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Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.

Table: Feats Edit

Name Type Prerequisites Benefit
Ability Focus — Bombs General Bomb or Arcane Bombs +2 to the DC for all saving throws against your bombs.
Accomplished Sneak Attacker General Sneak attack Your sneak attack damage increases by 1d6.
Agile Maneuvers Combat Sunder Armor, Dirty Trick, Disarm, Bull Rush or Trip Instead of your Strength, add your Dexterity bonus to your BAB and size bonus when determining your CMB.
Aldori Dueling Mastery Combat Weapon Finesse, Weapon Focus (dueling sword), Dex 13 +2 bonus on initiative if wielding a dueling sword at start of combat. +2 AC shield bonus if off-hand is free.
Alertness General +2 bonus on Perception checks; +4 if 10 or more skill ranks.
Allied Spellcaster Teamwork Caster 1 +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 Arcane Armor Training, Armor Proficiency (Med), caster 7. Reduce your armor's arcane spell failure by 20%. Replaces the bonus provided by Arcane Armor Training.
Arcane Strike Combat Ability to cast arcane spells As a swift action your weapons deal +1 damage per 5 caster levels and are treated as magic for DR purposes for 1 round.
Armor Focus Combat BAB 1 +1 on AC bonus on a chosen armor type.
Armor Proficiency (Light) Combat Gain proficiency with light armor.
Armor Proficiency (Medium) Combat Armor Proficiency

(Light)

Gain proficiency with medium armor.
Armor Proficiency (Heavy) Combat Armor Proficiency

(Medium)

Gain proficiency with heavy armor.
Augment Summoning General Spell Focus (Conjuration) Summoned creatures gain +4 Strength and Constitution.
Back to Back Teamwork Perception 3 +2 AC vs flanking foes when adjacent an ally with this feat.
Bashing Finish Combat BAB 11, Shield Bash, Shield Master, Two-Weapon Fighting 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.
Blind-Fight 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

BAB 15 Your critical hits dazzle foes for 1d4 rounds or blind them unless they make a DC 10 + your BAB fort save.
Boon Companion General Animal Companion +4 Animal companion level, cannot exceed character level.
Bull Rush Combat Power Attack, Str 13 Charge foe to push them back. +2 CMB when attacking and defending against Bull Rush.
Cautious Fighter Combat Halfling +2 AC when using Fight Defensively.
Cleave Combat Power Attack, Str 13 As a standard action, make a full BAB melee attack that if hits, gives you an extra melee attack vs an adjacent foe.
Cleaving Finish Combat Power Attack, Cleave, Str 13 After reducing a target to 0 Hit Points, gain an extra melee attack vs any foe adjacent to the target.
Clustered Shots Combat BAB 6, Point-Blank Shot, Precise Shot Total all damage from weapon attacks in a round before applying damage reduction.
Combat Casting Metamagic +4 bonus on concentration to cast spells.
Combat Expertise Combat Int 13 Optional -1 to hit/CMB for +1 AC scaling by 1 per 4 BAB.
Combat Mobility Combat Dex 13, Dodge +4 dodge bonus to AC vs attacks of opportunity when you move out or within a threatened area.
Combat Reflexes Combat Gain attacks of opportunity equal to your Dexterity bonus.
Coordinated Defense 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 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 Persuasion 6, Power Attack A hit with Power Attack can automatically intimidate the foe.
Crane Riposte Combat Improved Unarmed Strike, Crane Style, Crane Wing, Dodge, Monk 7 or BAB 8 -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.
Crane Style Combat Improved Unarmed Strike, Dodge, Monk 1 or BAB 2 -2 to hit while fighting defensively. +1 dodge bonus to AC when fighting defensively with Crane Style.
Crane Wing Combat Crane Style, Monk 5 or BAB 5 + 4 AC when fighting defensively with a free hand. If missed by a melee attack by 4 or less, lose the bonus that round.
Critical Focus Combat, Critical BAB 9 +4 bonus on attack rolls to confirm critical hits.
Critical Mastery Combat, Critical Critical Focus, Fighter 14, an extra critical feat When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Crushing Blow Combat Improved Unarmed Strike, Stunning Fist Make a Stunning Fist attack as a full-round action that reduce the target's AC by your Wisdom modifier for 1 min.
Dazzling Display Combat Weapon Focus Intimidate all foes within 30 feet who can see your display.
Deadly Aim Combat Dex 13, BAB 1 Take a penalty to hit for twice as much damage.
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 Improved Unarmed Strike, Dex 13 Deflect one ranged attack hitting you per round if you have a hand free.
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 Int 13, Combat Expertise 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.
Disarm Combat Int 13, Combat Expertise 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.
Dodge Combat Dex 13 +1 dodge bonus to AC.
Double Slice Combat Dex 15, Two-Weapon Fighting Add full Strength bonus to damage rolls with your off-hand.
Dragon Ferocity Combat Dragon Style, Stunning Fist, Mobility 5 or Str 15 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.
Dragon Roar Combat Str 15, Imp. Unarmed Strike, Dragon Style, Stunning Fist, Athletics 8. +1 stunning fist attempt per day. For 2 uses, you can make it a 15 foot cone attack, save or become shaken.
Dragon Style Combat Improved Unarmed Strike, Mobility 3, Str 15 or Dragon Scaled Monk +2 saves vs sleep, paralysis and stunning. Add x1½ your Strength bonus on the damage roll for your first unarmed attack in a round.
Dreadful Carnage Combat Str 15, Dazzling Display

Power Attack, BAB 11

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.
Elemental Focus Metamagic 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 Critical Focus, Tiring Critical, BAB 15 When you score a critical hit on a foe, your target immediately becomes exhausted.
Exotic Weapon Proficiency Combat BAB 1, Martial Weapon Proficiency Proficient with one exotic weapon of your choice.
Extra Arcane Pool General Arcane- or Eldritch Pool +2 arcane pool per day every time you take this feat.
Extra Bane General Bane +3 rounds of bane per day.
Extra Bombs General Bomb +4 bombs per day.
Extra Channel General Channel Energy +2 channel energy per day.
Extra Lay on Hands General Lay on Hands +2 lay on hands per day.
Extra Performance General Bardic Performance +6 rounds of bardic performance per day.
Extra Rage General Rage +6 rounds of rage per day.
Extra Rage Power General Rage Power +1 rage power.
Fencing Grace Combat Weapon Focus, Weapon Finesse, Dex 13 Add your Dex modifier instead of your Strength to the damage of a chosen light or one-handed weapon.
Fury's Fall Combat Trip When making a trip, add your Dex bonus to your CMB.
Great Cleave Combat Cleave, Str 13 As a standard action, make a single attack at full BAB. If hit you can make extra attacks against foes within reach.
Great Fortitude General +2 bonus on all Fortitude saving throws.
Greater Blind-Fight Combat Perception 15, Improved Blind-Fight 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.
Greater Bull Rush Combat Bull Rush, Power Attack, BAB 6, Str 13 +2 bonus to bull rush foes. This bonus stacks with the bonus granted by Bull Rush.
Greater Dirty Trick Combat Dirty Trick, Int 13, BAB 6, Combat Expertise +2 dirty trick bonus. Dirty trick penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD.
Greater Disarm Combat Disarm, Int 13, Combat Expertise, BAB 6 +2 disarm bonus. Disarm penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD.
Greater Elemental Focus Metamagic Elemental Focus +1 to the Difficulty Class for all saving throws vs spells that deal damage of your chosen energy type.
Greater Penetrating Strike Combat Fighter 16, Weapon Focus Attacks made with Weapon Focus weapons ignore up to 10 points of damage reduction.
Greater Shield Focus Combat Shield Proficiency, Fighter 8, Shield Focus Increase the AC bonus of any shield you are using by 1. Stacks with bonus granted by Shield Focus.
Greater Spell Focus Metamagic Spell Focus Adds another +1 to DCs of the chosen school.
Greater Spell Penetration Metamagic Spell Penetration Adds another +2 to spell penetration.
Greater Sunder Armor Combat Sunder Armor, Power Attack, BAB 6, Str 13 +2 bonus on sunder. Sunder penalty lasts for 1 round + 1 for every 5 by which your attack exceeds the target CMD.
Greater Trip Combat Combat Expertise, Int 13, Trip, BAB 6 +2 bonus to trip attempts. Whenever you successfully trip an opponent, that opponent provokes attack of opportunity.
Greater Two-Weapon Fighting Combat Dex 19, BAB 11, Improved Two-Weapon Fighting You get a third attack with your off-hand at a -10 penalty.
Greater Vital Strike Combat BAB 16, Vital Strike, Imp. Vital Strike As a standard action, make a full BAB attack for extra damage. The weapon's damage dice is multiplied by 4.
Greater Weapon Focus Combat Weapon Focus, Fighter 8 Adds an additional +1 to hit with the chosen weapon.
Greater Weapon Specialization Combat Weapon Specialization, Fighter 12 Adds an additional +2 to damage with the chosen weapon.
Hammer the Gap Combat BAB 6 Consecutive hits vs the same foe in a full-attack deal extra damage equal to the number of your previous hits that turn.
Improved Blind-Fight Combat Perception 10, Blind-Fight 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.
Improved Cleaving Finish Combat Str 13, Great Cleave, BAB 6 You can use Cleaving Finish any number of times per round.
Improved Critical Combat, Critical BAB 8 The threat range of your chosen weapon type is doubled.
Improved Great Fortitude General Great Fortitude +2 to fortitude saves.
Improved Initiative General +4 to initiative checks.
Improved Iron Will General Iron Will +2 to will saves.
Imp. Lightning Reflexes General Lightning Reflexes +2 to reflex saves.
Improved Precise Shot Combat Dex 19, BAB 11, Precise Shot, Point-Blank Shot Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment.
Improved Two-Weapon Fighting Combat Dex 17, Two-Weapon Fighting, BAB 6 When wielding two weapons, you get a second attack with your off-hand at a -5 penalty.
Improved Unarmed Strike Combat Even unarmed you are considered armed and deal 1d3 bludgeoning damage with unarmed attacks (1d2 if Small).
Improved Vital Strike Combat BAB 11, Vital Strike As a standard action, make a full BAB attack that deals extra damage equal to 3x the weapon's damage die.
Intimidating Prowess General 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 Bardic Performance Bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.
Manyshot Combat Rapid Shot, BAB 6 Fire 2 arrows on the first bow attack in a Full-Round Action.
Martial Weapon Proficiency Combat Gain proficiency with martial weapons.
Metamagic (Empower) Metamagic Increase the numeric effects of a spell by half, using a spell slot 2 levels higher than usual.
Metamagic (Extend) Metamagic Double spell duration, using a spell slot 1 level higher.
Metamagic (Heighten) Metamagic Cast spells as if they were a higher level.
Metamagic (Maximize) Metamagic Cast spells with their numeric variables maximized, using a spell slot 3 levels higher.
Metamagic (Quicken) Metamagic Cast your spell as a swift action, using a spell slot 4 levels higher.
Metamagic (Reach) Metamagic Increase the range of your spell by one range category.
Missile Shield Combat Dex 13, Shield Focus Deflect one ranged missile with your shield per round.
Natural Spell General Wild Shape, Wis 13 Cast spells while using wild shape.
Outflank Teamwork BAB 4 +4 to hit while flanking and your critical hits provoke attacks of opportunity for your ally if he also has this feat.
Penetrating Strike Combat Fighter 12, Weapon Focus Ignore up to 5 DR with weapons with Weapon Focus.
Persuasive General +2 to Persuasion and Perception, +4 if 10 or more ranks.
Piranha Strike Combat Dex 13, Weapon Finesse Wielding a light or any other Weapon Finesse weapons, you can take a penalty to hit for twice as much damage.
Point Blank Master Combat Weapon Specialization with chosen ranged weapon When firing a chosen ranged weapon type, you do not provoke attacks of opportunity even while threatened.
Point-Blank Shot Combat +1 attack and damage with ranged weapons within 30 feet.
Power Attack Combat Str 13 Take a penalty to hit for twice as much bonus damage.
Precise Shot Combat Point-Blank Shot No -4 penalty to hit foes in melee with ranged attacks.
Precise Strike Teamwork Dex 13, BAB 1 Deal +1d6 damage per melee hit if both you and an ally with this feat are flanking the same foe.
Pummeling Bully Combat Pummeling Style, Trip, Improved Unarmed Strike, BAB 9, or Monk 5 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.
Pummeling Charge Combat Pummeling Style,

Pummeling Bully

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 Combat Improved Unarmed Strike, flurry of blows or BAB 6 When you use a full attack or flurry of blows, total the damage from all hits before applying damage reduction.
Rapid Shot Combat Dex 13

(Point-Blank Shot is not required in version 2.0.8)

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.
Seize the Moment Teamwork Combat Reflexes An ally's critical hits will provoke attack of opportunity for you if you both have this feat and threaten the same foe.
Shatter Defenses Combat Weapon Focus, Dazzling Display, BAB 6 Any shaken, frightened or panicked foes hit by you this round is flat-footed to your attacks until your next turn end.
Selective Channeling General Channel Energy, Cha 13 Channel Energy does not heal enemies or damage allies.
Shake It Off Teamwork +1 bonus on saves for each nearby ally with this feat.
Shield Bash Combat Shield Proficiency May attack with a shield with two-weapon fighting penalty. Light shield deals 1d3 damage, heavy deals 1d4.
Shield Focus Combat Increases the AC bonus granted by any shield by 1.
Shield Master Combat Shield Proficiency, Shield Bash, Two-Weapon Fighting, BAB 11 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.
Shield Proficiency Combat Gain proficiency with bucklers, light- and heavy shields.
Shield Wall 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 Critical Focus, BAB 11 If you make a critical hit, your foe get sickened for 1 min.
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 Dex 13, Weapon Finesse, Weapon Focus with chosen weapon 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.
Spell Focus General +1 DC for saves vs your spells of a chosen school of magic.
Spell Penetration Metamagic +2 on caster level checks to overcome spell resistance.
Spell Specialization General Int 13, Spell Focus +2 on caster level and all level-variable effects on a single chosen spell of a school you have Spell Focus in.
Staggering Critical Combat, Critical Critical Focus, BAB 13 When you score a critical hit, your foe is staggered for 1d4 + 1 rounds or 1 round if Fort save (DC 10+ your BAB).
Stealthy General +2 on Mobility and Stealth checks, +4 if 10 or more ranks.
Steel Soul General Dwarf, Hardy racial trait +4 racial bonus on saves vs spells and spell-like abilities (replaces the normal bonus from the hardy trait).
Stunning Fist Combat Improved Unarmed Strike Your unarmed attacks can stun foes that fail fort save.
Sunder Armor Combat Power Attack, Str 13 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.
Superior Summoning General Augment Summoning When casting a summoning spell that conjures more than one creature, add one to the total number of creatures.
Tandem Trip 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 Critical Focus, BAB 13 When you score a critical hit, the target becomes fatigued.
Tower Shield Proficiency Combat Shield Proficiency Able to equip tower shields.
Toughness General Gain +3 HP and +1 HP for each of your HD beyond 3.
Trip Combat Int 13, Combat Expertise You may trip foes, gain +2 CMB to attack or defend vs trip.
Two-Weapon Fighting Combat Dex 15 Your to hit penalty for two-weapon fighting is reduced by 2 for your primary hand and 6 for your off-hand.
Vital Strike Combat BAB 6 As a standard action, make an attack at your highest BAB that deals damage equal to 2x the weapon's damage die.
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 BAB 1 +1 on all attack rolls with the chosen weapon type.
Weapon Specialization Combat Weapon Focus with chosen weapon, Fighter 4 +2 bonus on all damage rolls you make with the chosen weapon type.
Wings General Aasimar level 10 Gain angelic wings that grants +3 dodge bonus to AC vs melee and immunity to ground based effects.
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