Feats

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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