Prerequisites
Some feats have prerequisites. A character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.
A character can't use a feat if he or she has lost a prerequisite.
Types of Feats
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.
Divine Feats
These feats all require the ability to turn or rebuke undead. The ability to turn other creatures does not qualify a character to select a divine feat.
Each use of a divine feat costs the character one turn/rebuke attempt; if he doesn't have any turn/rebuke attempts left, he can't use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action unless otherwise noted.
Fighter Bonus Feats
Any feat designated as a fighter feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.
Metamagic Feats
As a spellcaster's knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the spell's level, so the DC for saving throws against it does not increase.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is 1 standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.)
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a domain spell can cast a metamagic version of it instead. As with other spellcasters, the improved spell uses up a higher-level spell slot. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats (even the same feat multiple times) to a single spell. Changes to its level are cumulative.
Magic Items and Metamagic Spells: With the right item creation feat, the character can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.
Countering Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to being counterspelled or its ability to counter another spell.
Wild Feats
These feats require the character to have the ability to use wild shape.
Note: Since I can't indent text in a table with wikicode, I had to resort to the use of the funky squares (). They just take the place of actual spaces, so ignore them.
Table 1: Feats
Feat Name | Prerequisites | Benefit |
---|---|---|
Armor Proficiency Heavy | AP Light, AP Medium | No armor check penalty on attack rolls |
Armor Proficiency Light | — | No armor check penalty on attack rolls. |
Armor Proficiency Medium | AP Light | No armor check penalty on attack rolls |
Armored Spellcaster | — | Reduces Dex penalty by 1 and Concentration check penalty by 2 |
Bane of Enemies | Five or more favored enemies | Weapon gains the bane property against favored enemies |
Death of Enemies | Survival 25 ranks, Bane of Enemies, five or more favored enemies | Increased crit multiplier against favored enemies |
Blind-Fight1 | — | Concealed opponents do not gain AC bonus |
Blinding Speed | Dex 25 | Gain use of haste effect for 5 rounds per day |
Bonus Domain | Wis 21, ability to cast 9th-level divine spells | Gain extra domain |
Cloak Dance | Stealth 10 ranks, Perform (dance) 2 ranks | Spend move action to gain concealment |
Combat Casting | — | +4 bonus to Concentration checks to avoid being disrupted while casting |
Spell Opportunity | Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks | Cast touch spell as attack of opportunity |
Combat Expertise1 | Int 13, base attack bonus +2 | Trade attack bonus for AC bonus |
Whirlwind Attack1, 3 | Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 | Make one melee attack against each opponent in reach |
Combat Reflexes1 | — | More attacks of opportunity |
Improved Combat Reflexes1 | Int 13, Combat Reflexes, base attack bonus +6 | Increased Acrobatics DC to move through area the character threatens |
Damage Reduction | Con 21 | Gain DR 2/- |
Deadly Precision | Dex 15, base attack bonus +5, sneak attack class ability | More sneak attack damage |
Dextrous Fortitude | Dex 25, slippery mind class feature | Can make Ref save in place of Fort save once per round |
Dextrous Will | Dex 25, slippery mind class feature | Can make Ref save in place of Will save once per round |
Dodge1, 2 | Dex 13 | +1 dodge bonus to AC |
Mobility1 | Dex 13, Dodge | No attacks of opportunity when moving out of a threatened area |
Spring Attack1 | Dex 13, Dodge, Mobility, base attack bonus +4 | Can move before and after an attack |
Improved Combat Movement1 | Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +10 | Can move up to half base speed and make a full attack |
Endurance | — | +4 on saves to resist nonlethal damage |
Diehard | Endurance | Automatically become stable at -1 hp or below |
Eschew Materials | — | Cast spells without minor material components |
Ignore Material Components | Spellcraft 15 ranks, Eschew Materials | Cast spells without major components (up to 50 gp) |
Extended Lifespan | — | Increased longevity |
Extra Form3 | Wild shape 1/day | Two extra forms for wild shape |
Extra Domain Ability2 | Any cleric domain | 4 extra uses of domain abilities |
Fighting Style Ability | Initiate rank in a monk fighting style | Gain new ability of the character's rank or below |
Great Charisma | — | Gain +1 Charisma |
Great Constitution | — | Gain +1 Constitution |
Great Dexterity | — | Gain +1 Dexterity |
Great Fortitude2 | — | +2 bonus to Fort saves |
Perfect Health | Con 25, Great Fortitude | +10 bonus to Fort saves vs. disease and poison |
Great Intelligence | — | Gain +1 Intelligence |
Great Strength | — | Gain +1 Strength |
Great Wisdom | — | Gain +1 Wisdom |
Improved Alignment-Based Casting | Access to Chaos, Evil, Good, or Law domain, alignment must match domain chosen, ability to cast 9th-level divine spells | Cast spells with chosen alignment descriptor at +3 levels |
Improved Aura of Power | Cha 25, aura of power class ability | Aura of power grants +4 bonus or -4 penalty |
Improved Combat Manipulation | Cha 13, base attack bonus +2 | +2 bonus to demoralize, feint, and taunt checks |
Improved Counterspell | — | +2 bonus to caster level checks when counterspelling |
Improved Critical1 | — | Weapon's threat range is doubled |
Overwhelming Critical1, 3 | Str 23, Improved Critical (chosen weapon), Weapon Focus (chosen weapon), base attack bonus +12 | Crit multiplier increased by 1 |
Devastating Critical1, 3 | Str 25, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Power Critical, Weapon Focus (chosen weapon), base attack bonus +16 | Target must make Fort save on critical hit or be reduced to dying |
Improved Death Attack | Death attack class feature, sneak attack +5d6 | +2 bonus to death attack save DC |
Improved Favored Enemy | Five or more favored enemies | +2 bonus on Bluff, Perception, Sense Motive, and Survival checks and damage rolls against favored enemies |
Improved Initiative1 | — | +4 bonus to initiative checks |
Superior Initiative1 | Improved Initiative, base attack bonus +15 | +8 bonus to initiative checks |
Dire Charge1 | Improved Initiative, base attack bonus +15 | Can make a full attack during a charge, once per combat |
Improved Parry | Dex 13, base attack bonus +4 | Missed melee attacks against the PC incur penalties |
Improved Sneak Attack | Sneak attack +8d6 | +1d6 sneak attack damage |
Improved Turning | Ability to turn or rebuke creatures | +1 level for turn/rebuke checks |
Improved Unarmed Strike1 | — | No penalty for making unarmed attacks vs. an armed foe |
Deflect Arrows1 | Dex 13, Improved Unarmed Strike | Deflect one ranged attack per round |
Exceptional Deflection1 | Dex 17, Deflect Arrows, Improved Unarmed Strike | Deflect large missiles, or small ones with hands full |
Infinite Deflection1 | Dex 19, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike | Deflect more attacks per round |
Snatch Arrows1 | Dex 15, Deflect Arrows, Improved Unarmed Strike | Catch one ranged attack per round |
Improved Unarmed Combat1 | Str 13, Improved Unarmed Strike | +2 bonus to grapple, unarmed disarm and trip attacks |
Close Quarters Combat1 | Str 13, Improved Unarmed Strike, Improved Unarmed Combat | No penalty to attack rolls while grappling or in close quarters. |
Keen Strike | Str 17, Improved Critical (unarmed), Improved Unarmed Strike, ki strike (+4) | Unarmed attacks deal slashing damage |
Shattering Strike | Concentration 15 ranks, Improved Unarmed Strike, Weapon Focus (unarmed strike), ki strike (+5) | Can make Concentration check to break objects |
Stunning Fist1 | Str 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Stun opponent with unarmed strike |
Improved Stunning Fist1 | Str 19, Wis 19, Improved Unarmed Strike, Stunning Fist, base attack bonus +12 | +2 bonus to save DC for stunning fist |
Righteous Strike | Str 13, Wis 19, Improved Unarmed Strike, Stunning Fist, base attack bonus +12, any lawful alignment | Unarmed strike gains axiomatic property |
Indomitable1 | — | +2 bonus to checks to avoid bull rush, overrun, trip |
Stand Still1 | Str 13, Indomitable | Prevent foes from leaving threatened area |
Iron Will2 | — | +2 bonus to Will saves |
Jack of All Trades3 | — | +2 bonus to two skills |
Lasting Inspiration | Cha 20, Perform 20 ranks, bardic music class feature | Bardic music effects last three times longer |
Leadership | Character level 6th | Attract cohort and followers |
Legendary Commander | Cha 25, Diplomacy 25 ranks, Leadership, must rule own domain and have a stronghold | Gain 10 times as many followers |
Legendary Prowess1 | Base attack bonus +20 | +1 to all attacks |
Legendary Reputation | Character level 15th | +4 bonus to social skills |
Lightning Reflexes2 | — | +2 bonus to Reflex saves |
Martial Arts Grandmastery | Grandmaster rank in two monk fighting styles | Can train in a third fighting style |
Martial Weapon Proficiency3 | — | Proficiency with one martial weapon |
Master Crafter3 | — | Crafting times reduced |
Master Staff | Spellcraft 15 ranks | Can power a staff with uncast spells |
Master Trapmaker | Int 13, Craft (traps) 10 ranks | +3 bonus to Craft (traps), add Int bonus to Disable or Search DC |
Master Wand | Spellcraft 15 ranks | Can power a wand with uncast spells |
Mounted Combat1 | Ride 1 rank | Negate hits on mount with Ride check |
Aerial Mounted Combat1 | Ride 6 ranks, Mounted Combat | Reduced penalties for fighting from the back of a flying mount |
Legendary Rider1 | Ride 12 ranks, Mounted Combat | No Ride checks to control mount in combat |
Mounted Archery1 | Ride 9 ranks, Mounted Combat | Half penalty for ranged attacks while mounted |
Ride-by Attack1 | Ride 3 ranks, Mounted Combat | Move before and after mounted attack |
Spirited Charge1 | Ride 6 ranks, Mounted Combat, Ride-By Attack | Double damage on mounted charge |
Trample1 | Ride 3 ranks, Mounted Combat | Target cannot avoid mounted overrun |
Music of the Gods | Cha 25, Perform 30 ranks, bardic music class feature | Bardic music can affect creatures normally immune |
Open Minded | — | Gain +5 skill points |
Planar Turning | Wis 15, Cha 15, ability to turn or rebuke undead | Can turn or rebuke outsiders |
Point Blank Shot1 | — | +1 bonus on ranged attack and damage in 30 ft. |
Far Shot1 | Point Blank Shot | Increase range increment |
Distant Shot1 | Dex 17, Far Shot, Point Blank Shot | All range penalties halved |
Precise Shot1 | Point Blank Shot | No penalty for shooting into melee; reduced AC bonus for targets in cover or concealment |
Improved Precise Shot1 | Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11 | Target's AC bonus from cover reduced by 4, can hit grappling target |
Rapid Shot1 | Dex 13, Point Blank Shot | One extra ranged attack per round |
Snap Shot1 | Dex 15, Point Blank Shot, Rapid Shot | Make a single attack before anyone else acts |
Storm of Throws1 | Dex 23, Point Blank Shot, Quick Draw, Rapid Shot | One ranged attack against all opponents in 30 feet |
Swarm of Arrows1 | Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (chosen bow) | One ranged attack against all opponents in 30 feet |
Manyshot1 | Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 | Shoot two or more arrows at the same time |
Improved Manyshot1 | Dex 19, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +16 | Penalty for Manyshot is -4 for all arrows |
Greater Manyshot1 | Dex 21, Improved Manyshot, Manyshot, Point Blank Shot, Rapid Shot, base attack +20 | Can shoot arrows at different targets |
Shot on the Run1 | Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 | Move before and after ranged attack |
Poison Resistance | Con 13 | +4 resistance bonus to saves vs. poison |
Polearm Wielder | Proficiency with polearm used | Attack adjacent foes with polearm |
Polyglot | Int 13 | Gain 3 skill points for languages |
Power Attack1 | Str 13, base attack bonus +2 | Trade attack bonus for damage |
Cleave1 | Str 13, Power Attack, base attack bonus +2 | Extra melee attack after dropping target |
Great Cleave1 | Str 13, Cleave, Power Attack, base attack bonus +4 | Extra attacks up to Strength bonus per round |
Great Smiting | Str 13, Cha 25, Power Attack, base attack +2, smite ability | Smite attacks deal twice level damage |
Improved Offense1 | Str 13, Power Attack, base attack +4 | +2 bonus to bull rush and overrun, defender can't avoid |
Quick Draw1 | Base attack bonus +1 | Draw or sheathe weapon as free action |
Rapid Reload1 | Weapon Proficiency (any crossbow) | Reload more quickly |
Instant Reload1 | Quick Draw, Rapid Reload, Weapon Focus (chosen crossbow), base attack bonus +1 | Fire crossbow at full attack rate |
Rapid Metabolism | Con 13 | Heal more hit points per day |
Mind Over Body | Con 17, Rapid Metabolism | Heal ability damage more quickly |
Fast Healing | Con 21, Rapid Metabolism | Gain fast healing 3 |
Run | — | Run at 5 times base speed, +4 bonus to Jump checks with running start |
Fleet of Foot | Dex 15, Run | Can change direction while running or charging |
Improved Speed | Dex 21, Run | +10 feet to speed |
Shield Proficiency | — | No penalty for using a shield |
Improved Shield Bash1 | Shield Proficiency | Retain shield bonus to AC while shield bashing |
Shield Focus1 | Proficiency with shield chosen | +1 AC bonus when using chosen shield type |
Tower Shield Proficiency1 | Shield Proficiency | No penalty for using a tower shield |
Ritual Caster | Any metamagic feat, ability to cast 4th level spells | +2 bonus to Concentration checks for rituals |
Ritual Focus | Con 11, Ritual Casting, ability to cast 9th level spells, lead caster in five or more rituals | Can be focus in a grand ritual |
Skill Focus3 | — | +3 bonus to chosen skill |
Sneak Attack of Opportunity | Sneak attack +8d6, opportunist class feature | Make sneak attack as attack of opportunity |
Spell Focus | — | +1 bonus to save DC vs. specific school of magic |
Augment Summoning | Spell Focus (Conjuration) | Summoned creatures gain +4 Str, +4 Con |
Spell Knowledge3 | Ability to cast spells of maximum spell level in an arcane spellcasting class | Learn two new spells of any available level |
Spell Mastery3 | Wizard level 1st | Prepare some spells without spellbook |
Toughness | — | +2 hit points, +1 per level |
Track | — | Use Survival skill to track |
Trap Sense | Perception 25 ranks, Search 25 ranks, trapfinding class ability | Find traps without searching |
Two-Weapon Fighting1 | Dex 15, base attack bonus +4 | Reduce two-weapon fighting penalty by 2 |
Two-Weapon Rend | Str 13, Dex 17, Two-Weapon Fighting, base attack bonus +8 | Deal extra damage if both weapons hit |
Two-Weapon Defense1 | Dex 15, Two-Weapon Fighting | +1 shield bonus to AC when using two weapons |
Weapon Finesse1 | Proficiency with weapon used, base attack bonus +1 | Use Dex modifier in place of Str modifier for attacks with light weapons |
Improved Finesse1 | Dex 13, Weapon Finesse, base attack bonus +4 | +2 bonus to feint and trip attacks, can't be tripped in turn |
Weapon Focus1, 3 | Proficiency with weapon, base attack bonus +1 | +1 bonus to attack rolls with weapon |
Power Critical1, 3 | Weapon Focus, base attack bonus +1 | +4 bonus to confirm a critical hit |
Weapon Specialization1, 3 | Proficiency and Weapon Focus with weapon, fighter level 4th | +2 bonus to damage rolls with weapon |
Weapon Mastery1, 3 | Proficiency, Weapon Focus, and Weapon Specialization with weapon, fighter level 12th | +1 bonus to attack rolls with weapon, +1 threat range |
Weapon Grandmastery1, 3 | Proficiency, Weapon Focus, Weapon Specialization, and Weapon Mastery with weapon, fighter level 16th | +2 bonus to damage with weapon, +1 crit multiplier |
Weapon Group Proficiency | Base attack bonus +1 | Proficiency in a new weapon group |
Widen Aura of Power | Cha 20, Knowledge (religion) 15 ranks, aura of power class ability | Aura is extended by 10 feet |
Divine Feats | Prerequisites | Benefit |
Divine Might | Str 13, Power Attack, ability to turn or rebuke undead | Spend turn or rebuke attempt for added weapon damage |
Divine Vengeance | Cha 13, Extra Turning, ability to turn undead | Spend turn attempt to deal +2d6 damage against undead |
Holy Strike | Cha 13, Knowledge (religion) 15 ranks, smite evil class feature, any good alignment | Spend smite attempt to make weapon holy |
Undead Mastery | Cha 21, ability to command or rebuke undead | Command or rebuke more undead |
Zone of Animation | Cha 25, Knowledge (religion) 20 ranks, Undead Mastery, ability to command or rebuke undead | Can animate dead with command/rebuke attempt |
Unholy Strike | Cha 13, Knowledge (religion) 15 ranks, smite good class feature, any evil alignment | Spend smite attempt to make weapon unholy |
Metamagic Feats | Prerequisites | Benefit |
Empower Spell | — | Increase spell's variable, numeric effects by 50% |
Tenacious Spell | Spellcraft 15 ranks, Empower Spell | Spells are resistant to dispelling |
Energy Substitution | — | Change spell's energy type |
Enlarge Spell | — | Double spell's range |
Extend Spell | — | Double spell's duration |
Persistent Spell | Spellcraft 18 ranks, Extend Spell | Spell lasts for 24 hours |
Permanent Emanation | Spellcraft 24 ranks, Extend Spell, Persistent Spell | Can make one emanation effect permanent |
Heighten Spell | — | Cast spells at higher level |
Maximize Spell | — | Maximize spell's variable, numeric effects |
Enhance Spell | Spellcraft 15 ranks, Maximize Spell | Damage cap increased by 10 dice or 5 dice |
Quicken Spell | — | Cast spell as free action |
Reach Spell | — | Cast touch spell as ranged touch |
Silent Spell | — | Cast spell without verbal components |
Subtle Spell | Spellcraft 10 ranks | Spells are harder to detect |
Still Spell | — | Cast spell without somatic components |
Widen Spell | — | Double spell's area of effect |
Wild Feats | Prerequisites | Benefit |
Dragon Wild Shape | Wis 23, Knowledge (nature) 25 ranks, wild shape 5/day | Can wild shape into dragon form |
Elemental Wild Shape | Wis 19, Knowledge (nature) 20 ranks, wild shape 4/day | Wild shape into elemental form |
Magical Beast Wild Shape | Wis 17, Knowledge (nature) 15 ranks, wild shape 3/day | Wild shape into magical beast form |
Plant Wild Shape | Wis 15, Knowledge (nature) 10 ranks, wild shape 2/day | Wild shape into plant form |
Vermin Wild Shape | Wis 13, Knowledge (nature) 5 ranks, wild shape 1/day | Wild shape into vermin form |
1 A fighter can select this feat as one of his fighter bonus feats.
2 A character can select this feat multiple times; its effects stack.
3 A character can select this feat multiple times; each time, it applies to a new weapon, skill, school of magic, form, fighting style, or selection of spells.
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