning Reflexes
Improved Precise Shot Combat Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment. 11 Dex 19 Precise Shot, Point-Blank Shot
Improved Two-Weapon Fighting Combat When wielding two weapons, you get a second attack with your off-hand at a -5 penalty. 6 Dex 17 Two-Weapon Fighting
Improved Unarmed Strike (IUS in this table) Combat Even unarmed you are considered armed and deal 1d3 bludgeoning damage with unarmed attacks (1d2 if Small).
Improved Vital Strike Combat As a standard action, make a full BAB attack that deals extra damage equal to 3x the weapon's damage die. 11 Vital Strike
Intimidating Prowess Combat In addition to your Charisma modifier, add your Strength modifier to Intimidate checks.
Iron Will General +2 to will saves.
Lightning Reflexes General +2 to reflex saves.
Lingering Performance General Bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Bardic Performance
Manyshot Combat Fire 2 arrows on the first bow attack in a Full-Round Action. 6 Rapid Shot
Martial Weapons Proficiency Combat Gain proficiency with martial weapons.
Metamagic (Empower Spell) Metamagic Increase the numeric effects of a spell by half, using a spell slot 2 levels higher than usual.
Metamagic (Extend Spell) Metamagic Double spell duration, using a spell slot 1 level higher.
Metamagic (Heighten Spell) Metamagic Cast spells as if they were a higher level.
Metamagic (Maximize Spell) Metamagic Cast spells with their numeric variables maximized, using a spell slot 3 levels higher.
Metamagic (Quicken Spell) Metamagic Cast your spell as a swift action, using a spell slot 4 levels higher.
Metamagic (Reach Spell) Metamagic Increase the range of your spell by one range category.
Missile Shield Combat Deflect one ranged missile with your shield per round. Dex 13 Shield Focus
Natural Spell General Cast spells while using wild shape. Wis 13 Wild Shape
Outflank Combat, Teamwork +4 to hit while flanking and your critical hits provoke attacks of opportunity for your ally if he also has this feat. 4
Penetrating Strike Combat Ignore up to 5 DR with weapons with Weapon Focus. Weapon Focus Fighter 12
Persuasive General +2 to Persuasion and Perception, +4 if 10 or more ranks.
Piranha Strike Combat Wielding a light or any other Weapon Finesse weapons, you can take a penalty to hit for twice as much damage. Dex 13 Weapon Finesse
Point-Blank Master Combat When firing a chosen ranged weapon type, you do not provoke attacks of opportunity even while threatened. Weapon Specialization
Point-Blank Shot Combat +1 attack and damage with ranged weapons within 30 feet.
Power Attack Combat Take a penalty to hit for twice as much bonus damage. Str 13
Precise Shot Combat No -4 penalty to hit foes in melee with ranged attacks. Point-Blank Shot
Precise Strike Combat, Teamwork Deal +1d6 damage per melee hit if both you and an ally with this feat are flanking the same foe. 1 Dex 13
Pummeling Bully Combat, Style Force a trip combat maneuver check on a foe as a free action if you hit any of a full attack or flurry against him. 9 Pummeling Style, Trip, IUS May use Monk 5 instead of BAB 9
Pummeling Charge Combat, Style You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. Pummeling Style
Pummeling Style Combat, Style When you use a full attack or flurry of blows, total the damage from all hits before applying damage reduction. 6 IUS, flurry of blows May use flurry of blows instead of BAB 6
Rapid Shot Combat As part of a ranged full attack, you can fire one extra time at your highest BAB. All your attacks are at -2 to hit. Dex 13
Seize the Moment Combat, Teamwork An ally's critical hits will provoke attack of opportunity for you if you both have this feat and threaten the same foe. Combat Reflexes
Shatter Defenses Combat Any shaken, frightened or panicked foes hit by you this round is flat-footed to your attacks until your next turn end. 6 Weapon Focus, Dazzling Display
Selective Channel General Channel Energy does not heal enemies or damage allies. Cha 13 Channel Energy
Shake It Off Teamwork +1 bonus on saves for each nearby ally with this feat.
Shield Bash Combat May attack with a shield with two-weapon fighting penalty. Light shield deals 1d3 damage, heavy deals 1d4. Shield Proficiency
Shield Focus Combat Increases the AC bonus granted by any shield by 1. Shield Proficiency
Shield Master Combat No penalty on attacks with a shield while wielding another weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield. 11 Shield Proficiency, Shield Bash, Two-Weapon Fighting
Shield Proficiency Combat Gain proficiency with bucklers, light- and heavy shields.
Shield Wall Combat, Teamwork Using a shield adjacent a shield-wielding ally with this feat, the AC bonus from your shield increase by +1 if your ally uses a light shield or +2 if heavy.
Shielded Caster Teamwork +4 competence bonus on concentration when adjacent an ally who also have this feat. If ally uses a buckler or light shield add +1, add +2 if using heavy or tower shield.
Sickening Critical Combat, Critical If you make a critical hit, your foe get sickened for 1 min. 11 Critical Focus
Skill Focus General +3 on a chosen skill, +6 if 10 ranks or more.
Simple Weapon Proficiency Combat You become proficient with all simple weapons.
Slashing Grace Combat Choose one kind of light or one-handed slashing weapon. When wielding that weapon one-handed, you add your Dexterity instead of your Strength modifier for damage. Dex 13 Weapon Finesse, Weapon Focus
Spell Focus General +1 DC for saves vs your spells of a chosen school of magic.
Spell Penetration General +2 on caster level checks to overcome spell resistance.
Spell Specialization General +2 on caster level and all level-variable effects on a single chosen spell of a school you have Spell Focus in. Int 13 Spell Focus
Staggering Critical Combat, Critical When you score a critical hit, your foe is staggered for 1d4 + 1 rounds or 1 round if Fort save (DC 10+ your BAB). 13 Critical Focus
Stealthy General +2 on Mobility and Stealth checks, +4 if 10 or more ranks.
Steel Soul Racial +4 racial bonus on saves vs spells and spell-like abilities (replaces the normal bonus from the hardy trait). Dwarf (Hardy racial trait)
Stunning Fist Combat Your unarmed attacks can stun foes that fail fort save. 8 Dex 13, Wis 13 IUS
Sunder Armor Combat, Maneuver A combat maneuver to negate a foe's armor benefit for 1r +1 for every 5 by which your attack exceeds your foe's CMD. Str 13 Power Attack
Superior Summoning General When casting a summoning spell that conjures more than one creature, add one to the total number of creatures. Augment Summoning
Tandem Trip Combat, Maneuver, Teamwork Perform a combat maneuver to trip a foe threatened by an ally with this feat, roll twice and take the better result.
Throw Anything Combat +1 bonus on attack rolls with thrown splash weapons.
Tiring Critical Combat, Critical When you score a critical hit, the target becomes fatigued. 13 Critical Focus
Tower Shield Proficiency Combat Able to equip tower shields. Shield Proficiency
Toughness General Gain +3 HP and +1 HP for each of your HD beyond 3.
Trip Combat, Maneuver You may trip foes, gain +2 CMB to attack or defend vs trip. Int 13 Combat Expertise
Two-Weapon Fighting Combat Your to hit penalty for two-weapon fighting is reduced by 2 for your primary hand and 6 for your off-hand. Dex 15
Vital Strike Combat As a standard action, make an attack at your highest BAB that deals damage equal to 2x the weapon's damage die. 6
Weapon Finesse Combat With light weapon, elven curve blade, estoc, or rapier, use your Dex modifier instead of Strength on attack rolls.
Weapon Focus Combat +1 on all attack rolls with the chosen weapon type. 1
Weapon Specialization Combat +2 bonus on all damage rolls you make with the chosen weapon type. Weapon Focus Fighter 4
Wings Racial Gain angelic wings that grants +3 dodge bonus to AC vs melee and immunity to ground based effects. Aasimar 10