Feats M To Z

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.


Magical Beast Wild Shape [Wild]
The character can wild shape into magical beast form.

Prerequisites: Wis 17, Knowledge (nature) 15 ranks, wild shape 3/day.

Benefit: The character can use his normal wild shape ability to turn into a magical beast. All limitations that apply for wild shape also apply for this feat. The character gains all extraordinary and supernatural abilities of the magical beast whose form he takes.


Manyshot [General]
The character can shoot multiple arrows at once.

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.

Benefit: As a standard action, the character can fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) and deal damage normally (but see Special).

For every five points of base attack bonus the character has above +6, he can 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 separately against each arrow fired.

Special: Regardless of the number of arrows fired, precision-based damage is applied only once. If the character scores a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

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


Martial Arts Grandmastery [General]
The character has reached new heights in martial arts training.

Prerequisite: Grandmaster rank in two monk fighting styles.

Benefit: The monk can train in a third fighting style, which can be a proscribed style (see the monk class).

Normal: The character can train in only two fighting styles.


Martial Weapon Proficiency [General]
The character knows how to use martial weapons.

Benefit: The character gains proficiency with all martial weapons in any weapon groups with which he is proficient. For exampel: Josef the wizard takes Slings and Spears as his two weapon groups. Of the weapons in his groups, the shuriken, javelin, lance, and trident are all martial - he suffers a -2 penalty to use them. With this feat, he can use all those weapons without penalty. He must still fulfill the prerequisites to use exotic weapons, however.

Normal: When using a weapon with which the character is not proficient (but that is in one of his weapon groups), he takes a –2 penalty on attack rolls. If he is using a weapon with which he is not proficient and that is not in one of his weapon groups, the penalty is -4.

Special: Fighters, paladins, and rangers are automatically proficient with all martial weapons. A cleric who chooses the War domain automatically gains proficiency in his deity's favored weapon.


Master Crafter [General]
The character can make things more quickly and efficiently than normal.

Prerequisites: Craft (chosen skill) 7 ranks.

Benefit: Choose one Craft skill. When making items using that skill, the character gains a +2 bonus to his Craft check; the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.

A character can select this feat multiple times; each time, it applies to a different Craft skill.


Master Staff [General]
The character can channel his own magic to power a staff.

Prerequisite: Spellcraft 15 ranks.

Benefit: When the character activates a staff, he can substitute a spell slot instead of using a charge. The spell slot must be one he has not used for the day, though he can lose a prepared spell to emulate a staff charge (he cannot lose prepared spells from his specialty school, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.


Master Trapmaker [General]
The character's traps are better constructed than normal.

Prerequisites: Int 13, Craft (traps) 10 ranks.

Benefit: The character gains a +3 bonus to Craft (traps) checks (this bonus stacks with the one granted by Skill Focus). In addition, he can add his Int bonus to the trap's Search or Disable Device DC without modifying the cost. This reflects the trap's superior craftmanship and its creator's in-depth knowledge.


Master Wand [General]
The character can channel his own magic to power a wand.

Prerequisite: Spellcraft 15 ranks.

Benefit: When the character activates a wand, he can substitute a spell slot instead of using a charge. The spell slot must be one he has not used for the day, though he can lose a prepared spell to emulate a wand charge (he cannot lose prepared spells from his specialty school, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.


Maximize Spell [Metamagic]
The character's spells are more powerful.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.


Mind Over Body [General]
The character's ability damage heals more rapidly.

Prerequisites: Con 13, Rapid Metabolism.

Benefit: The character heals ability damage and ability burn more quickly than normal. He heals a number of ability points per day equal to 1 + Con bonus.

Normal: Ability damage and ability burn heal at a rate of 1 point per day.


Mobility [General]
The character is skilled at avoiding opponents.

Prerequisites: Dex 13, Dodge.

Benefit: The character does not provoke attacks of opportunity when he moves out of or within a threatened area.

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


Mounted Archery [General]
The character can use ranged weapons effectively from the back of a mount.

Prerequisites: Ride 6 ranks, Mounted Combat.

Benefit: The penalty the character takes when using a ranged weapon while mounted is halved: -2 instead of -4 if his mount is taking a double move, and -4 instead of -8 if his mount is running.

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


Mounted Combat [General]
The character can steer his mount out of harm's way.

Prerequisite: Ride 1 rank.

Benefit: Once per round when his mount is hit in combat, the character can attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

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


Music of the Gods [General]
The character's music can affect even those normally immune.

Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.

Benefit: The character's bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.


Open Minded [General]
The character can naturally reroute his memory, mind, and skill expertise.

Benefit: The character immediately gains an extra 5 skill points, which he can spend as normal. He cannot exceed the normal maximum ranks for his level in any skill.

Special: A character can select this feat multiple times; each time, he gains another 5 skill points.


Overwhelming Critical [General]
The character's critical hits are especially brutal.

Prerequisites: Str 23, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon), base attack bonus +12.

Benefit: When the character is using his chosen weapon, its crit multiplier is increased by 1. This stacks with any other enchantments or abilities that increase crit multipliers.

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


Penetrating Shot [General]
The character can hit multiple enemies with the same shot.

Prerequisites: Str 15, Point Blank Shot, base attack bonus +10.

Benefit: When making a ranged attack with a bow or crossbow, the character can instead make a single attack that punches through one target to hit another behind it. Doing so requires a standard action; the targets must be no more than 10 feet apart and in a direct line with the character. He makes a separate attack roll against each creature; if the attack hits, it deals damage normally, but any extra damage (sneak attacks, critical hits, etc.) applies to the first target only.

Special: A fighter can choose Penetrating Shot as one of his fighter bonus feats.


Perfect Health [General]
The character is highly resistant to disease and poison.

Prerequisites: Con 25, Great Fortitude.

Benefit: The character gains a +10 resistance bonus to all saves vs. diseases and poisons.


Permanent Emanation [Metamagic]
The character can make one of his emanation spells permanent.

Prerequisites: Spellcraft 24 ranks, Extend Spell, Persistent Spell.

Benefit: Choose a spell of up to 3rd level that the character can cast whose area is an emanation centered on the caster. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 1d4 rounds, though a targeted disjunction dispels it permanently (see spell description).

Special: A character can select this feat multiple times; each time, it applies to a different spell. A character can have only one permanent emanation in effect on himself at any given time.


Persistent Spell [Metamagic]
The character can extend a spell's duration to a full day.

Prerequisites: Spellcraft 18 ranks, Extend Spell.

Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. The caster need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence or absence of the things detected, but he must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot five levels higher than the spell's actual level.


Planar Turning [General]
The character can turn or rebuke outsiders.

Prerequisites: Wis 15, Cha 15, ability to turn or rebuke undead.

Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to one-third of its Hit Dice (round down). If the character can turn undead, he turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.


Plant Wild Shape [Wild]
The character can wild shape into plant form.

Prerequisites: Wis 15, Knowledge (nature) 10 ranks, wild shape 2/day.

Benefit: The character can use his normal wild shape ability to turn into a plant creature. All limitations that apply for wild shape also apply for this feat. The character gains all extraordinary and supernatural abilities of the plant creature whose form he takes.


Point Blank Shot [General]
The character can make ranged attacks at short range more accurately.

Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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


Poison Resistance [General]
The character is more resistant to poison.

Prerequisite: Con 13

Benefit: The character gains a +4 resistance bonus to Fortitude saves against poisons.

Special: The bonus gained from this feat stacks with the +2 dwarven racial bonus against poisons.


Polearm Wielder [General]
The character can wield a polearm more effectively.

Prerequisite: Proficiency with polearm used.

Benefit: The character can attack adjacent foes with the butt of his polearm, dealing damage as a club of the same size as the wielder. He takes a -2 penalty to all such attacks and cannot make a reach attack in the same round.

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


Polyglot [General]
The character has picked up bits and pieces from many different languages in his travels.

Prerequisite: Int 13

Benefit: The character gains 3 skill points, which can be used to buy levels in one or more written or spoken languages (see the Decipher Script and Speak Language skills). A character can't spend more than 1 skill point per written or spoken language (though he can spend one each to learn or increase his fluency in the written and spoken forms of the same language).

Special: A character can select this feat multiple times; each time, he gains another 3 skill points.


Power Attack [General]
The character can make powerful blows.

Prerequisites: Str 13, base attack bonus +2

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

Normal: A character without the Power Attack feat can fight offensively 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 bonus to damage (see Actions in Combat).

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


Power Critical [General]
The character is even more adept than usual at dealing critical hits with a weapon.

Prerequisites: Weapon Focus (chosen weapon), base attack bonus +4

Benefit: Choose one weapon (including unarmed strike). When using the weapon selected, the character gains a +4 bonus on the roll to confirm a threat.

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

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


Precise Shot [General]
The character can hit a specific target with ranged weapons more easily.

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on his attack roll. Also, he gains a +2 bonus to attack rolls made vs. targets in cover or concealment, or when attacking an object with a ranged weapon.

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


Quick Draw [General]
The character can draw his weapon quickly.

Prerequisite: Base attack bonus +1.

Benefit: The character can draw or sheathe a weapon as a free action (and sheathing a weapon doesn't provoke attacks of opportunity). He can draw or sheathe a hidden weapon (see the Sleight of Hand skill) as a move action.

A character with this feat can throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal: The character can draw a weapon as a move action, or (if his base attack bonus is +1 or higher) as a free action as part of movement, and he can draw or sheathe a hidden weapon as a standard action. He can sheathe a weapon as a move action (which provokes attacks of opportunity).

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


Quicken Spell [Metamagic]
The character can cast spells more quickly.

Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as he casts a quickened spell. He can cast only one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.


Ranged Inspiration [General]
The character's music has a greater range of effect.

Prerequisites: Perform 25 ranks, bardic music class feature.

Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.)


Rapid Metabolism [General]
The character's wounds heal rapidly.

Prerequisite: Con 13.

Benefit: The character naturally heals a number of hit points per day equal to the standard healing rate + double his Constitution bonus. He heals even if he does not rest. This healing replaces his normal natural healing. If he is tended to by someone with the Heal skill, he instead regains double the normal amount of hit points + double his Constitution bonus.


Rapid Reload [General]
The character can reload a crossbow more quickly.

Prerequisite: Weapon Proficiency (crossbow type chosen).

Benefit: Choose a type of crossbow (hand, light, or heavy). The time required for the character to reload his chosen crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If the character has selected this feat for hand crossbow or light crossbow, he can fire that weapon as many times in a full attack action as he could if he were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

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

A fighter can select Rapid Reload as one of his fighter bonus feats.


Rapid Shot [General]
The character can use ranged weapons more quickly.

Prerequisites: Dex 13, Point Blank Shot.

Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at his highest base attack bonus, but each attack he makes in that round (the extra one and the normal ones) takes a -2 penalty. He must use the full attack action to use this feat.

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


Reach Spell [Metamagic]
The character can cast a touch spell as a ray.

Benefit: The character can cast a spell that normally has a range of Touch as a ray spell with a range of Close (25 ft. + 5 ft./2 caster levels). He must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.


Ride-By Attack [General]
The character can fight from the back of a mount while moving.

Prerequisites: Ride 3 ranks, Mounted Combat.

Benefit: When the character is mounted and uses the charge action, he can move and attack as if with a standard charge and then move again (continuing the straight line of the charge). His total movement for the round can't exceed double his mounted speed. The character and his mount do not provoke an attack of opportunity from the opponent he attacks.

Special: A fighter can select Ride-By Attack as one of his fighter bonus feats.


Righteous Strike [General]
The character's fists are charged with the power of law.

Prerequisites: Str 13, Wis 19, Improved Unarmed Strike, Stunning Fist, base attack bonus +12, any lawful alignment.

Benefit: The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment).


Ritual Casting [General]
The character can combine his magic with others in order to cast a ritual spell.

Prerequisite: Any metamagic feat, ability to cast 4th level spells.

Benefit: The character can participate in a grand ritual as a secondary caster. He also gains a +2 bonus to Concentration checks made while casting lesser or greater rituals.


Ritual Focus [General]
The character can channel and focus the power of a ritual spell.

Prerequisites: Con 11, Ritual Casting, ability to cast 9th level spells, must have been focus in five or more rituals.

Benefit: The character can act as the focus (lead caster) of a grand ritual. He also gains a +2 bonus to Concentration checks made while casting lesser or greater rituals. This stacks with the bonus granted by the Ritual Casting feat.


Run [General]
The character can run faster than normal.

Benefit: When running, the character moves five times his normal speed (if in light or no armor and unencumbered) or four times his speed (if wearing medium armor and carrying a light load). If he makes a jump after a running start (see the Jump skill description), he gains a +4 bonus on his Jump check. While running, he retains his Dexterity bonus to AC.

Normal: The character moves four times his speed while running (if wearing medium, light, or no armor and carrying no more than a light load) or three times his speed (if wearing heavy armor or carrying a medium or heavy load), and he loses his Dexterity bonus to AC.


Shattering Strike [General]
The character can break things using sudden force.

Prerequisites: Concentration 15 ranks, Improved Unarmed Strike, Weapon Focus (unarmed strike), ki strike (+5).

Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), the character can make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he is so bound as to allow him to make an unarmed strike against his bindings).


Shield Focus [General]
The character knows how to gain more defense from a shield.

Prerequisite: Proficiency with the shield used.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). When using this type of shield, the character's shield bonus is increased by 1.

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

A fighter can select Shield Focus as one of his fighter bonus feats.


Shield Proficiency [General]
The character knows how to use a shield.

Benefit: The character can use a shield and take only the standard penalties.

Normal: When he is using a shield with which he is not proficient, he takes the shield's armor check penalty on attack rolls and all skill checks that involve moving, including Ride checks.

Special: Bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat.


Shot on the Run [General]
The character can use ranged weapons while on the move.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that his total distance moved is not greater than his speed.

Special: A fighter can select Shot on the Run as one of his fighter bonus feats.


Silent Spell [Metamagic]
The character can cast spells without speaking.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Special: Bard spells cannot be enhanced by this feat.


Simple Weapon Proficiency [General]
The character knows how to use all simple weapons.

Benefit: The character makes attack rolls with simple weapons normally.

Normal: When using a weapon with which the character is not proficient (but that is in one of his weapon groups), he takes a –2 penalty on attack rolls. If he is using a weapon with which he is not proficient and that is not in one of his weapon groups, the penalty is -4.

Special: All characters except for druids are automatically proficient with all simple weapons.


Skill Focus [General]
The character gains extra knowledge in a skill.

Benefit: Choose a skill. The character gets a +3 bonus on all checks involving that skill, and it becomes a trained skill.

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


Snap Shot [General]
The character is quick on the draw with a ranged weapon.

Prerequisites: Dex 15, Point Blank Shot, Rapid Shot.

Benefit: If the character has a ranged weapon ready at the beginning of combat, he can make a single attack against any target within 30 feet before anyone else acts. He cannot move, even to take a 5-foot step, before making this attack.


Snatch Arrows [General]
The character is adept at catching ranged weapons thrown or shot at him.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat, the character can catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't his turn) or kept for later use.

The character must have at least one hand free (holding nothing) to use this feat.

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


Sneak Attack of Opportunity [General]
The character can sneak attack anyone who gives him an opening.

Prerequisites: Sneak attack +8d6, opportunist class feature.

Benefit: When making an attack of opportunity, the character's attack is considered a sneak attack (and deals damage accordingly). This has no effect against creatures that are immune to sneak attacks. The character can make only one such sneak attack per round (all other attacks of opportunity deal normal damage).


Spell Focus [General]
The character's spells in one school are harder to resist.

Benefit: Choose a school of magic. Add +1 to the Difficulty Class for all saving throws against spells from the selected school.

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


Spell Knowledge [General]
The character learns two new arcane spells.

Prerequisite: Ability to cast spells of maximum spell level in an arcane spellcasting class.

Benefit: The character learns two new arcane spells of any level up to the maximum level he can cast. This feat does not grant any additional spell slots, nor does it allow the character to learn spells that are normally forbidden to him (such as opposed schools for a specialist wizard).

Special: A character can select this feat multiple times; each time, he learns two new spells.


Spell Mastery [Special]
The character can prepare some spells without a spellbook.

Prerequisite: Wizard level 1st.

Benefit: Each time the character takes this feat, choose a number of spells equal to his Intelligence bonus that he already knows. From that point on, he can prepare these spells without referring to a spellbook.

Normal: Without this feat, the character must use a spellbook to prepare all his spells, except read magic.


Spell Opportunity [General]
The character can cast touch spells when making an attack of opportunity.

Prerequisites: Spellcraft 25 ranks, Combat Casting, Combat Reflexes, Quicken Spell.

Benefit: Whenever the character is allowed an attack of opportunity, he can cast (and attack with) a touch spell as his attack of opportunity. This is a quickened spell that counts against the normal limit of two spells per round.

Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.


Spirited Charge [General]
The character can deal increased damage during a mounted charge.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).

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


Spring Attack [General]
The character can move quickly in combat.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way does not provoke an attack of opportunity from the defender, though it might provoke attacks of opportunity from other creatures, if appropriate. The character can't use this feat if he is wearing heavy armor.

The character must move at least 5 feet before and after making his attack in order to utilize the benefits of Spring Attack.

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


Stand Still [General]
The character can prevent foes from fleeing or closing.

Prerequisites: Str 13, Indomitable.

Benefit: When a foe's movement out of an area the character threatens provokes an attack of opportunity, the character can give up that attack and instead attempt to stop the foe in its tracks. If the attack hits, it must make a Reflex save (DC 10 + damage roll), or immediately halt as if it had used up its movement for the round. It does not actually take any damage from the attack, but if it fails the save by 10 or more, it is knocked prone.

Since Stand Still takes the place of an attack of opportunity, a character's use of it is limited to the normal number of attacks of opportunity he can make.

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


Still Spell [Metamagic]
The character can cast spells without somatic components.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.


Storm of Throws [General]
The character can throw many weapons in one round.

Prerequisites: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.

Benefit: As a full-round action, the character can throw a light weapon at his full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.


Stunning Fist [General]
The character's unarmed attacks can stun opponents.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: The character must declare that he is using this feat before making his attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by the unarmed attack to make a Fortitude save (DC 10 + 1/2 character's level + character's Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before his next action). A stunned character can't act and takes a -4 penalty to AC.

The character can attempt a stunning attack once per day for every four levels he has attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, and incorporeal creatures cannot be stunned.

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


Subtle Spell [Metamagic]
The character's spells are harder to detect.

Prerequisite: Spellcraft 10 ranks.

Benefit: Anyone attempting to detect a spell the character casts must make a Spellcraft check, DC 10 + character's caster level + his (Int or Cha) modifier; failure means the spell is too well hidden to be detected. This applies to all detection-based spells - detect magic, arcane sight, true seeing, etc.; if this feat is applied to a spell like invisibility, spells designed to detect its presence must also pass a Spellcraft check to find it. This feat cannot be applied to spells with a visible effect, like fireball, or to spells with an instantaneous duration.

Casting a subtle spell takes up a spell slot two levels higher.

Special: Casting a spell with this feat requires patience and precision; other metamagic feats can be added to such a spell, but it cannot be quickened.


Superior Initiative [General]
The character is an expert at getting the jump on his opponents.

Prerequisites: Improved Initiative, base attack bonus +15.

Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.


Swarm of Arrows [General]
The character can shower his foes with arrows.

Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

Benefit: As a full-round action, the character can fire an arrow at his full base attack bonus at each opponent within 30 feet.


Tenacious Spell [Metamagic]
The character's spells are resistant to being dispelled.

Prerequisites: Spellcraft 15 ranks, Empower Spell.

Benefit: A spell the character casts using this feat is resistant to being dispelled. If the spell is affected by a dispel effect, it is instead only suppressed for 1d4 rounds. An antimagic field suppresses, but does not dispel, the spell while its area of effect overlaps the spell's point of origin. A targeted disjunction will dispel the spell normally (see spell description). The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his own spell or spell-like ability (if dismissible) or dispel his own tenacious magic normally.

A tenacious spell's level is two higher than normal.


Toughness [General]
The character is tougher than normal.

Benefit: The character gain +2 hit points, +1 hit point per level/Hit Die he has. At each level he gains thereafter, he adds +1 hit point.


Tower Shield Proficiency [General]
The character can use a tower shield.

Prerequisite: Shield Proficiency.

Benefit: The character can use a tower shield and suffer only the standard penalties.

Normal: A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters automatically have Tower Shield Proficiency as a bonus feat.


Track [General]
The character can follow tracks.

Benefit: To find tracks or follow them for 1 mile requires a successful Survival check. The character must make another Survival check every time the tracks become difficult to follow.

The character moves at half his normal speed (or at his normal speed with a -5 penalty on the check, or at up to twice his normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:


Surface DC Surface DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers can apply to the Survival check, as given on the table below.


Condition Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +16
Diminutive +8
Tiny +4
Small +2
Medium +0
Large -2
Huge -4
Gargantuan -8
Colossal -16
Titanic -32
Every 24 hours since the trail was made +2
Every hour of rain since the trail was made +2
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category.

2 Apply only the largest modifier from this category.

If the character fails a Survival check, he can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: Without this feat, the character can use the Survival skill to find tracks, but he can follow them only if the DC for the task is 10 or lower. Alternately, he can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but he can't use Search to follow tracks, even if someone else has already found them.

Special: A ranger automatically has Track as a bonus feat.

This feat does not allow the character to find or follow the tracks made by a subject of a pass without trace spell.


Trample [General]
The character can run down opponents while mounted.

Prerequisites: Ride 3 ranks, Mounted Combat.

Benefit: When the character attempts to overrun an opponent while mounted, his target cannot choose to avoid him. His mount can make one hoof attack against any target he knocks down, gaining the standard +4 bonus on attack rolls against prone targets.

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


Trap Sense [General]
The character has a second sense for traps.

Prerequisites: Perception 25 ranks, Search 25 ranks, trapfinding class ability.

Benefit: If the character passes within 5 feet of a trap, he is entitled to a Search check to notice it as if he were actively looking for it.


Two-Weapon Defense [General]
The character can use his off-hand weapon for defense as well as offense.

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: The character gains an additional +2 bonus to AC when fighting with two weapons.

Special: A fighter can select Two-Weapon Defense as one of his fighter bonus feats.


Two-Weapon Fighting [General]
The character can fight more effectively with a weapon in each hand.

Prerequisites: Dex 15.

Benefit: The character's penalties on attack rolls for fighting with two weapons are reduced by 2 for both the primary and off hands.

When the character's base attack bonus increases to +6, he gains a second attack with the offhand weapon; when it increases to +11, he gains a third attack.

Normal: If the character wields a second weapon in his off hand, he can make one extra attack per round with that weapon. When fighting in this way, he suffers a -6 penalty with his regular attack(s) with his primary hand, and a -6 penalty to the attack with his off hand. If his off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A fighter can select Two-Weapon Fighting as one of his fighter bonus feats.


Two-Weapon Rend [General]
The character can perform a rend maneuver when using two weapons.

Prerequisites: Str 13, Dex 17, Two-Weapon Fighting, base attack bonus +8.

Benefit: If the character hits an opponent with a weapon in each hand in the same round, he can automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength bonus. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he makes.


Undead Mastery [Divine]
The character can command a great number of undead.

Prerequisites: Cha 21, ability to command or rebuke undead.

Benefit: The character can command 1d6 + (3 x class level) + Cha modifier undead.

Normal: The character can comand up to 1d6 + class level + Cha modifier undead.


Unholy Strike [Divine]
The character can make his weapon unholy.

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

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


Vermin Wild Shape [Wild]
The character can wild shape into a vermin.

Prerequisites: Wis 13, Knowledge (nature) 5 ranks, wild shape 1/day.

Benefit: The character can use his normal wild shape ability to take the form of a vermin. All limitations on wild shape apply to this feat as well.


Weapon Finesse [General]
The character can wield light weapons with great finesse.

Prerequisite: Proficiency with weapon used, base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of his size category, the character can use his Dexterity modifier instead of his Strength modifier on attack rolls. If he carries a shield, its Dex penalty applies to his attack rolls.

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

Natural weapons are always considered light weapons.


Weapon Focus [General]
The character is especially good at using a weapon.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: Choose one weapon (including unarmed strike, or ray, if the character is a spellcaster). The character gains a +1 bonus on all attack rolls made using the selected weapon.

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

A fighter can select Weapon Focus as one of his fighter bonus feats.


Weapon Grandmastery [General]
The character can deal extra damage when wielding a certain weapon.

Prerequisites: Proficiency, Weapon Focus, Weapon Specialization, and Weapon Mastery with selected weapon, fighter level 16th.

Benefit: Choose one weapon for which the character has selected Weapon Focus, Weapon Specialization, and Weapon Mastery feats. This can include unarmed strike or grapple. The character gains a +2 bonus on all damage rolls he makes using the selected weapon, and the weapon's crit multiplier is increased by 1. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization, and any other effects that increase a weapon's crit multiplier.

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

A fighter can select Weapon Grandmastery as one of his fighter bonus feats.


Weapon Group Proficiency [General]
The character is proficient with more weapons.

Prerequisite: Base attack bonus +1

Benefit: Choose one weapon group. The character gains proficiency with all simple weapons in that group. If he has the Martial weapon Proficiency feat, he also gains proficiency with the martial weapons in that group.

Special: The character can select this feat multiple times; each time, it applies to a new weapon group.


Weapon Specialization [General]
The character deals extra damage with one weapon.

Prerequisites: Proficiency and Weapon Focus with selected weapon, fighter level 4th.

Benefit: Choose one weapon (including unarmed strike or grapple) for which the character has selected the Weapon Focus feat. He gains a +2 bonus on all damage rolls made using the selected weapon.

Special: The character can select this feat multiple times; each time, it applies to a new weapon.

A fighter can select Weapon Specialization as one of his fighter bonus feats.


Weapon Mastery [General]
The character is especially good with one weapon.

Prerequisites: Proficiency, Weapon Focus, and Weapon Specialization with selected weapon, fighter level 12th.

Benefit: Choose one weapon for which the character has selected Weapon Focus. This can include unarmed strike or grapple. The character gains a +1 bonus on all attack rolls he makes using the selected weapon, and the weapon's threat range is increased by 1. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus, and with any feats or abilities that increase threat range, like Improved Critical.

Special: The character can select this feat multiple times; each time, it applies to a new weapon.

A fighter can select Weapon Mastery as one of his fighter bonus feats.


Whirlwind Attack [General]
The character can strike nearby opponents in a spinning attack.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When the character uses the full attack action, he can give up his regular attacks and instead make one melee attack at his full base attack bonus against each opponent within reach. When using the Whirlwind Attack feat, he forfeits any bonus or extra attacks granted by other feats, spells, or abilities.

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


Widen Aura of Power [General]
The character's aura of power extends to a greater range.

Prerequisites: Cha 20, Knowledge (religion) 15 ranks, aura of power class ability.

Benefit: The character's aura of power is extended by 10 feet.

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


Widen Spell [Metamagic]
The character can increase the area of his spells.

Benefit: The character can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot two levels higher than the spell's actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.


Zone of Animation [Divine]
The character can use his rebuking powers to animate the undead.

Prerequisites: Cha 25, Knowledge (religion) 20 ranks, Undead Mastery, ability to command or rebuke undead.

Benefit: The character can use a rebuke or command undead attempt to animate corpses within range. He animates a total number of undead equal to the number that would be commanded by his result (though he can't animate more undead than there are available corpses within range).

He can't animate more undead with any single attempt than the maximum number he can command (including any already under his command). These undead are automatically under his command, though his normal limit still applies. If the corpses are relatively fresh, the animated undead are zombies; otherwise, they are skeletons.

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