Feats

Feats are discrete abilities that a character can gain. Unlike a skill, a feat has no “ranks” or “level”; you either have a feat or you don’t.

Gaining Feats

Characters gain one feat at every odd character level, regardless of their class levels. (See What Level?? for more information on what “character level” means in the Worlds of Adventure campaign.)

Some classes (such as the fighter) also grant bonus feats at certain class levels; these are gained in addition to the feats gained at every odd character level.

In addition, a human character gets a bonus feat at 1st character level.

List of Feats

This is a list of all the feats available for player characters in the Worlds of Adventure campaign.

Note: Feats that are available only as part of a prestige path are listed on the Prestige Paths page. Epic feats are listed on the Beyond 20th Level page.

Combat Feats

General Feats

Class-Specific Feats

The feats listed in this section do not include combat feats which require levels or class abilities of a specific class; such feats are listed along with the other combat feats, above.

Racial Feats

Monster Feats

Metamagic Feats

Teamwork Feats

Feat Descriptions

Described below are the feats available to player characters in the Worlds of Adventure campaign.

Feat Name

Feat description.

Prerequisites: Some stuff.

Benefit: Some stuff.

Normal: Some stuff.

Special: Some stuff.

Academic Aptitude

Study of a particular subject comes very easily to you. You are a prodigy, quickly picking up the fundamentals of the topic from introductory lessons and conversations with learned folk, without needing to spend long hours poring over books. You can often figure out answers to the basic questions on your own, without having them taught to you.

Prerequisite: Intelligence 13.

Benefit: Select one Knowledge? topic. You gain a +1 competence bonus on Knowledge? checks about questions within that topic for every three character levels you have.

Special: You can take this feat multiple times. Each time you take it, it applies to a different Knowledge? topic.

Additional Domain Access

You gain access to the spells of your second domain.

Prerequisites: Wisdom 17, Additional Domain Powers, effective cleric level of 10 for at least one domain.

Benefit: You add several spells to your spell list, selecting from the spell list of the domain which you selected with the Additional Domain Powers feat.

You may select a number of spells such that the sum of their levels does not exceed your effective cleric level for the domain you selected. No more than one of the spells may have a level equal to the highest-level cleric spell you can cast.

Special: You may select this feat multiple times, adding a new set of spells from the chosen domain to your spell list each time.

Additional Domain Powers

You gain access to the domain powers of a second domain.

Prerequisites: Wisdom 17, effective cleric level of 10 for at least one domain.

Benefit: You gain access to the domain powers of one additional domain that you have access to (this must be another domain associated with your deity, or another druid domain that you can select). You may immediately select one power from this domain. If you gain a domain power thereafter, you may select that new domain power from any domain whose powers you have access to.

Normal: A cleric or druid can select domain powers only from those associated with the domain he chose at 1st class level.

Special: If you are a druid, you gain access to the wild shape forms associated with your chosen domain. (See the druid class description for more information.)

Arcane Armor Mastery (combat)

You have mastered the ability to cast spells while wearing armor.

Prerequisites: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.

Benefit: You get an additional +4 bonus on concentration checks made to avoid arcane spell failure when casting in armor. This bonus stacks with the bonus granted by Arcane Armor Training.

Arcane Armor Training (combat)

You have learned how to cast spells while wearing armor.

Prerequisites: Light Armor Proficiency, caster level 3rd.

Benefit: You get a +4 bonus on concentration checks made to avoid arcane spell failure when casting in armor.

Arcane Consumption

You can draw upon the arcane power that sustains your body to strengthen a spell you cast, leaving you weakened but potentially ensuring your victory.

Prerequisites: Mage primary class group, Arcane Toughness, arcane caster level 5th.

Benefit: As a swift action, you can grant the next spell you cast a +4 bonus on its save DC and +4 to its caster level. You must cast and complete this spell in the same round that you use a swift action to activate this feat.

At the end of the round, the enhancement bonus to Constitution gained from your Arcane Toughness feat is reduced by 4 (to a minimum of +0) for one day. You also advance one step on the Constitution damage track, for the same duration.

Special: If you have taken the Arcane Toughness feat multiple times, you can use this feat multiple times as well, suffering a reduction in Constitution each time.

It takes one day for the enhancement bonus to Constitution gained from your Arcane Toughness feat to increase by 4 (up to your normal maximum), even if the Constitution damage caused by using this feat is cured sooner.

Arcane Strike (combat)

You draw upon your arcane might to temporarily enhance your weapons with magical power.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can sacrifice a prepared arcane spell, or an unused arcane spell slot, to imbue your wielded weapons with magical power. For 1 round, your weapons deal +1 damage per level of the sacrificed spell, and are treated as having an enhancement bonus equal to one-quarter of your caster level for the sacrificed spell (rounded down) for the purpose of overcoming damage reduction.

Arcane Toughness

You fortify your physical form with your magic, at a price.

Prerequisites: Mage primary class group, arcane caster level 3rd.

Benefit: You permanently sacrifice your highest-level spell slot of each of your mage class spellcasting progressions. (Essentially, the number of spell slots you have at the highest spell level you can cast, from each spellcasting progression you have from any of your classes in the mage class group, is now always 1 less than indicated on the Spells Per Day table for the class.) Additionally, your Constitution score is permanently reduced by 2 points; this loss cannot be reversed by any healing magic.

You gain a permanent +4 enhancement bonus to your Constitution. This effect cannot be dispelled or suppressed; however, it is inactive in a dead magic zone or similar, and abilities or attacks which drain your spell slots (such as energy drain attacks) can drain the power that sustains your magically-granted Constitution enhancement.

Special: You can take this feat up to three times. Its effects stack.

Armor Proficiency, Heavy (combat)

You are proficient with heavy armor.

Prerequisites: Armor Proficiency, Light, Armor Proficiency, Medium.

Benefit: See Armor Proficiency, Light.

Normal: See Armor Proficiency, Light.

Special: Fighters automatically gain proficiency with heavy armor at 1st character level; they need not select this feat.

Armor Proficiency, Light (combat)

You are proficient with light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Acrobatics, Athletics, Disable Device?, Escape Artist?, Stealth?, and Sleight of Hand? checks.

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride?.

Special: Barbarians, bards, clerics, druids, fighters, rangers, and thieves automatically gain proficiency with light armor at 1st character level; they need not select this feat.

Armor Proficiency, Medium (combat)

You are proficient with medium armor.

Prerequisites: Armor Proficiency, Light.

Benefit: See Armor Proficiency, Light.

Normal: See Armor Proficiency, Light.

Special: Barbarians, clerics, druids, fighters, and rangers automatically gain proficiency with medium armor at 1st character level; they need not select this feat.

Augment Summoning

Your summoned creatures are more powerful and robust.

Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to attack rolls and saving throws, a +2 deflection bonus to Armor Class and to Reflex saves against weapon-like attacks, and temporary hit points equal to your caster level, for the duration of the spell that summoned it. The creature’s natural attacks also strike as if they had a weapon enhancement bonus +1 greater than normal for that creature (up to +5).

Bleeding Critical (combat)

Your critical hits cause opponents to bleed profusely.

Prerequisites: Critical Focus, base attack bonus +13 or fighter level 8th.

Benefit: Whenever you score a critical hit with a slashing or piercing weapon, you also inflict a bleeding wound of severity 1d4.

Blind-Fight (combat)

You know how to fight without being able to see your foes.

Prerequisites: Wisdom 13.

Benefit: When attacking in melee, your penalty for attacking a target that has concealment from you is reduced by 4 (to a minimum of 0). Your AC penalty against an unseen opponent’s melee attacks is reduced by 2 (to a minimum of 0).

Your penalty to Acrobatics checks made to move across a perilous surface in conditions of poor visibility is also reduced by 4 (to a minimum of 0).

Normal: You take a penalty to attack rolls and Armor Class when fighting an opponent you can’t clearly see. You also take a penalty to Acrobatics checks made to move across a perilous surface in conditions of poor visibility.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink? spell.

Blindsight, 5-ft. Radius (combat)

You sense opponents in the darkness.

Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19 or Listen? 15 ranks.

Benefit: Using senses such as acute hearing and sensitivity to vibrations, you can detect the location of opponents who are within your normal melee reach. Conditions of poor visibility do not impair these senses, though you cannot discern incorporeal beings, and gaseous and similarly non-solid creatures have one-half concealment from you. (Except for the decreased range, this feat is identical to the blindsight special ability.)

Bloody Assault (combat)

Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.

Prerequisites: Base attack bonus +6.

Benefit: When using a piercing or slashing melee weapon as part of an attack or full attack action, or on a charge, you can choose to take a −5 penalty on your attack roll to inflict a bleeding wound of severity 1d8, in addition to the normal damage dealt by your attack.

Bonded Companion

You form a closer bond with one creature of a type which you can command.

Prerequisite: Command Animals, Command Plants, Command Elementals, or Command Undead.

Benefit: Select one creature which you have under your control via one of the feats listed above. This must be a creature you have not mistreated (if it’s an animal or plant), and it cannot be an intelligent undead creature, or an elemental creature of an alignment that is opposed to yours. This creature is now your permanent companion. It gains various special abilities based on your level, as described on the Companion Creatures page.

You may not choose a bonded companion with more hit dice than the limit for your class level (as listed on the Companion Creatures page), and your companion’s hit dice still count against the maximum number of hit dice of creatures of its type that you can command.

You can have only one bonded companion at any given time. You can release a bonded companion at any time, at which point it reverts to being a normal creature of its kind, losing the special abilities it gained from being your companion. A creature released from being your bonded companion is still commanded, however (although you may then choose to release it from your command, if you wish, as described in the appropriate Command feat). You can select a new companion at any time, choosing from among your commanded creatures, by performing a ritual that takes 1 day.

Special: If you have the Command Plants feat and you are an elf, you have the option of calling a special plant companion (a carnivorous flower, a crawling vine, a puffball, or a sapling treant).

If you have the Command Plants feat and you are a human, you have the option of creating a leshy (fungus, gourd, leaf, or seaweed) at no cost.

If you have the Command Elementals feat and you are a dwarf, you have the option of calling a stone spike.

A creature of one of these kinds does not need to be one you have found and commanded beforehand, although its hit dice still count against the maximum number of creatures that you can command.

Careful Aim (combat)

When you take the time to line up your shot, you can shoot with great accuracy.

Prerequisites: Weapon Focus with bows or crossbows.

Benefit: When wielding a bow or crossbow with which you have Weapon Focus, you can take a move action to take careful aim at your target. If you do so, you reduce by −2 the total attack roll penalty you would normally take from certain unfavorable conditions or circumstances.

The penalties that you may reduce by taking aim include the following:

You can reduce the total attack roll penalty for the above conditions by another −2, by taking an additional move action (up to a total reduction of −4). For every 5 points of base attack bonus that you have past +1, the maximum reduction in the total attack roll penalty for the above conditions increases by −4 (you still have to take an additional move action for every 2 points of reduction). You cannot reduce the total penalty to less than 0.

The benefits of taking aim apply to the next single attack you make. After the last move action you spend taking aim, you must take the shot by the end of the next round. If you do not, you lose the benefits of taking aim.

Special: Once you begin to take aim, you can’t move, even to take a short step, until after you fire the arrow or bolt, or the benefit of aiming is lost.

You are considered to have readied an action to fire at the target if it moves out of range, moves behind total cover or into total concealment, or otherwise takes any actions that would prevent you from taking the shot. If the target moves in such a way and you fail to take the shot, the benefits of taking aim are lost.

You cannot make combat reactions while taking aim. If you take damage while taking aim, you must succeed at a Wisdom check (DC = damage dealt) or lose the accumulated benefits of taking aim; but even succeeding at the check requires you to take the shot immediately or lose the accumulated benefits.

Cleave (combat)

You can strike two adjacent foes with a single swing; also, when you strike down an opponent, you can continue your swing into another target.

Prerequisites: Strength 13, base attack bonus +1.

Benefit: This feat grants two benefits.

Cleaving Strike: As a standard action, you can make a single attack. If you hit, you deal damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this maneuver, you take a −2 penalty to your attack rolls and your Armor Class until your next turn.

Cleaving Finish: If you deal a creature enough damage with a melee attack to make it drop (typically by dropping it to below 0 hit points or killing it), you get an attack of opportunity against another creature within reach. You cannot take a short step before making this extra attack. The extra attack is with the same weapon as the attack that dropped the previous creature. You can’t use this maneuver if your initial attack was an attack of opportunity.

Special: When using Cleaving Strike, or taking the extra attack granted by Cleaving Finish, you may only make a normal melee attack; you cannot use any kind of special attack or combat maneuver (even if you have a feat or ability, such as Tripping Strike, that allows you to perform a special maneuver in place of a melee attack).

Combat Expertise (combat)

You can fight defensively while still taking advantage of gaps in your foes’ defenses.

Prerequisites: 6th-level warrior.

Benefit: When taking the total defense action, you can still use your combat reactions to aid your allies’ attacks or defense, and can take attacks of opportunity (but you take a −4 penalty on your attack rolls when doing so).

Normal: When taking the total defense action, you cannot use your combat reactions to aid your allies’ attacks or defense, and can’t take attacks of opportunity. See the Combat page for more information on the total defense action.

Combat Patrol (combat)

You range across the battlefield, dealing with threats wherever they arise.

Prerequisites: Dexterity 13, Combat Reflexes, base attack bonus +5.

Benefit: As a full-round action, you may set up a combat patrol, increasing the radius of your threatened area by an amount equal to the width of your space (i.e. by 5 feet, for Medium-sized characters) for every 5 points of your base attack bonus. For the duration of the round, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

Combat Reflexes (combat)

You can make an additional combat reaction.

Prerequisite: Dexterity 13.

Benefit: You gain one additional combat reaction per round. You may also make combat reactions while flat-footed.

Normal: A character may make one combat reaction per round, and one additional combat reaction per round at BAB +6, +11, and +16. A character may not make a combat reaction while flat-footed.

Command Animals

Calling upon the power of nature, you can command animals, making them fear you or turning them into your servants.

Prerequisite: Animal domain or animals-themed witch’s patron.

Benefit: You can rebuke or command animals. Doing so takes a standard action in either case. If you rebuke animals, all animals within 30 feet of you become frightened, and either flee from you or cower in fear of you, at your option. If you command animals, animals within 30 feet of you fall under your control, obeying your commands to the best of their ability. In either case, animals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 12 your priest level (or your mage level, if you are a witch) + your Charisma modifier. If you choose to command animals, the animals to be commanded take a modifier to their Will saves, depending on their attitude toward you: helpful, −4; friendly, −2; neutral, +0; unfriendly, +2; hostile, +4. Attempts to rebuke or command animals are less effective after the first one in any given encounter; the DC decreases by 1 each time. An animal that succeeds at its Will save is immune to your attempts to rebuke or command it for a day.

You can control any number of animals, so long as their total Hit Dice do not exceed your class level (in the class possessing the class feature you used to satisfy this feat’s prerequisite) + your Charisma modifier. Note that this feat does not grant you any ability to communicate with the animals you command; you must use the Handle Animal? skill, the speak with animals spell, or some other means of communicating your desires. In the absence of other orders, commanded animals follow you, and attack your apparent enemies. If you order a commanded animal to carry out a suicidal order or to do something which is counter to its nature, or if you intentionally inflict pain or injury on the animal, it receives a new Will save to resist your command, with a cumulative +1 bonus for each time after the first (but an animal may make a new Will save to resist control no more than once per day).

If an animal is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You can release a commanded animal at any time. The attitude of released animals depends on how you have treated them while they were under your control; if you treated the animal well, it will be friendly after you released it. (Treating a commanded animal poorly, in addition to causing the animal to resist your control, and to be hostile to you if you release it, also violates the code of any priest or servant of nature, and risks incurring the displeasure of her patron or the source of her divine power.)

Command Elementals

You can call upon your power over the elements to command elemental creatures, making them fear you or turning them into your servants.

Prerequisite: Elemental domain (Air, Earth, Fire, or Water) or elemental-themed witch’s patron.

Benefit: Select an element (air, earth, fire, or water) that matches a domain you have or your patron (depending on your class). You can rebuke or command elemental creatures of your chosen element. Doing so takes a standard action in either case. If you rebuke elementals, all elementals within 30 feet of you become frightened, and either flee from you or cower in fear of you, at your option. If you command elementals, elementals within 30 feet of you fall under your control, obeying your commands to the best of their ability. In either case, elementals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 12 your priest level (if you are a cleric, druid, or mystic) or your mage level (if you are a sorcerer, witch, or wizard) + your Charisma modifier. If you choose to command elementals, the elementals to be commanded take a modifier to their Will saves, depending on their attitude toward you: helpful, −4; friendly, −2; neutral, +0; unfriendly, +2; hostile, +4. Attempts to rebuke or command elementals are less effective after the first one in any given encounter; the DC decreases by 1 each time. An elemental that succeeds at its Will save is immune to your attempts to rebuke or command it for a day.

You can control any number of elementals, so long as their total Hit Dice do not exceed your class level (in the class possessing the class feature you used to satisfy this feat’s prerequisite) + your Charisma modifier. Note that this feat does not grant you any ability to communicate with the elementals you command; you must know the appropriate elemental tongue, or use the Linguistics skill, the tongues spell, or some other means of communicating your desires. In the absence of other orders, commanded elementals follow you, and attack your apparent enemies. If you order a commanded elemental to do something which is counter to its nature (such as enter a pool composed of the opposite element), it receives a new Will save to resist your command, with a cumulative +1 bonus for each time after the first (but an elemental may make a new Will save to resist control no more than once per day).

If an elemental is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You can release a commanded elemental at any time. Elementals usually revert to a neutral attitude toward you after they are released, and do not attack unless you threaten them (but in any case view you with fear and respect).

Special: You may also attempt to rebuke (but not command) creatures that are not elementals but that have an elemental nature or are closely tied to the element that matches your chosen domain (such as djinn for the element of air, or brass dragons for the element of fire), but such creatures receive a +2 bonus on their Will saves to resist the effect.

Command Plants

Calling upon the power of nature, you can command plants, making them fear you or turning them into your servants.

Prerequisite: Plant domain or plant-themed witch’s patron.

Benefit: This feat works like the Command Animals feat, except that it applies to plant creatures instead of animals.

Command Undead

Using the power of necromancy, you can command undead creatures, making them into your servants.

Prerequisites: Death domain or necromancy arcane school.

Benefit: You can command undead. This works much like commanding elementals (see the Command Elementals feat), except as follows.

Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level + your Charisma modifier. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You can release a commanded undead creature at any time. Mindless undead usually revert to a neutral attitude toward you after they are released, and do not attack unless you threaten them; intelligent undead generally resent their servitude, and attempt to destroy you if you are weak, or flee (but may hold a grudge) if you are strong.

Critical Focus (combat)

You know how to strike your opponents where it hurts.

Prerequisites: Base attack bonus +7 or fighter level 4th.

Benefit: You receive a +4 bonus on attack rolls made to confirm critical hits.

Deadly Shot (combat)

With a well-placed shot, you can bring a swift and painful end to most foes.

Prerequisites: Critical Focus, Careful Aim, Weapon Focus, fighter level 8th.

Benefit: When making a ranged attack that deals damage, with a weapon to which your Weapon Focus applies, as part of a standard or full-round action, you can make a called shot. You may make multiple called shots per round (if you are making a full attack, for instance), but you take a cumulative −5 penalty on your attack roll for each called shot after the first in a round.

Normal: Making a called shot is a full-round action.

Deadly Stroke (combat)

With a well-placed strike, you can bring a swift and painful end to most foes.

Prerequisites: Critical Focus, Weapon Focus, fighter level 8th.

Benefit: When making a melee attack that deals damage, with a weapon to which your Weapon Focus applies, as part of a standard or full-round action (not including a charge), you can make a called shot. You may make multiple called shots per round (if you are making a full attack, for instance), but you take a cumulative −5 penalty on your attack roll for each called shot after the first in a round.

Additionally, you only need to win a grapple check by 5 or more in order to make a called shot while grappling.

Normal: Making a called shot is a full-round action. You must win a grapple check by 10 or more in order to make a called shot while grappling.

Special: You cannot make called shots when making a flurry of blows, nor in a round when you make any attacks with your off-hand weapon, nor when taking the extra attack granted by a barbarian’s whirling frenzy, nor when using the Cleave or Whirlwind Attack feat, nor on an attack of opportunity.

Diehard

You can keep fighting even when seriously wounded.

Prerequisites: Base Fortitude save +2.

Benefit: When reduced to 0 hit points or less, you remain standing if you succeed on your Fortitude save to remain conscious. If you beat the save DC by 5 or more, you’re not staggered (this also applies to the Fortitude save you must roll when you take a staggering blow).

You may also take up to one strenuous action per round without taking a penalty on your saving throw to remain conscious. (You still take a −5 penalty on your save if you perform more than one strenuous action in a round.)

Normal: When reduced to 0 hit points or less, you fall prone unless you succeed on your Fortitude save to remain conscious by 5 points or more. You take a −5 penalty on your saving throw to remain conscious in any round when you take a strenuous action.

Special: When you’ve been reduced to 0 hit points or less, taking multiple strenuous actions in one round (such as moving at your full speed and attacking) causes you to lose 1 hit point for each such action.

Disarming Strike (combat)

You can disarm opponents with a swing of your weapon.

Prerequisites: Dexterity 13.

Benefit: You can make a disarm attempt in place of a melee attack. You take a −2 penalty on your attack roll when doing so.

Normal: Making a disarm attack is a standard action.

Disguise Spell (metamagic)

You can subtly weave spellcasting into your performance.

Prerequisites: Bardic performance, Perform? 10 ranks.

Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into your music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from.

Level Increase: +1 (a disguised spell uses up a spell slot one level higher than the spell’s actual level).

Dodge (combat)

You are adept at dodging blows.

Prerequisites: Dexterity 13.

Benefit: Your dodge value (that is, the dodge bonus to Armor Class that you gain when using a combat reaction to dodge) is equal to one-third your character level. (If you do not already have the ability to use the Dodge combat reaction—usually due to having no levels in the warrior or rogue class groups—you now gain that ability.)

If your dodge value without this feat is already equal to or greater than one-third your character level, then your dodge value instead increases by +2.

See Combat for more information on dodging.

Elemental Fist (combat)

You empower your strike with elemental energy.

Prerequisites: Constitution 13, Improved Unarmed Strike, ki pool, base attack bonus +6.

Benefit: When you take this feat, select one of the following types of damage: cold, electric, or fire. As a swift action, you can spend a ki point to wreathe your body in an aura of the chosen elemental energy for 1 round. While this effect is active, your unarmed attacks strike as elemental weapons, striking as flaming, frost, or shocking weapons (as appropriate to your chosen damage type).

Elven Accuracy

Your sharp eyesight makes difficult shots easier.

Prerequisites: Elf; Weapon Focus with bows.

Benefit: When using a bow, you ignore half of a target’s cover bonus to AC. You also take half the normal penalty to attack rolls for attacking a target that has concealment from you, when you attack with a bow.

The benefits of this feat do not apply if you cannot see your target.

Normal: Cover grants opponents a bonus to AC against your attacks. You take a penalty to attack rolls when attacking a target that has concealment from you.

Far Shot (combat)

You can get greater distance out of a ranged weapon.

Benefit: Your range penalty when using any ranged weapons with which you’re proficient is reduced by 2 (to a minimum of 0).

Normal: When shooting or throwing a ranged weapon, you take a cumulative −2 penalty to attack rolls for every full range increment of distance that your target is from you.

Favored Defense

Your cunning is your shield against your quarry’s attacks.

Prerequisites: Favored enemy class feature.

Benefit: Choose one of your favored enemy types. Against attacks made by a creature of that kind, you gain a dodge bonus to AC equal to your favored enemy bonus to damage rolls against such creatures.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.

Fists of Iron (combat)

Your unarmed attacks strike with the force of a hammer blow.

Prerequisites: Base attack bonus +1, Improved Unarmed Strike.

Benefit: Your unarmed strikes deal 1d6 points of damage. As your base attack bonus increases, so does your unarmed strike damage: 1d8 at BAB +6, 1d10 at BAB +11, and 1d12 at BAB +16. (A larger or smaller character’s unarmed attacks do correspondingly more or less damage, as per Table: Small or Large Monk Unarmed Damage.)

Normal: A Medium humanoid’s unarmed strike deals 1d3 points of damage.

Special: The benefit of this feat does not stack with the increase to unarmed damage from a monk’s unarmed strike ability.

Gain Skill Trick

You learn a new skill trick.

Benefit: You learn any skill trick for which you meet the prerequisites. You do not have to spend any skill points to learn the trick.

Special: You can take this feat multiple times, selecting a new skill trick each time.

Gang Up (combat, teamwork)

You are adept at using greater numbers against foes, and look for every edge when flanking an enemy.

Benefit: If you and at least two of your allies who have this feat are threatening a creature, that opponent is considered to be flanked, regardless of your actual positioning.

In addition, whenever you score a critical hit against a flanked creature, it provokes an attack of opportunity from any of your allies who threaten that opponent (assuming they have this feat).

Normal: A creature must be threatened from opposite sides in order to be considered flanked.

Great Cleave (combat)

You can strike many adjacent foes with a single blow.

Prerequisites: Strength 13, Cleave, base attack bonus +6 or Combat Reflexes.

Benefit: When you use the Cleaving Strike maneuver (granted by the Cleave feat), you can make a second additional attack (if your first additional attack hits).

Additionally, if the attack of opportunity granted by the Cleaving Finish maneuver also drops the foe you strike with it, you get another attack of opportunity against another adjacent foe (if any), and so on. (You still can’t use Cleaving Finish on an AoO in any other situation.)

Normal: The Cleaving Strike maneuver allows you to make only one additional attack. You can’t use the Cleaving Finish maneuver on attacks of opportunity.

Great Fortitude

You are more resistant to poisons, diseases, and other maladies.

Benefit: Your base Fortitude save bonus increases by +2. When you reach 10th character level, your base Fortitude save bonus increases by an additional +2.

Special: This feat does not allow you to exceed the normal maximum base saving throw bonuses for your character level. (See What Level?? for details on character levels and limitations.)

Heighten Spell

You can cast a spell as if it were a higher-level spell than it actually is.

Prerequisites: Any metamagic feat.

Benefit: Any spell you cast is considered to have an effective level (for the purposes of save DCs, interaction with a globe of invulnerability, etc.) equal to the level of the spell slot which you use to cast it.

Normal: Casting a spell using a spell slot of a higher level than the spell’s normal level does not modify the spell’s effective level.

Hold the Line (combat)

You can stop opponents in their tracks when they drop their guard.

Prerequisites: Dexterity 13, Combat Reflexes, base attack bonus +2.

Benefit: When an opponent provokes an attack of opportunity from you through careless movement (by disengaging from you, entering your space, passing through the area you threaten with a reach weapon, etc.), you may accept a −5 penalty on your attack roll when taking the AoO. If you then hit and deal damage, and if your attack roll result equals or exceeds your opponent’s combat maneuver AC, that opponent’s movement is immediately halted, and he may not move for the rest of that round.

(See Combat Reactions? for details on provoking AoOs through careless movement, and for information on attacks of opportunity in general.)

Special: You may also use this feat when taking a readied attack against an opponent who enters your threatened area. When you do so, if you use a weapon that can be set against a charge (such as a spear of any kind, a halberd, etc.), you do not incur the normal −5 penalty for using this feat. (See Weapons for details on readying a weapon against a charge.)

Improved Critical (combat)

Attacks made with your chosen weapons are quite deadly.

Prerequisites: Weapon Focus, base attack bonus +5.

Benefit: When using any weapon to which your Weapon Focus applies, your critical threat range is doubled.

Special: If multiple effects or abilities that increase your critical threat range are in effect, their effects combine in a special way. Your threat range is doubled, then increased by 1 number for every additional such effect past the first. (For example, if you were wielding a longsword upon which the keen edge spell had been cast, and had the Improved Critical feat and Weapon Focus with heavy blades, your threat range would be 16-20.)

Improved Disarm (combat)

You are skilled at knocking weapons from a foe’s grasp.

Benefit: Whenever you successfully disarm an opponent, if you so choose, the weapon lands 15 feet away from its previous wielder, in a random direction. In addition, if you successfully disarm an opponent with a weapon, and have a hand free, you can catch the disarmed item with your free hand without needing to make a Sleight of Hand? check to do so.

Normal: Disarmed weapons and gear land at the feet of the disarmed creature. A DC 15 Sleight of Hand? check is required to catch a disarmed item with a free hand.

Improved Familiar

This feat allows you to acquire an unusual familiar—a creature from another plane of existence.

Prerequisite: Ability to acquire a new familiar, compatible alignment, mage level 5th.

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars.

Improved Feint (combat)

You are skilled at fooling your opponents in combat.

Prerequisites: Intelligence 13.

Benefit: You can feint in combat as a swift action.

Normal: Feinting in combat is a move action.

Improved Grab (combat)

You can quickly grab hold of an opponent.

Prerequisites: Dexterity 13 or Improved Unarmed Strike.

Benefit: You can grab as a move action. You can grab and grapple an opponent as a single standard action.

Normal: Grabbing an opponent is a standard action. You can grab and grapple an opponent as a full-round action.

Improved Grapple (combat)

You are skilled at grappling opponents.

Prerequisites: Strength 13, Dexterity 13, Improved Unarmed Strike.

Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal: Maintaining a grapple is a standard action.

Improved Overrun (combat)

You are skilled at running down your foes.

Prerequisites: Strength 13.

Benefit: Targets of your overrun attempt may not choose to avoid you. If you successfully overrun an opponent and then, as part of the same action, disengage from that opponent (move out of his threatened area), you do not provoke an attack of opportunity. When charging, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge.

Normal: An opponent you attempt to overrun may choose to avoid you. Disengaging from an opponent (exiting their threatened area) provokes an attack of opportunity from that opponent. You can only overrun as a full-round action or a standard action.

Improved Shield Bash (combat)

You are skilled at using your shield as a weapon.

Prerequisites: Shield Proficiency.

Benefit: When you make a shield bash attack, you may still apply the shield’s bonus to your Armor Class.

Additionally, when making a shield bash and one or more armed strikes as part of a full attack, you take a −4 penalty on all your attacks that round. This penalty is reduced to −2 if you use a light shield. (You cannot make a shield bash attack with a tower shield.) These penalties replace the normal ones you incur for fighting with two weapons.

Normal: Without this feat, a character that performs a shield bash loses the shield’s bonus to AC until his next turn. If you use a shield in your off hand as a melee weapon, you take the normal two-weapon fighting penalties to your attack rolls. (See the Two-Weapon Fighting feat description for details.)

Improved Sunder (combat)

Your devastating strikes cleave through weapons and shields and into their wielders, damaging both item and wielder alike in a single terrific strike.

Prerequisites: Strength 13.

Benefit: Whenever you destroy an enemy’s weapon or shield with a sunder attack, any excess damage is applied to the item’s wielder.

Improved Trip (combat)

You are skilled at sending your opponents to the ground and following up with an attack.

Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity from you.

Normal: Creatures do not provoke attacks of opportunity from being tripped.

Improved Two-Weapon Fighting (combat)

You are skilled at fighting with two weapons.

Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon when you make a full attack, you may make a second attack with your off-hand weapon in addition to the second attack you gain with your primary weapon.

Normal: Without this feat, you can only get a single attack with an off-hand weapon.

Improved Unarmed Strike (combat)

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strike now deals 1d4 points of damage. You can deal either lethal or nonlethal damage with your unarmed attacks, at your option.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. A Medium humanoid’s unarmed attacks deal 1d3 points of damage.

Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.

Improved Vital Strike (combat)

You can make a single attack that deals a large amount of damage.

Prerequisites: Vital Strike, warrior level 11th.

Benefit: When using the Vital Strike feat, roll the weapon’s damage dice two additional times instead of just one, adding any bonuses from Weapon Specialization each time.

Improvised Weapon Mastery (combat)

You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.

Benefit: You do not suffer any penalties for using an improvised weapon (whether melee or ranged). Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (1d12 if the improvised weapon is two-handed). The improvised weapon threatens a critical hit on a roll of 20, with a critical multiplier of ×2.

Special: You cannot take the Weapon Focus feat with improvised weapons.

In Harm’s Way (combat)

You put yourself in danger’s path to save your allies.

Prerequisites: Dexterity 13.

Benefit: Once per round, while using a combat reaction to improve an adjacent ally’s AC, you can intercept a successful attack against that ally, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Iron Will

You are more resistant to mental effects.

Benefit: Your base Will save bonus increases by +2. When you reach 10th character level, your base Will save bonus increases by an additional +2.

Special: This feat does not allow you to exceed the normal maximum base saving throw bonuses for your character level. (See What Level?? for details on character levels and limitations.)

Ki Force (combat)

You can use your ki to lend kinetic power to your maneuvers.

Prerequisites: Improved Unarmed Strike, ki pool.

Benefit: When performing an unarmed trip, push, or overrun maneuver, you can expend 1 ki point to amplify the force of his maneuver. Doing so grants you a +2 bonus on your combat maneuver check. If the maneuver succeeds, the target takes damage equal to your base unarmed strike damage (without any bonuses, such as from Strength). If you throw (as with the Tripping Throw feat) or push your target into another creature or object, that creature or object takes the same damage.

You may also expend more than 1 ki point, in such cases. Expending each additional ki point requires using a move action to focus your ki. Expending an additional ki point grants you a cumulative +2 bonus on your combat maneuver check, and doubles the damage dealt (remember that two doublings is a tripling, etc.).

Lightning Reflexes

You have faster reflexes.

Benefit: Your base Reflex save bonus increases by +2. When you reach 10th character level, your base Reflex save bonus increases by an additional +2. (Because you add your Reflex save bonus to initiative rolls, this feat likewise increases your initiative bonus.)

Special: This feat does not allow you to exceed the normal maximum base saving throw bonuses for your character level. (See What Level?? for details on character levels and limitations.)

Lore Master

The scope of your knowledge is so broad that you know a little bit about just about everything.

Prerequisites: At least 5 ranks in each of at least four unrelated Knowledge? skills.

Benefit: The breadth of your studies is such that you’ve encountered bits of lore about all conceivable topics. You gain the ability to make lore checks, which work exactly like a bard’s bardic knowledge ability (see the Bard class description for details). Your bonus on such a lore check is equal to the largest number of ranks that you have in at least four unrelated Knowledge skills, +2 for every additional Knowledge skill in which you have at least 5 ranks; this bonus cannot exceed 20. You also add your Intelligence modifier to lore checks.

For example, if you had Knowledge (religion) 8 ranks, Knowledge (elves) 6 ranks, Knowledge (nature) 6 ranks, Knowledge (astronomy) 5 ranks, Knowledge (mechanics) 7 ranks, and Knowledge (the Flanaess) 6 ranks, your bonus on lore checks would be equal to 10 (6 + 2 + 2) + your Intelligence modifier.

Manyshot (combat)

You can fire multiple arrows simultaneously against a nearby target.

Prerequisites: Dexterity 13, base attack bonus +6.

Benefit: As a standard action, when using a bow with which you are proficient, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a −4 penalty) to determine success, and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative −2 penalty on the attack roll (for a total penalty of −6 for three arrows and −8 for four).

Damage reduction and other resistances apply just once against all the total damage done by all of the arrows that hit.

Special: Regardless of the number of arrows you fire, if you score a critical hit (or use some other ability that multiplies your damage, such as a thief’s sudden strike), only the first arrow fired deals critical damage; all the others deal regular damage.

Master Alchemist

Your mastery of alchemy is nearly supernatural.

Prerequisite: Alchemy 5 ranks.

Benefit: Your Alchemy skill bonus is considered to be 3 higher than it actually is, for the purpose of determining which alchemical recipes you can learn. (This does not actually increase your Alchemy skill bonus, only allows you to learn higher-level recipes.)

Additionally, when crafting alchemical items, you determine your chance to create an extra item or a superior version of the item as if your result on the Alchemy check were 10 higher (in other words, you use the next lowest line on Table: Crafting Check Results, in the Alchemy skill description).

Master Staff

You can use one kind of staff without expending charges.

Prerequisites: Select one kind of staff (staff of conjuration, staff of power, etc.). You must possess a staff of the selected type, you must have fully identified its nature and functions, and you must satisfy the requirements (class and level) to activate the staff normally (without having to make a Spellcraft check).

Benefits: When wielding a staff of the selected type, you may expend your own spells (prepared spells or unused spell slots) to use the staff’s powers, instead of using the staff’s charges. The level of the expended spell must be at least as high as the spell level of the power you are activating. (For staff powers that do not simply duplicate spells, consult your DM to find out what level of spell you must expend to activate the power.)

Additionally, while you still have to know the command words for a staff of this type in order to use its powers, you no longer have to speak them aloud; merely calling the command word to your mind suffices.

Special: Whenever you come into possession of a staff of the selected type, you must fully identify the staff’s nature and functions before you can use this feat with that particular staff.

You can take this feat multiple times. Each time you take it, it applies to a different type of staff.

Master Wand

You can use certain wands to enhance your spells.

Prerequisites: Select one kind of wand (wand of illusion, wand of frost, etc.). You must possess a wand of the selected type, and you must have fully identified its nature and functions, and have used it successfully at least once.

Benefits: When wielding a wand of the selected type, you may expend charges from the wand to enhance the casting of certain spells. The spells you can enhance are spells whose effects the wands can create, or spells otherwise closely related to the wand’s powers. The types of wands you can select when taking this feat, and the benefit you gain for each kind of wand, are listed on the table below.

(See the Wands page for descriptions of each kind of wand.)

You can expend any number of charges to augment a spell, but no matter how many charges you expend, you can’t get a greater benefit than those listed on the table. When the table lists multiple options for augmenting a spell with a particular kind of wand, you have to expend charges for each of those options; for example, to use a wand of frost to increase the caster level and save DC of a cone of cold by 2 each, you would have to expend 4 wand charges.

If you do not have the ability to activate the wand automatically (due to not being of a sufficient level in the requisite class), you must make a Spellcraft to use the wand to augment a spell, just as if you were activating the wand normally. The DC for this check is equal to the highest activation DC of the wand’s powers, or 10 + the wand’s level, whichever is higher.

Using a wand to augment a spell you cast does not require speaking any of the wand’s command words.

A wand charge expended to augment a spell you cast has no other effects. You can’t use charges of a wand to augment a power of a wand, or of any other magic item, or of anything except a spell you cast yourself.

Special: Whenever you come into possession of a wand of the selected type, you must fully identify the wand’s nature and functions before you can use this feat with that particular wand.

You can take this feat multiple times. Each time you take it, it applies to a different type of wand.

Mounted Archery (combat)

You are skilled at using ranged weapons while mounted.

Prerequisites: Ride? 1 rank.

Benefit: The penalty you take when using a ranged weapon while mounted is halved: −2 instead of −4 if your mount is taking a double move, and −4 instead of −8 if your mount is running.

Mounted Combat (combat)

You are adept at guiding your mount through combat.

Prerequisites: Ride? 1 rank.

Benefit: When your mount is hit in combat, you may attempt a Ride? check (as an immediate action) to negate the hit. The hit is negated if your Ride? check result is greater than the opponent’s attack roll.

Mounted Shield (combat)

Your defensive tactics protect both you and your mount.

Prerequisites: Ride? 3 ranks, Mounted Combat, Shield Focus.

Benefit: You may add your shield’s AC bonus (including the bonus from Shield Focus, enhancement bonuses, etc.) to your mount’s AC.

In addition, you may add this bonus when making a Ride? check to negate a hit against your mount using the Mounted Combat feat. You may also use your shield to block attacks against your mount. (You cannot both attempt to block an attack, and attempt to use the Ride skill to negate it; you can only do one of these per attack.)

Mounted Skirmisher (combat)

You are adept at attacking from upon a swift moving steed.

Prerequisites: Ride? 11 ranks, Ride-By Attack.

Benefit: If your mount moves its speed or less, you can still make a melee full attack.

Normal: Without this feat, if your mount moves more than 5 feet, you can only take a single melee attack.

Natural Spell (metamagic)

You can cast a spell even while in a form that cannot normally cast spells.

Benefit: A natural spell can be cast while you are polymorphed or otherwise transformed into a form which normally can’t speak, can’t make the gestures of spellcasting, etc. You can complete the verbal and somatic components of a natural spell while wild shaped, under the effect of any polymorph spell, or while using any other power which changes your shape. You substitute various noises and gestures for the normal verbal and somatic components of the spell. You can also use any material components or focuses you possess, even if such items are melded within your current form.

Level Increase: +1 (a natural spell uses up a spell slot one level higher than the spell’s actual level).

Punishing Kick (combat)

Your kicks are so powerful you use them to push or knock back your foes.

Prerequisites: Strength 13, Dexterity 13, Improved Unarmed Strike, base attack bonus +6.

Benefit: When you make an unarmed strike as part of an attack or full attack action, or on a charge, you may accept a −5 penalty on your attack roll to strike your opponent with a punishing kick. If you then hit and deal damage, and if your attack roll result equals or exceeds your opponent’s combat maneuver AC, you can push your target directly away from you (this movement does not provoke attacks of opportunity) or knock them prone.

You may attempt a punishing kick no more than once per round.

Special: This feat cannot be used when making a flurry of blows or when making an attack of opportunity.

Ranged Legerdemain

You can perform fine manipulation at a distance.

Prerequisites: Disable Device? 7 ranks, Sleight of Hand? 7 ranks, ability to cast mage hand or telekinesis.

Benefit: You can use your Disable Device? and Sleight of Hand? skills at a distance of up to 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.

In order to use this feat, you must cast mage hand or telekinesis, and maintain concentration on the spell for as long as it takes to complete the task you are attempting to perform. If you use mage hand, the object or objects to be manipulated cannot weigh more than 5 pounds, and must be non-magical.

Rapid Shot (combat)

You can use ranged weapons with exceptional speed.

Prerequisites: Dexterity 13.

Benefit: When using a ranged weapon with which you are proficient, you can take one extra attack per round. You must attack as a full-round action in order to get this extra attack. Each attack you make in that round (the extra one and the normal ones) takes a −2 penalty.

Special: Drawing, reloading, nocking, or otherwise readying the weapon or ammunition must be a free action in order for this feat to apply (thus it cannot be used with e.g. crossbows).

Rending Claws (combat)

You tear the flesh of your enemies with your claw attacks.

Prerequisites: Strength 13, two claw natural weapon attacks, base attack bonus +6.

Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage, plus your Strength modifier. This damage is not multiplied on a critical hit. You can use this feat once per round.

Special: Characters who are larger or smaller than Medium-sized do more or less damage with this feat, as appropriate (i.e. 1d8+Str damage for a Large character, etc.).

Shatter Defenses (combat)

Your skill with your chosen weapons leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Weapon Focus, base attack bonus +6.

Benefit: When you strike a shaken, frightened, or panicked opponent a weapon to which your Weapon Focus applies, that opponent is denied his Dexterity, dodge, and shield bonuses against your attacks until the end of the next round (or until his fear is alleviated, whichever comes first).

Shield Focus (combat)

You are skilled at deflecting blows with your shield.

Prerequisites: Shield Proficiency, base attack bonus +1.

Benefit: The AC bonus granted by any shield you are using increases by 1. (For warriors, this also improves your block value by 1 when blocking with a shield.)

Shield Slam (combat)

You can use your shield to send opponents flying.

Prerequisites: Improved Shield Bash, Shield Proficiency, base attack bonus +6.

Benefit: When you make a shield bash attack, you may accept a −5 penalty on your attack roll. If you then hit and deal damage, and if your attack roll result equals or exceeds your opponent’s combat maneuver AC, you knock your target back (as with a push maneuver; though you provoke no AoO, even if your check fails). If your roll beats your opponent’s combat maneuver AC by 5 or more, he is also knocked prone at the end of his movement.

Shield Specialization (combat)

You are skilled in using a shield, allowing you to gain greater defensive benefits from it.

Prerequisites: Shield Proficiency, Shield Focus, fighter level 4th.

Benefit: When using any shield with which you are proficient, you gain a +4 bonus to your Armor Class against critical hit confirmation rolls.

When you reach 12th fighter level, your block value (the amount of damage reduction you gain against an attack you block) with a shield also increases by 2. When you reach 20th fighter level, your block value increases by another 2.

Shot on the Run (combat)

You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Dexterity 13, base attack bonus +4.

Benefit: As a standard action, you can move up to half your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon, and cannot use a standard action to both attack and move.

Special: You cannot use this feat with a longbow, or when throwing a weapon two-handed.

Sickening Spell (metamagic)

You can sicken creatures with your spells.

Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, a creature that fails its save is nauseated for 1 round, and the duration of this metamagic effect is added on to the duration of the spell’s existing sicken effect.

Spells that do not inflict damage do not benefit from this feat.

Level Increase: +2 (a sickening spell uses up a spell slot two levels higher than the spell’s actual level).

Sidestep Charge (combat)

You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisites: Dexterity 13, Combat Reflexes.

Benefit: You gain a +4 dodge bonus to Armor Class against charge attacks. A charging opponent that fails to make a successful attack against you provokes an attack of opportunity from you.

Smashing Strike (combat)

You can deliver devastating blows with bludgeoning weapons.

Prerequisites: Strength 13, Weapon Focus, base attack bonus +6.

Benefit: When you strike with a two-handed bludgeoning weapon (or a one-handed bludgeoning weapon used in two hands) with which you have Weapon Focus, as part of an attack or full attack action, or on a charge, you may accept a −5 penalty on your attack roll. If you then hit and deal damage, and if your attack roll result equals or exceeds your opponent’s combat maneuver AC, you can push your target directly away from you or knock them prone. You may attempt a smashing strike no more than once per round.

Special: The attack roll penalty for using this feat does not stack with the penalty on attack rolls you take when you use a great maul (see Weapons).

Spontaneous Summons

You can spontaneously summon creatures that have an affinity with your domain.

Prerequisites: Ability to cast summon monster as a prepared divine spell, domain class feature, one of the following domains: Air, Animal, Chaos, Earth, Evil, Fire, Good, Law, Plant, Water.

Benefit: Select one domain that you have, from the list above. You may spontaneously convert any of that domain’s spells that you have prepared into a summon monster spell of the same level. You may only use this summon monster spell to summon a type of creature of the kind that matches the domain you selected (an air creature if you selected the Air domain, an evil creature if you have selected the Evil domain, etc.).

Special: You can take this feat multiple times. Each time you take it, you select a different domain that you have, from the list above.

Spring Attack (combat)

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dexterity 13, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

If your base attack bonus is +8 or higher, you may make two melee attacks when using this feat. Both attacks may be against the same opponent, or each attack may be against a different opponent. You may move between the first and second attack. (Your total movement still may not exceed your move speed.)

Normal: You cannot move before and after an attack.

Step Up (combat)

You can close the distance when a foe tries to move away.

Prerequisites: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a short step away from you, you may move to follow your foe as an immediate action. The maximum distance you can move is equal to the distance you can cover in a short step. If your base attack bonus is +11 or higher, the maximum distance you can move with this feat is instead equal to twice the distance you can cover in a short step.

If you take this movement, subtract the distance you moved from your available movement next round.

Stunning Fist (combat)

You know just where to strike to temporarily stun a foe.

Prerequisites: Dexterity 13, Wisdom 13, Improved Unarmed Strike, base attack bonus +6.

Benefit: You can attempt to stun your opponent when making an unarmed strike. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). If you hit and deal damage, your target must succeed at a Fortitude saving throw (DC 10 + 12 your character level + your Wisdom modifier) or be stunned for 1 round.

You may attempt a stunning attack once per encounter, plus one additional time per encounter for every 5 points of base attack bonus past +1 (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 2nd level, even if he does not meet the prerequisites. A monk with this feat may spend a ki point to attempt a stunning attack; that attack does not count toward the character’s limit of stunning attacks per encounter.

This feat cannot be used when making a flurry of blows, or when taking an attack of opportunity.

Sundering Strike (combat)

You can sunder opponents’ gear with a swing of your weapon.

Prerequisites: Dexterity 13, Strength 13.

Benefit: You can make a sunder attempt in place of a melee attack. You take a −2 penalty on your attack roll when doing so.

Normal: Making a sunder attack is a standard action.

Swift Urban Tracker

You can track people through communities more quickly.

Benefit: When using the Gather Information skill to track someone in an urban environment, you can find or follow an individual’s trail in 1 hour, and can retry after 1 hour of questioning if you fail a check made to follow a trail. You must make Gather Information checks every hour when tracking someone. You can cut the time between Gather Information checks in half (from 1 hour to 30 minutes), but you take a −5 penalty on the check.

Normal: When tracking someone in an urban environment, finding an individual’s trail takes 1d4+1 hours, and you must make a Gather Information check every 1d4+1 hours you search. If you fail a check, you can retry after 1d4+1 hours of questioning. You can cut the time between Gather Information checks in half (from 1d4+1 hours to 1 hour), but you take a −5 penalty on the check.

Swift Wilderness Tracker

You can track creatures in the wild more quickly.

Benefit: When using the Survival? skill to track someone in the wild, you can find or follow ...

Normal: Some stuff.

Tripping Strike (combat)

You can trip opponents with a swipe of your weapon.

Prerequisites: Dexterity 13.

Benefit: You can make a trip attempt in place of a melee attack. (You must still be using a weapon designed for tripping, or an unarmed strike, to make trip attacks.) You take a −2 penalty on your attack roll when doing so.

Normal: Making a trip attack is a standard action.

Tripping Throw (combat)

Your physical control and mastery of momentum allows you to throw enemies.

Prerequisites: Improved Unarmed Strike.

Benefit: On a successful unarmed trip attack, you may throw the target prone in any part of the space you threaten rather than its own space. This movement does not provoke attacks of opportunity.

If you throw the target into a space that is occupied by another creature, make a combat maneuver check (as for a push maneuver) with a −4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target’s space, while the secondary target is pushed back and knocked prone adjacent to the space it was occupying. If the check fails, the thrown creature lands prone in the nearest part of the space you threaten that is adjacent to the secondary target.

If you throw a creature into an area containing multiple secondary targets, you take an additional penalty of −4 on your attack roll for each target after the first.

Twin Sword Strike (combat)

You can strike with both your weapons at once.

Prerequisites: Two-Weapon Fighting, base attack bonus +6.

Benefit: When attacking as a standard action, attacking as part of a charge, or using the Spring Attack feat, whenever you make an attack with your main hand weapon, you may take an additional attack with your off-hand weapon. Normal two-weapon fighting penalties apply to both attacks.

Normal: You may only attack with your main-hand weapon when attacking as a standard action, charging, or using the Spring Attack feat.

Two-Weapon Defense (combat)

You are skilled at defending yourself while dual-wielding.

Prerequisites: Dexterity 13, Two-Weapon Fighting, 4th-level warrior.

Benefit: When fighting with two weapons, your block value (that is, the amount of damage reduction you gain when using a combat reaction to block) is equal to one-half your warrior level (as if you were blocking with a two-handed weapon).

Additionally, you gain a +2 shield bonus to Armor Class when taking the total defense action.

Normal: When using a combat reaction to block, you gain damage reduction equal to one-third your warrior level if you are blocking with a one-handed weapon, or one-quarter your warrior level if you are blocking with a light weapon.

Two-Weapon Fighting (combat)

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisites: Dexterity 13.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 4.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a −8 penalty on your attack rolls. If your off-hand weapon is light, the penalty is reduced by 2. (An unarmed strike is always considered light.)

Special: The reduction in penalty from this feat and from using a light weapon in your off hand stack, leaving you with only a −2 penalty to attack rolls if you have this feat and your off-hand weapon is light.

Two-Weapon Rend (combat)

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dexterity 13, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your main hand weapon and your off-hand weapon, you deal an additional 1d10 points of damage plus 1.5 × your Strength modifier. You can only deal this additional damage once each round.

Vital Strike (combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Warrior level 6th.

Benefit: When you make a single melee attack as a standard action, you deal additional damage. If the attack hits, after rolling the damage for the attack (including any extra damage from a critical hit), roll the weapon’s damage dice again, adding any damage bonus from the Weapon Specialization feat, but no other bonuses (such as from Strength, the weapon’s enhancement bonus, etc.). Add this additional damage to the total damage for the attack.

Special: If you have Weapon Focus with crossbows, you can use Vital Strike with a crossbow. If you have Weapon Focus with thrown weapons, you can use Vital Strike with a thrown weapon. In either case, the target must be close enough that you take no attack penalties for range.

Weapon Finesse (combat)

You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.

Benefit: With a light weapon or rapier, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons and unarmed strikes are always considered light weapons.

You cannot use this feat with a weapon that is inappropriately sized for you (e.g. a halfling using a Medium-sized rapier).

Weapon Focus (combat)

Choose one group of weapons. You are especially good at using such weapons.

Prerequisite: Base attack bonus +1, proficiency with selected weapon group.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons of the chosen group. You also gain a +1 bonus to your AC against attempts to disarm you of such weapons, and against attempts to sunder such weapons when you are wielding them.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

You can select a single exotic weapon when taking this feat, and its effects then apply to that weapon only (an exotic weapon is not considered to belong to any of the usual weapon groups).

You can select all grenade-like weapons (which includes such things as flasks of alchemist’s fire) as one weapon group for the purposes of this feat.

If you have natural weapons, you can choose all natural weapons as a weapon group. If you are a mage, you can choose all weapon-like spells (rays, etc.) as a weapon group.

This feat’s effects never apply to a weapon with which you are not proficient.

See the Weapons page for more information about weapon groups.

Weapon Proficiency (combat)

Select a group of weapons. You understand how to use that type of weapon in combat.

Benefit: You make attack rolls with weapons of the chosen group normally (without the non-proficient penalty).

Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.

Special: All characters are proficient with basic weapons. All creatures that have natural weapons are proficient with the natural weapons they have. Characters also gain proficiency with one or more additional groups of weapons, depending on their class (see each class’s description for details). See the Weapons page for more information about weapon groups.

You can take this feat multiple times. Each time you take it, it applies to a new group of weapons.

Weapon Specialization (combat)

You are an expert at dealing damage with your chosen weapons.

Prerequisites: Weapon Focus, fighter level 4th.

Benefit: You gain a +2 bonus when dealing damage with all weapons with which you have Weapon Focus. When you reach fighter level 12th, this bonus increases to +4. When you reach fighter level 20th, this bonus increases to +6.

Whirlwind Attack (combat)

You can strike out at every foe within reach.

Prerequisites: Dexterity 13, Strength 13, Cleave, Great Cleave, base attack bonus +6; see Special.

Benefit: As a full-round action, you can make one melee attack against each opponent within reach. You must make a separate attack roll against each opponent. When you use this feat, you take a −2 penalty to your attack rolls and your Armor Class for current round.

Special: If you are wielding two weapons, and you have the Two-Weapon Fighting and Twin Sword Strike feats, you may use both weapons with Whirlwind Attack. You make one melee attack each with your main-hand and off-hand weapons against each opponent within reach. Your two-weapon fighting penalties still apply.

You cannot use a reach weapon when using Whirlwind Attack.

Special: When using this feat, you may only make normal melee attacks; you cannot use any kind of special attacks or combat maneuvers (even if you have a feat or ability, such as Tripping Strike, that allows you to perform a special maneuver in place of a melee attack).

Wind Stance (combat)

The speed at which you move makes it difficult for opponents to strike you.

Prerequisites: Dexterity 13.

Benefit: If you move at least 10 feet in a round, you gain a dodge bonus to your Armor Class, equal to 1 point per 10 feet of your movement. This bonus lasts for the entire round.

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