Feats A To L

Feat Descriptions
The following is the format for feat descriptions.

Feat Name [Type Of Feat]

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat can have more than one prerequisite.

Benefit: What the feat enables the character to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional facts about the feat that can be helpful when the character decide whether to acquire the feat.


Aerial Mounted Combat [General]
The character can fight effectively from the back of a flying mount.

Prerequisites: Ride 6 ranks, Mounted Combat

Benefit: When fighting from the back of an aerial mount (i.e., any mount capable of flight – griffons, pegasi, drakes, dragons, etc.) or from a flying device (carpet/broom of flying, e.g.) the penalties on attack rolls and skill checks are halved (see the aerial combat rules).

Normal: The character suffers a -4 penalty to attack rolls and skill checks. This penalty does not apply to characters who can fly on their own, either innately or via spell or device.

Special: A fighter can select Aerial Mounted Combat as one of his fighter bonus feats.


Armor Proficiency (Heavy) [General]
The character can wear heavy armor effectively.

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Fighters and paladins automatically have Armor Proficiency (heavy) as a bonus feat.


Armor Proficiency (Light) [General]
The character can wear light armor effectively.

Benefit: When the character wears a type of armor with which he is proficient, the armor check penalty for that armor applies only to Acrobatics, Climb, Jump, Sleight of Hand, Stealth, and Swim checks.

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

Special: All characters except wizards and monks automatically have Armor Proficiency (light) as a bonus feat.


Armor Proficiency (Medium) [General]
The character can wear Medium armor effectively.

Prerequisite: Armor Proficiency (light).

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Bards, clerics, druids, fighters, paladins, and rangers automatically have Armor Proficiency (medium) as a bonus feat.


Armored Spellcaster [General]
The character can cast spells in armor with less chance of failure.

Benefit: If the character is wearing armor with which he is proficient, the Concentration penalty is reduced by 2. If he is wearing armor and a shield, this reduction applies to the total penalty, not both items individually.

Special: A character can select this feat up to three times; its benefits stack. The Concentration penalty cannot be reduced to below 0.


Augment Summoning [General]
The character can summon stronger creatures.

Prerequisite: Spell Focus (Conjuration).

Benefit: Each creature the character conjures with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


Automatic Metamagic Capacity [General]
The character can cast spells that exceed the normal limits of spellcasting.

Prerequisites: Any four metamagic feats, ability to cast spells at the normal maximum spell level in at least one spellcasting class.

Benefit: The character gains +1 free spell level of metamagic which he can apply to any spell he can cast. When adding a metamagic feat to a spell, the level increase is reduced by 1 for each time the character has chosen this feat.

For example: Herne chooses this feat twice. He can cast a widened maximized flame strike for a +3 level increase instead of +5.

Special: A character can select this feat multiple times; its effects stack.


Bane of Enemies [General]
The character's favored enemies fear any weapon in his hands.

Prerequisites: Five or more favored enemies.

Benefit: Any weapon the character wields against one of his favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). If the weapon already has the bane enchantment, it gains an additional +1 bonus and deals +1d6 damage (for a total of +3d6).


Blind-Fight [General]
The character can fight without needing to see his opponents.

Benefit: If the character is in melee with a creature who has a bonus to Armor Class because of concealment, he ignores it (the creature is treated as if it weren't concealed).

An invisible attacker does not gain a +4 bonus to hit the character in melee. The invisible attacker's bonuses still apply for ranged attacks, however.

The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces him speed to three-quarters normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit the character apply. The speed reduction for darkness and poor visibility also applies.

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

A fighter can select Blind-Fight as one of his fighter bonus feats.


Blinding Speed [General]
The character can act with near superhuman speed.

Prerequisite: Dex 25.

Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Special: A character can select this feat multiple times; each time, it grants an additional 5 rounds of haste per day.


Bonus Domain [General]
The character has access to more domain spells.

Prerequisites: Wis 21, ability to cast 9th-level divine spells.

Benefit: Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his domain spells and the domain's granted powers.

Special: A character can select this feat multiple times; each time, it applies to a different domain.


Cleave [General]
The character can follow through with strong attacks.

Prerequisites: Str 13, Power Attack.

Benefit: If the character deals enough damage to a creature to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee attack against another creature within reach. He cannot take a combat stride before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.

Special: A fighter can select Cleave as one of his fighter bonus feats.


Cloak Dance [General]
The character is skilled at using optical tricks to make himself seem to be where he is not.

Prerequisites: Stealth 10 ranks, Perform (dance) 2 ranks.

Benefit: The character can take a move action to obscure his exact position. Until his next turn, he has concealment (+2 bonus to AC).

Alternately, he can take a full-round action to entirely obscure his exact position. Until his next action, he has total concealment and can make a Stealth check to hide.


Close Quarters Combat [General]
The character can fight effectively even when space is limited.

Prerequisite: Str 13, Improved Unarmed Strike, Improved Unarmed Combat

Benefit: The character suffers no penalty to attacks made in cramped quarters or while grappling. This does not allow him to use weapons larger than normally allowed, however. Additionally, he deals an extra 1d4 points of damage while grappling.

Special: A fighter can select Close Quarters Combat as one of his fighter bonus feats.


Colossal Wild Shape [Wild]
The character can assume the form of colossal animals.

Prerequisites: Knowledge (nature) 26 ranks, ability to wild shape into a Fine creature.

Benefit: The character can wild shape into a Colossal animal.


Combat Casting [General]
The character is better at casting spells in stressful situations.

Benefit: The character gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while taking damage or being distracted (including being grappled or pinned).


Combat Expertise [General]
The character can trade combat ability for defense.

Prerequisite: Int 13, base attack bonus +2

Benefit: When the character is fighting defensively, he can exchange a number of points of his base attack bonus, up to the maximum, for a dodge bonus to AC, on a 1:1 basis. For example, a cleric 16 (BAB +12) can exchange up to 12 points of his BAB for a +12 dodge bonus to his AC.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a penalty on attack rolls up to his BAB and gain half the points spent as a dodge bonus to Armor Class (see Actions in Combat).

Special: A fighter can select Combat Expertise as one of his fighter bonus feats.


Combat Reflexes [General]
The character can react quickly to openings presented to him.

Benefit: The character can make a number of additional attacks of opportunity equal to his Dexterity bonus. With this feat, he can also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A fighter can select Combat Reflexes as one of his fighter bonus feats.


Damage Reduction [General]
The character takes less damage from all attacks.

Prerequisite: Con 21.

Benefit: The character gains damage reduction 2/–. this does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

Special: A character can select this feat multiple times; each time, his damage reduction increases by 2.


Deadly Precision [General]
The character empties his mind of all distracting emotion, becoming an instrument of deadly precision.

Prerequisite: Dex 15, base attack bonus +5, sneak attack class ability.

Benefit: The character has deadly accuracy with his sneak attacks. He can reroll any result of 1 on his sneak attack's extra damage dice, but he must keep the result of the reroll, even if it is another 1.


Death of Enemies [General]
The character's critical hits can kill his chosen enemies.

Prerequisites: Survival 25 ranks, Bane of Enemies, five or more favored enemies.

Benefit: When the character scores a critical hit against one of his favored enemies, the crit multiplier is increased by 1 (this stacks with all enchantments or abilities that also increase a weapon's crit multiplier).

Special: This feat works normally against creatures that are resistant to critical hits, but it does not give the character the ability to inflict critical hits on a creature that is totally immune.


Deflect Arrows [General]
The character can deflect incoming missiles.

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: The character must have at least one hand free (holding nothing) to use this feat. Once per round when he would normally be hit with a ranged weapon, he can deflect it so that he takes no damage from it. He must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.

Special: A fighter can select Deflect Arrows as one of his fighter bonus feats.


Devastating Critical [General]
The character can kill his foes with his critical hits.

Prerequisites: Str 25, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Power Critical, Weapon Focus (chosen weapon), base attack bonus +16.

Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or be reduced to -1d8 hit points.

Special: A character can select this feat multiple times; each time, it applies to a different weapon. Creatures that are immune to critical hits or death from massive damage aren't affected by this feat.


Dextrous Fortitude [General]
The character can use reflex when fortitude would normally apply.

Prerequisites: Dex 25, slippery mind class feature.

Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character can make a Reflex save instead to avoid the effect (evasion is not applicable).


Dextrous Will [General]
The character can use reflex when will would normally apply.

Prerequisites: Dex 25, slippery mind class feature.

Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character can make a Reflex save instead to avoid the effect (evasion is not applicable).


Diehard [General]
The character is especially hard to kill.

Prerequisite: Endurance.

Benefit: When reduced to -1 or fewer hit points, the character automatically becomes stable. He doesn't have to make a Con check to see if he loses 1 hit point each round.

When reduced to negative hit points, the character can choose to act as if he were disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn't his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious.

When using this feat, the character can take either a single move or standard action each turn, but not both, and he cannot take a full round action. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) he takes 1 point of damage after completing the act and must make a DC 10 Con check or fall unconscious. If he reaches his death threshold, he immediately dies.

Normal: A character without this feat who is reduced to -1 hit points or below is unconscious and dying.


Diminutive Wild Shape [Wild]
The character can wild shape into diminutive animals.

Prerequisites: Knowledge (nature) 17 ranks, ability to wild shape into a Huge animal.

Benefit: The character can wild shape into a Diminutive animal.

Normal: The character cannot wild shape into an animal of smaller than Tiny size.


Dire Charge [General]
The character can charge into combat with incredible ferocity.

Prerequisites: Improved Initiative, base attack bonus +15.

Benefit: If the character charges a foe during the first round of combat (or the surprise round, if he is allowed to act in it), he can make a full attack against that opponent.

Normal: The character can only make a single attack as part of a charge.


Distant Shot [General]
The character can hit far targets more easily.

Prerequisites: Dex 17, Far Shot, Point Blank Shot

Benefit: All range penalties for ranged weapons are halved (round down). The character still cannot shoot a ranged weapon beyond 10 increments or throw one beyond five increments.


Divine Might [Divine]
The character can channel his faith into extra damage.

Prerequisites: Str 13, Power Attack, ability to turn or rebuke undead.

Benefit: As a free action, the character can spend one of his turn or rebuke undead attempts to add his Charisma bonus to his weapon damage for 1 full round. This is a supernatural ability.


Divine Vengeance [Divine]
The character can channel his faith into energy that damages the undead.

Prerequisites: Cha 13, Extra Turning, ability to turn undead.

Benefit: As a free action, the character can spend one of his turn undead attempts to add 2d6 points of positive energy damage to all successful melee attacks against undead until the end of his next action. This is a supernatural ability.


Dodge [General]
The character is adept at avoiding attacks.

Prerequisite: Dex 13.

Benefit: The character gains a +1 dodge bonus to Armor Class.

Special: A character can take this feat multiple times; its effects stack.

Special: A fighter can select Dodge as one of his fighter bonus feats.


Dragon Wild Shape [Wild]
The character can wild shape into the form of a true dragon.

Prerequisites: Wis 25, Knowledge (nature) 25 ranks, wild shape 5/day.

Benefit: The character can use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The limitations on this are the same as for the normal wild shape power - he must have the form memorized, and the dragon's ECL can't exceed his class level. He gains all the dragon's extraordinary and supernatural abilities, but not spell-like abilities (though he can cast his own spells normally in dragon form).


Empower Spell [Metamagic]
The character can cast stronger spells.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saves and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.


Endurance [General]
The character can perform strenuous activities for longer than normal.

Benefit: The character gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Con checks to avoid nonlethal damage from a forced march or starvation or thirst, Con checks to become stable, and Fortitude saves made to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation. Also, he can sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Special: A ranger automatically gains Endurance as a bonus feat at 2nd level. He need not select it.


Energy Substitution [Metamagic]
The character can change the type of energy his spells use.

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, the caster can modify the spell to use his chosen type of energy instead. The altered spell uses a slot of the spell's normal level.

The altered spell works normally in all respects except the type of damage dealt.

Special: The character can gain this feat multiple times. Each time it applies to a different type of energy.


Enhance Spell [Metamagic]
The character can modify the upper limits of a spell's damage.

Prerequisite: Spellcraft 15 ranks, Maximize Spell.

Benefit: The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level.

Normal: Without this feat, use the damage dice caps indicated in the spell's description.

Special: A character can select this feat multiple times; each time, the damage cap increases by 10 dice or 5 dice, as appropriate.


Enlarge Spell [Metamagic]
The character can cast spells with a larger area of effect than normal.

Benefit: The character can alter a spell with a range of Close, Medium, or Long to increase its range by 100%. An enlarged spell with a range of Close now has a range of 50 ft. + 5 ft./level, while Medium-range spells have a range of 200 ft. + 20 ft./level, and Long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not Close, Medium, or Long, cannot be altered by this feat.


Eschew Materials [General]
The character can cast spells without needing minor components.

Benefit: The character can cast any spell that has a material component costing 10 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 10 gp, he must have the component at hand to cast the spell, just as normal.


Exceptional Deflection [General]
The character can deflect nearly any ranged attack.

Prerequisites: Dex 17, Deflect Arrows, Improved Unarmed Strike.

Benefit: The character can deflect ranged attacks while holding objects in both hands (two weapons, weapon and shield, etc.). Note: Common sense should be used here - the character cannot deflect attacks if he is unable to move his arms - if he were carrying a wounded comrade, for example.

He also deflect larger ranged attacks (giant's boulders, siege engine missiles, etc.) if he has at least one hand free, but he still cannot deflect ranged attacks generated by spells.


Extended Lifespan [General]
The character has mastered the secrets of a long life.

Benefit: Add one-half the maximum result of the character's race's maximum age modifier to the character's normal Middle Age, Old, and Venerable age categories. Calculate the character's maximum age using the new Venerable number. This feat can't lower the character's current age category.

Special: A character can select this feat multiple times; its effects stack.


Extend Spell [Metamagic]
The character's spells last longer.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of Concentration, Instantaneous, or Permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.


Extra Form [General]
The character can change into more forms than normal.

Prerequisite: Wild shape 1/day

Benefit: The character gains 2 additional forms that he can add to his repertoire of forms with the wild shape ability. He does not gain any additional uses of wild shape.

Special: A character can select this feat multiple times; each time, he gains two additional forms.


Extra Turning [General]
The character can turn creatures more often.

Prerequisite: Ability to turn or rebuke creatures.

Benefit: The character can use his ability to turn or rebuke creatures four more times per day than normal. If he can turn or rebuke more than one kind of creature, each of his turning or rebuking abilities gains four additional uses per day.

Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his Charisma bonus.

Special: A character can select this feat multiple times; each time, he gains four additional turn or rebuke attempts per day.


Far Shot [General]
The character can shoot or throw ranged weapons further.

Prerequisite: Point Blank Shot.

Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When he uses a thrown weapon, its range increment is doubled.

Special: A fighter can select Far Shot as one of his fighter bonus feats.


Fast Healing [General]
The character heals faster than most people.

Prerequisites: Con 25, Rapid Metabolism.

Benefit: The character gains fast healing 3, or his existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

Special: A character can select this feat multiple times; its effects stack.


Fighting Style Ability [General]
The character has spent extra time training in his fighting style.

Prerequisite: Initiate rank in one or more monkish fighting styles.

Benefit: The monk can choose an ability of his rank or below from any fighting style in which he is trained.

Special: A character can select this feat multiple times; each time, he must choose a new ability.


Fine Wild Shape [Wild]
The character can wild shape into a Fine animal.

Prerequisites: Knowledge (nature) 23 ranks, ability to wild shape into a Gargantuan animal.

Benefit: The character can wild shape into a Fine animal.


Fleet of Foot [General]
The character can turn while running or charging.

Prerequisites: Dex 15, Run.

Benefit: When running or charging, the character can make a single direction change of 90 degrees or less. He can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If he is charging, he must move in a straight line for 10 feet after the turn to maintain the charge.

Normal: A character can run or charge only in a straight line.


Gargantuan Wild Shape [Wild]
The character can wild shape into a Gargantuan animal.

Prerequisites: Knowledge (nature) 20 ranks, ability to wild shape into a Diminutive animal.

Benefit: The character can wild shape into a Gargantuan animal.


Great Charisma [General]
The character has learned a secret of great charisma.

Benefit: The character's Charisma increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Great Cleave [General]
The character can strike multiple times after felling an enemy.

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit: This feat works like Cleave, except that the character can make a number of additional attacks equal to his Strength bonus or his base attack bonus, whichever is less.

Special: A fighter can select Great Cleave as one of his fighter bonus feats.


Great Constitution [General]
The character has learned a secret of great constitution.

Benefit: The character's Constitution increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Great Dexterity [General]
The character has learned a secret of great dexterity.

Benefit: The character's Dexterity increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Great Fortitude [General]
The character is tougher than normal.

Benefit: The character gets a +2 bonus on all Fortitude saves.

Special: A character can select this feat multiple times; its effects stack.


Great Intelligence [General]
The character has learned a secret of great intelligence.

Benefit: The character's Intelligence increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Great Smiting [General]
The character's smite attacks are twice as effective.

Prerequisites: Str 13, Cha 25, Power Attack, smite ability (from class feature or domain granted power).

Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character's level).


Great Strength [General]
The character has learned a secret of great strength.

Benefit: The character's Strength increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Great Wisdom [General]
The character has learned a secret of great wisdom.

Benefit: The character's Wisdom increases by 1 point.

Special: A character can select this feat multiple times; its effects stack.


Greater Manyshot [General]
The character is skilled at firing many arrows at once, even at different opponents.

Prerequisites: Dex 21, Improved Manyshot, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +20.

Benefit: When using the Manyshot feat, the character can fire each arrow at a different target instead of firing all of them at the same target. He makes a separate attack roll for each arrow, regardless of the number of targets, though all of them still use his highest base attack bonus. Any precision-based damage applies to each arrow fired, and, if he scores a critical hit with more than one of the arrows, each critical hit deals critical damage.

Special: A fighter can select Greater Manyshot as one of his fighter bonus feats.


Greater Spell Focus [General]
The character is more adept at casting spells of a certain school.

Benefit: Choose a school of magic to which the character has applied the Spell Focus feat. Add +1 to the Difficulty Class for all saving throws against spells from the selected school of magic. This bonus stacks with the bonus from Spell Focus.

Special: A character can select this feat multiple times; each time, it applies to a new school of magic.


Heighten Spell [Metamagic]
The character can cast spells at a higher level than normal.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as save DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.


Holy Strike [Divine]
The character can make his weapon holy.

Prerequisites: Cha 13, Knowledge (religion) 15 ranks, smite evil class feature, any good alignment.

Benefit: The character can expend a smite evil attempt to empower his weapon with positive energy. It gains the holy property (it is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment) for 1 round per character level. If the weapon already has the holy enchantment, its enhancement bonus is increased by 2 (it effectively becomes a bane weapon). If the weapon has any other alignment, this feat has no effect.


Ignore Material Components [General]
The character rarely needs material components for his spells.

Prerequisites: Spellcraft 15 ranks, Eschew Materials.

Benefit: The character can cast spells without material components costing up to 50 gp. This feat does not affect the need for a focus or divine focus.


Improved Alignment-Based Casting [General]
The character can cast stronger spells of a given alignment.

Prerequisites: Access to Chaos, Evil, Good, or Law domain, alignment matching domain chosen, ability to cast 9th-level divine spells.

Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. He casts spells with that alignment descriptor at +3 caster level.

Special: This benefit overlaps (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character can select this feat multiple times; each time, it applies to a different alignment-based domain to which he has access.


Improved Aura of Power [General]
The character inspires great confidence or deep despair in those around him.

Prerequisites: Cha 25, aura of power class ability.

Benefit: The character's aura of power grants a +4 morale bonus to saves for allies, or -4 to saves for enemies.


Improved Combat Manipulation [General]
The character is adept at intimidating, bluffing, or taunting his foes.

Prerequisites: Cha 13, base attack bonus +2.

Benefit: The character gains a +2 bonus to all demoralize, feint, or taunt checks he makes.

Special: A fighter can select Improved Combat Manipulation as one of his fighter bonus feats.


Improved Combat Movement [General]
The character can move quickly without sacrificing combat prowess.

Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +15.

Benefit: The character can move up to half his base speed before or after making a full attack with a melee weapon, provided the total distance moved is not greater than his base speed. Moving in this way does not provoke attacks of opportunity from the defender he attacks, though it may provoke attacks from other creatures, if appropriate. He cannot use this feat while wearing heavy armor.

Special: A fighter can select Improved Combat Movement as one of his fighter bonus feats.


Improved Combat Reflexes [General]
The character can guard the area around him more effectively than normal.

Prerequisites: Int 13, Combat Reflexes, base attack bonus +6.

Benefit: The DC for opposed Acrobatics checks for enemies to move through any area the character threatens is increased by the character's Int bonus.


Improved Counterspell [General]
The character is more adept at countering others' spells.

Benefit: The character gains a +2 bonus to caster level checks when counterspelling.

Special: The character can take this feat multiple times; each time, he gains an additional +2 bonus.


Improved Critical [General]
The character's ability to deal extra damage is improved.

Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: Choose one weapon. When using the selected weapon, its threat range is doubled.

Special: The character can select this feat multiple times; each time, it applies to a new weapon. This effect stacks with any other effect that expands the threat range of a weapon; as with all such doubled doublings, the result is triple.

A fighter can select Improved Critical as one of his fighter bonus feats.


Improved Death Attack [General]
The character's death attack is more powerful.

Prerequisites: Death attack class feature, sneak attack +5d6.

Benefit: Add +2 to the DC of the character's death attack.

Special: A character can select this feat multiple times; its effects stack.


Improved Favored Enemy [General]
The character has redoubled his dedication to defeating his enemies.

Prerequisite: Five or more favored enemies.

Benefit: Add +2 to the bonus on Bluff, Perception, Sense Motive, and Survival checks and damage rolls against all the character's favored enemies.

Special: A character can select this feat multiple times; its effects stack.


Improved Finesse [General]
The character is proficient at disarming or tripping opponents.

Prerequisites: Dex 13, Weapon Finesse, base attack bonus +4

Benefit: When the character attempts to disarm an opponent or make an armed trip attack, the opponent doesn't have a chance to disarm or trip him in turn. He also gains a +2 bonus on the opposed attack roll he makes to disarm or trip his opponent.

Normal: See the disarm and trip rules.

Special: A fighter can select Improved Finesse as one of his fighter bonus feats.


Improved Initiative [General]
The character can react more quickly in combat.

Benefit: The character gets a +4 bonus on initiative checks.

Special: A fighter can select Improved Initiative as one of his fighter bonus feats.


Improved Manyshot [General]
The character can fire many arrows at once.

Prerequisites: Dex 19, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +16.

Benefit: As Manyshot, but the penalty for firing more than two arrows at once is reduced to -4 for all arrows.

Special: Regardless of the number of arrows the character fires, he applies precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once only. If he scores a critical hit, only one of the arrows deals critical damage (his choice); all others deal normal damage.


Improved Offense [General]
The character is more effective at moving others out of his way.

Prerequisites: Str 13, Power Attack, base attack bonus +4.

Benefit: When the character performs a bull rush, he gains a +2 bonus on the opposed Strength check to push the defender back or move past it. He can also use his Strength modifier in place of his Dex modifier when making trip attacks.

Special: A fighter can select Improved Offense as one of his fighter bonus feats.


Improved Parry [General]
The character can parry attacks to set his foes at a disadvantage.

Prerequisite: Dex 13, base attack bonus +4

Benefit: If an opponent makes a melee attack against the character and misses by 5 or less, the character is considered to have deflected the attack; the opponent's weapon is knocked out of line and it suffers a -2 penalty on its next attack. If multiple attacks miss in this manner, the penalties are cumulative. This penalty resets to 0 on the opponent's next turn. This ability can be used with a shield or a weapon, but not with unarmed attacks (even if the character has the Improved Unarmed Combat feat).

Special: A fighter can select Improved Parry as one of his fighter bonus feats.


Improved Precise Shot [General]
The character is an excellent marksman.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Any AC bonus granted to the character's target by cover is reduced by 4 points, or concealment by 2 points. This does not apply to total cover or total concealment.

In addition, when the character shoots or throws ranged weapons at a grappling opponent, he automatically strikes at the opponent he has chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special: A fighter can select Improved Precise Shot as one of his fighter bonus feats.


Improved Shield Bash [General]
The character can use his shield more effectively as a weapon.

Prerequisite: Shield Proficiency.

Benefit: When the character perform a shield bash, he can still apply the shield's shield bonus to his AC.

Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his next turn.

Special: A fighter can select Improved Shield Bash as one of his fighter bonus feats.


Improved Sneak Attack [General]
The character's sneak attack is stronger than before.

Prerequisite: Sneak attack +8d6.

Benefit: Add +1d6 to the character's sneak attack damage.

Special: A character can select this feat multiple times; its effects stack.


Improved Speed [General]
The character can run like the wind.

Prerequisites: Dex 21, Run.

Benefit: The character's speed increases by 10 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.

Special: This feat only functions when the character is wearing medium armor, light armor, or no armor and has medium or less encumbrance.


Improved Stunning Fist [General]
The character's stunning attacks are harder to resist.

Prerequisite: Str 19, Wis 19, Improved Unarmed Strike, Stunning Fist, base attack bonus +12

Benefit: Add +2 to the DC of the character's stunning fist attack.

Special: A character can select this feat multiple times; its effects stack.


Improved Turning [General]
The character can turn creatures more effectively.

Prerequisite: Ability to turn or rebuke creatures.

Benefit: The character turns or rebukes creatures as if he were one level higher than normal in the class that grants him the ability.


Improved Unarmed Combat [General]
The character can perform unarmed combat maneuvers more effectively.

Prerequisite: Improved Unarmed Strike.

Benefit: The character does not suffer the -4 penalty when he makes a touch attack against an armed foe to start a grapple. He also gains a +2 bonus on all grapple checks, whether or not he started the grapple, and a +2 bonus on checks to perform an unarmed disarm or trip attack.

Normal: Without this feat, the character suffers a -4 penalty when making unarmed disarm or trip attacks, or touch attacks to start a grapple against an armed foe.

Special: A fighter can select Improved Unarmed Combat as one of his fighter bonus feats.


Improved Unarmed Strike [General]
The character can fight with his bare hands.

Benefit: The character is considered to be armed even when unarmed - that is, he does not suffer a -4 penalty when making unarmed attacks against armed opponents. However, anyone else making an unarmed attack against him suffers a -4 penalty.

In addition, his unarmed strikes can deal lethal or nonlethal damage, at his option.

Normal: Without this feat, the character suffers a -4 penalty to attack rolls when making unarmed attacks against armed opponents, and he can deal only nonlethal damage with such an attack.

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

A fighter can select Improved Unarmed Strike as one of his fighter bonus feats.


Indomitable [General]
The character is harder to move against his will.

Benefit: The character gains a +2 bonus to opposed checks to avoid being bull rushed, overrun, or tripped. This bonus stacks with the dwarven racial bonus, the bonus granted to creatures with four or more legs, and any other ability that grants a similar bonus.

Special: A fighter can select Indomitable as one of his fighter bonus feats.


Infinite Deflection [General]
The character can deflect a nearly unlimited number of arrows.

Prerequisites: Dex 19, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.

Benefit: The character can deflect a number of ranged attacks each round equal to his Dex bonus or his base attack bonus, whichever is less.


Instant Reload [General]
The character can load his crossbow with amazing speed.

Prerequisites: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected), base attack bonus +1.

Benefit: The character can fire the selected type of crossbow at his full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

Special: A character can select this feat multiple times; each time, it applies to a different type of crossbow.


Intensify Spell [Metamagic]
The character can imbue his spells with legendary power.

Prerequisites: Spellcraft 25 ranks, Empower Spell, Maximize Spell, ability to cast 9th-level arcane or divine spells.

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot five levels higher than the spell's actual level. This feat does not stack with any other feat that affects variable, numeric values of a spell.


Iron Will [General]
The character's strength of will is greater than normal.

Benefit: The character gets a +2 bonus on all Will saves.

Special: A character can select this feat multiple times; its effects stack.


Jack of All Trades [General]
The character knows all kinds of odd things.

Benefit: Choose two skills. The character gains a +2 bonus in those skills.

Special: A character can select this feat multiple times; each time, it must be applied to two new skills.


Keen Strike [General]
The character's unarmed attacks can deal slashing damage.

Prerequisites: Str 17, Improved Critical (unarmed strike), Improved Unarmed Strike, ki strike (+4).

Benefit: The character's unarmed strike's critical threat range is doubled (from 19-20 to 18-20) and deals slashing damage (at his option, any attack can deal bludgeoning instead of slashing damage, but the threat range is only 19-20). This effect stacks with any other effect that expands the character's unarmed attack threat range; as with all such doubled doublings, the result is triple.


Lasting Inspiration [General]
The effects of the character's music last much longer.

Prerequisites: Perform 25 ranks, bardic music class feature.

Benefit: The effects of the character's bardic music inspiration abilities last for three times as long as normal after he stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.


Leadership [General]
The character is a leader of men.

Prerequisite: Character level 6th.

Benefits: The character can attract loyal companions and devoted followers, subordinates who assist him. See Cohorts and Followers for more details.


Legendary Commander [General]
The character can command many more followers.

Prerequisites: Cha 25, Diplomacy 25 ranks, Leadership, must rule own domain and have a stronghold.

Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts. (Note: "Domain" is a term used to denote a realm of influence - a city, freehold, kingdom, etc. The number of subjects in the domain should be no less than 1,000.)


Legendary Prowess [General]
The character's combat skill is legendary.

Prerequisites: Base atack bonus +20.

Benefit: The character gains a +1 bonus on all attacks.

Special: A character can select this feat multiple times; its effects stack.

A fighter can choose Legendary Prowess as one of his bonus fighter feats.


Legendary Rider [General]
The character can control a mount with hardly any effort.

Prerequisites: Ride 10 ranks, Mounted Combat.

Benefit: The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback). He never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action).

Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).


Legendary Reputation [General]
There are few who have not heard of the character's greatness.

Prerequisite: Character level 15th.

Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.


Legendary Wrestler [General]
The character can defeat almost any opponent in a wrestling match.

Prerequisites: Str 13, Dex 13, Acrobatics 5 ranks, Improved Unarmed Combat, Improved Unarmed Strike.

Benefit: The character can attempt to pin or throw a grappled opponent (see Grapple). He also gains a +2 bonus to all grapple checks, whether or not he initiated the grapple (this stacks with the bonus granted by Improved Offense).


Lightning Reflexes [General]
The character can react to danger more quickly.

Benefit: The character gets a +2 bonus on all Reflex saves.

Special: A character can choose this feat multiple times; its effects stack.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License