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Abyssal Mask(General)
Call upon the Abyss to strike terror into the hearts of foes
Prereq: Mul'niessa, Intimidate 1
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.
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Accursed Critical(General)
Your spells carry an embedded curse that manifests when they strike true.
Prereq: Critical Focus, ability to cast bestow curse or major curse, caster level 9th.
Benefit: When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
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Acrobatic(General)
You are skilled at leaping, jumping, and flying.
Prereq: --
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Acrobatic Steps(General)
You can easily move over and through obstacles.
Prereq: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
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Adept Champion(General)
You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.
Prereq: Smite evil class feature, base attack bonus +5.
Benefit: While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.
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Agile Maneuvers(Combat)
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Prereq: --
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
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Alertness(General)
You often notice things that others might miss.
Prereq: --
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Alignment Channel(General)
Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prereq: Ability to channel energy.
Benefit:Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Allied Spellcaster(General, Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prereq: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.
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Angoron's Defender(General)
Angoron is known as the god of strength and as a protector of those around him. You strive to embody these characteristics.
Prereq: Giantborn, Intimidate 5
Benefit: Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an intimidate check to demoralize the opponent as an immediate action. This counts as an attack of opportunity.
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Animal Affinity(General)
You are skilled at working with animals and mounts.
Prereq: --
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Apex Predator(General)
Call upon the blood of dragons to inspire fear in the natural world
Prereq: Sith-makar
Benefit: You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.
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Arc Slinger(Combat)
You can twirl your sling in a way that maximizes its effectiveness.
Prereq: Point-Blank Shot, proficient with sling or halfling sling staff.
Benefit: When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
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Arcane Armor Mastery(Combat)
You have mastered the ability to cast spells while wearing armor.
Prereq: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
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Arcane Armor Training(Combat)
You have learned how to cast spells while wearing armor.
Prereq: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
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Arcane Blast(General)
You can convert any spell into an attack.
Prereq: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
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Arcane School Spirit(General)
You can talk up the power of your own school of magic to such an extent that creatures find it more difficult to resist your spells.
Prereq: Bluff 1 rank, arcane school class feature, gnome.
Benefit: As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a -1 penalty on its saving throw.
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Arcane Shield(General)
You can convert any spell into a defense.
Prereq: Arcane spellcaster, caster level 10th.
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
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Arcane Strike(Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Prereq: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
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Aspect of the Beast(General)
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prereq: Wild shape class feature, ranger natural weapons combat style
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
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Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
Athletic(General)
You possess inherent physical prowess.
Prereq: --
Benefit: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Attuned to the Wild(General)
You share a strong mystic connection with one type of wilderness terrain.
Prereq: Llyranesi, Sylvanori
Benefit: Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.
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Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.
Augment Summoning(General)
Your summoned creatures are more powerful and robust.
Prereq: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
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Awaken the Giant(General)
You possess a stronger tie to a specific giant lineage
Prereq: Giantborn
Benefit: When you select this feat, choose a specific heritage: Cloud (Electricity), Fire (Fire), Frost (Cold), Stone (Acid), Hill (Acid), Storm (Electricity). You gain resistance 5 to the related element. Once chosen, this may not be changed. This may be taken once.
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Back to Back(General, Teamwork)
Your ally's eyes are your own, and yours are his.
Prereq: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.
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Bashing Finish(Combat)
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prereq: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.
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Bewildering Koan(General)
You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.
Prereq: Bluff 1 rank, ki pool class feature, gnome.
Benefit: As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.
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Binding Throw(Combat)
You can strike your enemy and use the blow as an opportunity to grab and hold him.
Prereq: Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Normal: The grapple combat maneuver is a standard action.
Special: A monk can gain Binding Throw as a bonus feat starting at 14th level.
Bleeding Critical(Combat)
Your critical hits cause opponents to bleed profusely.
Prereq: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical(General)
With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.
Prereq: Caster level 5th.
Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).
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Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical(General)
With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.
Prereq: Caster level 5th.
Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).
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Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical Mastery(General)
You control the type of spellblight your critical hits give your opponent.
Prereq: Blighted Critical, caster level 9th.
Benefit: Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.
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Blind-Fight(Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Prereq: --
Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Blinding Critical(Combat)
Your critical hits blind your opponents.
Prereq: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Blood of the Dark Fae(General)
Force your body to heal, by calling upon the dark power of chaotic ancestors
Prereq: Oruch, 13 Con, BAB 4+
Benefit: As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.
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Blood Vengeance(General)
Seeing an ally fall in combat fills you with a murderous fury.
Prereq: Half-oruch or oruch, nonlawful
Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.
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Bloody Assault(Combat)
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prereq: Str 13, Power Attack, base attack bonus +6.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
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Bludgeoner(Combat)
You can knock foes out cold with just about any blunt instrument.
Prereq: --
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Blundering Defense(Combat)
Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.
Prereq: Cautious Fighter, lucht
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
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Boar Ferocity(Combat)
Your flesh-ripping unarmed strikes terrify your victims.
Prereq: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent.
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Boar Shred(Combat)
The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor.
Prereq: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.
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Boar Style(Combat)
Your sharp teeth and nails rip your foes open.
Prereq: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
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Body Shield(Combat)
With a sly maneuver, you force a grappled opponent into the path of an incoming attack.
Prereq: Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.
Benefit: As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.
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Bodyguard(Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prereq: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal: Aid another is a standard action.
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Bolstered Resilience(General)
You can dramatically increase your damage reduction in exchange for its temporary loss.
Prereq: Damage reduction.
Benefit: As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.
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Bonebreaker(Combat)
When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.
Prereq: Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.
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Boon Companion(General)
Your bond with your animal companion or familiar is unusually close.
Prereq: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
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Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Branded for Retribution(General)
You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.
Prereq: Bane class feature.
Benefit: As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
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Breadth of Experience(General)
Although still young for your kind, you have a lifetime of knowledge and training.
Prereq: 100+ years old
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
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Break Guard(Combat)
You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.
Prereq: Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.
Benefit: While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon.
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Brew Potion(Item Creation)
You can create magic potions.
Prereq: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
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Broken Wing Gambit(Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.
Prereq: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
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Bull Rush Strike(Combat)
Your critical hits can push back your foes.
Prereq: Str 13, Improved Bull Rush, Power Attack, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Bullying Blow(Combat)
With a simple hit, you more easily intimidate an opponent.
Prereq: Intimidate 1 rank, oruch
Benefit: As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.
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Burn! Burn! Burn!(General)
You take the goblin love of arson and fire play to a whole new level.
Prereq: Disable Device 1 rank, gobber
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.
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Burning Spell(Metamagic)
You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Prereq: --
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.
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Cartwheel Dodge(General)
You use your knack for avoiding damage to reposition yourself in combat.
Prereq: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.
Benefit: When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.
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Casual Illusionist(General)
You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.
Prereq: Gnome, gnome magic racial trait.
Benefit: As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
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Special: This feat counts as the Deceitful feat for the purposes of all prerequisites.
Catch Off-Guard(Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Prereq: --
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
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Cautious Fighter(Combat)
You care more about survival than victory.
Prereq: Lucht
Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
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Cavalry Formation(Combat, Teamwork)
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.
Prereq: Mounted Combat.
Benefit: You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.
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Channel Smite(Combat)
You can channel your divine energy through a melee weapon you wield.
Prereq: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
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Channeled Revival(General)
You can expend a large portion of your channeling power to reverse death itself.
Prereq: Channel energy 6d6 (positive energy).
Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).
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Channeled Shield Wall(General)
You draw on your channel energy to enhance the protective ability of your shield and those of adjacent allies.
Prereq: Channel energy, 3d6 prof iciency with a shield.
Benefit: As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you.
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Channeling Scourge(General)
Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.
Prereq: Channel energy class feature, inquisitor level 1st.
Benefit: When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.
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Charge Through(Combat)
You can overrun enemies when charging.
Prereq: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
Special:
Charging Hurler(Combat)
You know how to use your momentum to enhance your thrown weapon attacks.
Prereq: Point-Blank Shot.
Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.
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Child of the Skies(General)
The presence of open skies soothes and heals you
Prereq: Egalrin
Benefit: While beneath an open sky, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.
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Chokehold(Combat)
While grappling, you can cut off an opponent's air and blood supply.
Prereq: Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.
Benefit: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
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Cleave(Combat)
You can strike two adjacent foes with a single swing.
Prereq: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
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Cleaving Finish(Combat)
When you strike down an opponent, you can continue your swing into another target.
Prereq: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
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Close-Quarters Thrower(Combat)
You are agile enough to avoid melee attacks while throwing weapons or bombs.
Prereq: Dex 13, Dodge, Weapon Focus with selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.
Normal: Making a ranged attack provokes attacks of opportunity.
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Cloud Step(General)
Your tread is of unearthly lightness.
Prereq: Spider Step, monk level 12th.
Benefit: As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.
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Cockatrice Strike(Combat)
With a single strike, you transmute flesh to stone.
Prereq: Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +14.
Benefit: As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
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Combat Distraction(General)
Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.
Prereq: Goblin, Acrobatics 1 rank, Escape Artist 1 rank.
Benefit: As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.
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Combat Expertise(Combat)
You can increase your defense at the expense of your accuracy.
Prereq: Int 13.
Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
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Combat Medic(General)
You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.
Prereq: Heal 5 ranks.
Benefit: Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.
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Combat Patrol(Combat)
You range across the battlefield, dealing with threats wherever they arise.
Prereq: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
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Combat Reflexes(Combat)
You can make additional attacks of opportunity.
Prereq: --
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may 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.
Combat Style Master(Combat)
You shift between combat styles, combining them to increased effect.
Prereq: Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.
Benefit: You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Normal: It takes a swift action to begin or switch your styles.
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Command Undead(General)
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prereq: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.
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Concussive Spell(Metamagic)
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Prereq: --
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.
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Contingent Channeling(General)
You can imbue others with your healing energy so that they can use it at the moment of greatest need.
Prereq: Channel energy class feature, Selective Channeling.
Benefit: You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.
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Coordinated Charge(Combat, Teamwork)
You are an expert at leading your allies into the fray.
Prereq: You have at least two other teamwork feats, base attack bonus +10.
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.
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Coordinated Defense(Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
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Coordinated Maneuvers(Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
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Cosmopolitan(General)
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Prereq: --
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
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Covering Defense(Combat)
You are skilled at protecting yourself and your allies with your shield.
Prereq: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Ref lex saves.
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Craft Magic Arms and Armor(Item Creation)
You can create magic armor, shields, and weapons.
Prereq: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
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Craft Rod(Item Creation)
You can create magic rods.
Prereq: Caster level 9th.
Benefit: You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.
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Craft Staff(Item Creation)
You can create magic staves.
Prereq: Caster level 11th.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.
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Craft Wand(Item Creation)
You can create magic wands.
Prereq: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.
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Craft Wondrous Item(Item Creation)
You can create wondrous items, a type of magic item.
Prereq: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
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Crane Riposte(Combat)
You use your defensive abilities to make overpowering counterattacks.
Prereq: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You take only a -1 penalty on attack rolls for fighting defensively. Whenever you are fighting defensively, and you use Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
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Crane Style(Combat)
Your unarmed fighting techniques blend poise with graceful defense.
Prereq: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
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Crane Wing(Combat)
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prereq: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you are using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
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Create Sanguine Elixir(General)
You can condense a fraction of your bloodline's power into a powerful elixir.
Prereq: Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.
Benefit: Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.
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Crippling Critical(Combat)
You are able to maim a target and hinder its movement.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Critical Focus(Combat)
You are trained in the art of causing pain.
Prereq: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Critical Mastery(Combat)
Your critical hits cause two additional effects.
Prereq: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.
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Crossbow Mastery(Combat)
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prereq: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
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Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Crusader's Fist(Combat)
You pour divine energy into the enemy you strike.
Prereq: Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.
Benefit: When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.
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Crusader's Flurry(General)
You learned to use your deity's favored weapon as part of your martial arts form.
Prereq: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.
Benefit: You can use your deity's favored weapon as if it were a monk weapon.
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Crushing Blow(Combat)
Your focus allows you to smash your enemy's defenses.
Prereq: Improved Unarmed Strike, Stunning Fist.
Benefit: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.
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Dark Sight(General)
With further modification, your eyes can pierce the gloom of even magical darkness.
Prereq: Mul'niessa, 6 HD+
Benefit: You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
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Dauntless Destiny(General)
Your ability to avert disaster is impressive.
Prereq: Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
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Dazing Assault(Combat)
You can daze foes with wild attacks.
Prereq: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Dazzling Display(Combat)
Your skill with your favored weapon can frighten enemies.
Prereq: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
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Deadly Aim(Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prereq: Dex 13, base attack bonus +1.
Benefit: You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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Deadly Stroke(Combat)
With a well-placed strike, you can bring a swift and painful end to most foes.
Prereq: Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.
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Deafening Critical(Combat)
Your critical hits cause enemies to lose their hearing.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Death or Glory(Combat)
Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.
Prereq: Str 13, Power Attack, base attack bonus +6.
Benefit: Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.
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Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.
Deathless Initiate(Combat)
For you, impending death is a call to wrath.
Prereq: Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.
Benefit: You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls.
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Deathless Master(Combat)
Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.
Prereq: Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.
Benefit: When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
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Deathless Zealot(Combat)
Only the most serious wounds can stop you.
Prereq: Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.
Benefit: Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
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Deceitful(General)
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Prereq: --
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Deepsight(General)
Your senses are especially keen in the utter darkness.
Prereq: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 6 or 9 feet.
Special:
Defensive Combat Training(Combat)
You excel at defending yourself from all manner of combat maneuvers.
Prereq: --
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).
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Defensive Weapon Training(Combat)
You know how to defend yourself against a certain class of weaponry.
Prereq: Int 13, base attack bonus +5.
Benefit: Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.
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Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.
Deflect Arrows(Combat)
You can knock arrows and other projectiles off course, preventing them from hitting you.
Prereq: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to def lect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be def lected.
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Deft Hands(General)
You have exceptional manual dexterity.
Prereq: --
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Demoralizing Lash(Combat)
You cow your enemies with the lash of a whip.
Prereq: BAB 1+, Intimidate 1 rank, arvek nar
Benefit: To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.
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Deny Death(General)
Your ki is so strong that it can deny death.
Prereq: Ki pool, Endurance
Benefit: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
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Desperate Swing(Combat)
You land your most telling blows in desperate situations.
Prereq: Cautious Fighter, base attack bonus +1, Lucht
Benefit: Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.
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Destroyer's Blessing(Combat)
Breaking things adds to your power.
Prereq: Oruch, half-oruch, rage class feature
Benefit: When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.
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Destructive Dispel(General)
When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.
Prereq: Ability to cast dispel magic or greater dispel magic, caster level 11th.
Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.
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Devastating Strike(Combat)
Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.
Prereq: Vital Strike, base attack bonus +9.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
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Diehard(General)
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prereq: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
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Dimensional Agility(General)
Teleportation does not faze you.
Prereq: Ability to use the abundant step class feature or cast dimension door.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
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Dimensional Assault(General)
You have been trained to use magical movement as part of your combat tactics.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
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Dimensional Dervish(General)
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
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Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Dervish(General)
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
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Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Maneuvers(General)
Your rapid teleportation makes your combat maneuvers more difficult to avoid.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
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Dimensional Savant(General)
You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.
Prereq: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
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Disarming Strike(Combat)
Your critical hits can disarm your foes.
Prereq: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Discordant Voice(General)
By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.
Prereq: Bardic performance class feature, Perform (oratory or sing) 10 ranks.
Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.
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Disengaging Feint(Combat)
You can feint to disengage from combat.
Prereq: Int 13, Combat Expertise, Improved Feint.
Benefit: As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.
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Disengaging Flourish(Combat)
Distracting your opponents gives you the opportunity to make a swift retreat.
Prereq: Int 13, Combat Expertise, Disengaging Feint, Improved Feint.
Benefit: As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.
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Disengaging Shot(Combat)
You make one last attack before beating a hasty retreat.
Prereq: Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.
Benefit: Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.
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Disorienting Maneuver(General)
Your erratic movements disorient your opponent.
Prereq: Dodge, Acrobatics 5 ranks.
Benefit: If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.
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Dispel Synergy(General)
By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.
Prereq: Spellcraft 5 ranks.
Benefit: If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells until the end of your next turn.
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Dispelling Critical(General)
Your blows attack the physical and arcane forms of your enemies at the same time.
Prereq: Arcane Strike, base attack bonus +11, ability to cast dispel magic.
Benefit: If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent.
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Dispelling Fist(General)
By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.
Prereq: Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.
Benefit: If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.
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Disrupting Shot(Combat)
With a well-placed shot, you make it harder for a nearby opponent to cast spells.
Prereq: Dex 13, Point-Blank Shot, fighter level 6th.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
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Disruptive(Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prereq: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
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Disruptive Spell(Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.
Prereq: --
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
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Distance Thrower(Combat)
You are accurate with thrown weapons at longer ranges than normal.
Prereq: Str 13.
Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
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Divine Interference(General)
You can convert a spell to interfere with an enemy's attack.
Prereq: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
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Diviner's Delving(General)
Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.
Prereq: Spell Focus (divination).
Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).
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Djinni Spin(Combat)
You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Prereq: Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened.
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Djinni Spirit(Combat)
By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Prereq: Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.
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Djinni Style(Combat)
Your hands sheathed in an auras of lightning, you move like the wind.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.
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Dodge(Combat)
Your training and ref lexes allow you to react swiftly to avoid an opponents' attacks.
Prereq: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Domain Strike(Combat)
You unleash a domain power upon your enemy as part of your unarmed strike.
Prereq: Domain class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.
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Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.
Double Bane(General)
You extend your bane effect to two weapons.
Prereq: Bane class feature, Two-Weapon Fighting.
Benefit: You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.
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Double Slice(Combat)
Your off-hand weapon while dual-wielding strikes with greater power.
Prereq: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
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Draconic Breath(General)
You possess draconic defenses and a draconic breath weapon.
Prereq: Sith-makar
Benefit: You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity. The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline).
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Special: Kobold sorcerers with either the Draconic or Kobold bloodline can use their Charisma modif ier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon.
Drag Down(Combat)
When you are knocked prone, you are skilled at bringing your opponent down with you.
Prereq: Int 13, Combat Expertise, Improved Trip.
Benefit: Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
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Dragon Ferocity(Combat)
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Prereq: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.
Benefit: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
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Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).
Dragon Roar(Combat)
The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
Prereq: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.
Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.
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Special: If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.
Dragon Style(Combat)
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prereq: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
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Dragonbane Aura(General)
Those within your dragonbane aura gain the same protection that you do.
Prereq: Aura of courage class feature, caster level 8th.
Benefit: When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.
Normal: The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.
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Dramatic Display(Combat)
Your skill with your weapon is obvious to enemies and onlookers alike.
Prereq: Dazzling Display.
Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.
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Dreadful Carnage(Combat)
Slaying an enemy demoralizes your other nearby foes.
Prereq: Str 15, Power Attack, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Duck and Cover(General, Teamwork)
Your allies assist you in avoiding certain attacks.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
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Earth Child Binder(Combat)
Even the greatest giants fear your technique.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.
Benefit: You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way.
Normal: You can only trip opponents who are one size category larger than you.
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Earth Child Style(Combat)
Your martial training makes you a dangerous and elusive target for giants.
Prereq: Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.
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Earth Child Topple(Combat)
Your mastery of balance and momentum allows you to bring down giants with your bare hands.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.
Benefit: You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature.
Normal: You can trip only those opponents that are one size category larger than you.
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Eccentric Tinker(General)
Your obsessive, eccentric nature bleeds over into your tools.
Prereq: Gnome
Benefit: When wielding an item associated with the tools of the trade for your Obsession, you do not take the normal improvised weapon penalty. You also receive a +1 to attack with any of these items. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.
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Echoing Spell(Metamagic)
You have learned how to release most, but not all, of a spell's potential when you cast it.
Prereq: --
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.
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Ectoplasmic Spell(Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Prereq: --
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
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Effortless Trickery(General)
Illusions are a breeze.
Prereq: Gnome
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
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Efreeti Stance(Combat)
Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.
Prereq: Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.
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Efreeti Style(Combat)
Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.
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Efreeti Touch(Combat)
Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.
Prereq: Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire.
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Eldritch Claws(Combat)
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prereq: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
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Elemental Channel(General)
Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Prereq: Channel energy class feature.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.
Elemental Fist(Combat)
You empower your strike with elemental energy
Prereq: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
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Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Elemental Focus(General)
Your spells of a certain element are more difficult to resist.
Prereq: --
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
Elemental Spell(Metamagic)
You can manipulate the elemental nature of your spells.
Prereq: --
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
Elven Accuracy(Combat)
Your sharp eyesight makes difficult shots easier.
Prereq: llyranesi, mul'niessa, sylvanori
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.
Normal:
Special:
Elven Battle Training(Combat)
You have been specially trained to wield a variety of traditional elven weapons.
Prereq: Base attack bonus +1, Llyranesi, Sylvanori
Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
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Special:
Empower Spell(Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Prereq: --
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws 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.
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Special:
Endurance(General)
Harsh conditions or long exertions do not easily tire you.
Prereq: --
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may 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:
Enfilading Fire(Combat, Teamwork)
Your ranged attacks take advantage of the flanking maneuvers of allies.
Prereq: Point-Blank Shot, Precise Shot, one other teamwork feat.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
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Special:
Enforcer(Combat)
You are skilled at causing fear in those you brutalize.
Prereq: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
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Special:
Enlarge Spell(Metamagic)
You can increase the range of your spells.
Prereq: --
Benefit: You 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, do not benefit from this feat.
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Special:
Ensemble(General, Teamwork)
You can create an ensemble of skilled and amateur performers to aid you in your performance.
Prereq: Perform 5 ranks
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Normal:
Special: If you possess one or more levels of the bard class, you can choose any one ally within 2 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.
Escape Route(General, Teamwork)
You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Prereq: --
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Normal:
Special:
Eschew Materials(General)
You can cast many spells without needing to utilize minor material components.
Prereq: --
Benefit: You can cast any spell with a material component costing 1 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 1 gp, you must have the material component on hand to cast the spell, as normal.
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Special:
Exhausting Critical(Combat)
Your critical hits cause opponents to become exhausted.
Prereq: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.
Exotic Weapon Proficiency(Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prereq: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Expanded Resistance(General)
You have expanded your natural resistance to magic to encompass different kinds of magic.
Prereq: Gnome, illusion resistance racial trait.
Benefit: Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.
Normal:
Special: You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.
Exploit Lore(General)
You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.
Prereq: Monster lore class feature, base attack bonus +11.
Benefit: Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.
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Special:
Extend Spell(Metamagic)
You can make your spells last twice as long.
Prereq: --
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.
Normal:
Special:
Extended Bane(General)
Your dedication knows no limit. Your wrath dies hard.
Prereq: Bane class feature.
Benefit: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
Normal:
Special:
Extra Bane(General)
You can use your bane ability more often than normal.
Prereq: Bane class feature.
Benefit: You can use your bane ability for 3 additional rounds per day.
Normal:
Special:
Extra Cantrips or Orisons(General)
You are a master of minor spells.
Prereq: Ability to cast cantrips or orisons.
Benefit: Add two cantrips to your cantrips known or two orisons to your orisons known.
Normal:
Special: You can take this feat multiple times. Each time you do, add two cantrips or orisons to your spells known.
Extra Channel(General)
You can channel divine energy more often.
Prereq: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Normal:
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Extra Discovery(General)
You have made a new alchemical discovery.
Prereq: Discovery class feature.
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Normal:
Special: You can gain Extra Discovery multiple times.
Extra Hex(General)
You have learned the secrets of a new hex.
Prereq: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Normal:
Special: You can gain Extra Hex multiple times.
Extra Ki(General)
You can use your ki pool more times per day than most.
Prereq: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Normal:
Special: You can gain Extra Ki multiple times. Its effects stack.
Extra Lay On Hands(General)
You can use your lay on hands ability more often.
Prereq: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Normal:
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
Extra Mercy(General)
Your lay on hands ability adds an additional mercy.
Prereq: Lay on hands class feature, mercy class feature.
Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
Extra Performance(General)
You can use your bardic performance ability more often than normal.
Prereq: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
Normal:
Special: You can gain Extra Performance multiple times. Its effects stack.
Extra Rage(General)
You can use your rage ability more than normal.
Prereq: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Normal:
Special: You can gain Extra Rage multiple times. Its effects stack.
Extra Rage Power(General)
You have unlocked a new ability to use while raging.
Prereq: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Normal:
Special: You can gain Extra Rage Power multiple times.
Extra Rogue Talent(General)
Through constant practice, you have learned how to perform a special trick.
Prereq: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Normal:
Special: You can gain Extra Rogue Talent multiple times.
Eyes of Judgment(General)
The true motives of creatures cannot escape your discerning gaze.
Prereq: Detect alignment class feature, caster level 6th.
Benefit: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.
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Special:
False Opening(Combat)
When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.
Prereq: Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.
Benefit: Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
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Special:
Far Shot(Combat)
You are more accurate at longer ranges.
Prereq: Point-Blank Shot.
Benefit: You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a -2 penalty per full range increment between you and your target.
Special:
Far Traveler(General)
You've taken the time to learn the languages of natives during your travels.
Prereq: Lucht, Linguistics 1
Benefit: Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.
Normal:
Special:
Fast Empathy(General)
Your empathic attunement to nature connects you swiftly with bestial minds.
Prereq: Handle Animal 5 ranks, wild empathy class feature.
Benefit: Using wild empathy is a standard action for you.
Normal: Using wild empathy requires 1 minute.
Special:
Fast Healer(General)
You benefit greatly from your healing, be it from spells or natural healing.
Prereq: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
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Special:
Favored Defense(General)
Your cunning is your shield against your quarry's attacks.
Prereq: Favored enemy class feature.
Benefit: Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.
Favored Judgment(General)
Your judgment against a particular type of creature is particularly harsh.
Prereq: Wis 13, judgment class feature.
Benefit: Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different favored enemy.
Fearless Aura(General)
Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.
Prereq: Aura of courage class feature, caster level 8th.
Benefit: Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
Normal: The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.
Special:
Fearless Curiosity(General)
Your desire to see and experience the world overrides healthy caution.
Prereq: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
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Special:
Feint Partner(Combat, Teamwork)
A little diversion is all you need to slip through your foe's defenses.
Prereq: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.
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Special:
Felling Escape(Combat)
Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple.
Prereq: Int 13, Combat Expertise, Improved Trip.
Benefit: When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.
Normal:
Special:
Felling Smash(Combat)
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Prereq: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
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Special:
Ferocious Action(General)
You ferocity is quick but shorter lived.
Prereq: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Normal:
Special:
Ferocious Resolve(General)
Your orc heritage allows you to fight on.
Prereq: Con 13, half-orc, orc ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below hit points.
Special:
Ferocious Tenacity(Combat)
You spit in the face of death.
Prereq: Oruch or half-oruch, rage class feature
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at -14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Normal:
Special:
Fiendish Darkness(General)
You can use your darkness spell-like ability more often.
Prereq: Mul'niessa
Benefit: You can use darkness three times per day as a spell-like ability.
Normal: Mul'niessa can use darkness once per day as a spell-like ability.
Special:
Fight On(General)
You can keep fighting even after you should be dead.
Prereq: Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul
Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.
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Special:
Final Embrace(Combat)
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.
Prereq: Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3.
Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. Only usable in a form that normally possesses the constrict special attack.
Normal: You can grab and constrict creatures one size smaller than you.
Special:
Final Embrace Horror(Combat)
Your constricting attack has become stronger and more lethal.
Prereq: Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6.
Benefit: A creature that takes damage from your constrict attack is also shaken until the start of your next turn. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Final Embrace Master(Combat)
Few creatures can survive the crushing horror of your Final Embrace.
Prereq: Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.
Benefit: Double the number of damage dice for your constrict special attack. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Fire Hand(Combat)
Born with a torch in your hand, you have a gift with anything that burns.
Prereq: Gobber
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.
Normal:
Special:
Fire Music(General)
Your ability to command fire and bardic music has created a strange blend of both magics.
Prereq: Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.
Benefit: When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.
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Special:
Fire Tamer(General)
You know your way around even magical fire.
Prereq: Gobber
Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
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Special:
Firearm Mastery(Combat)
You reload firearms quickly.
Prereq: Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms)
Benefit: You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
Normal:
Special:
Flanking Foil(Combat)
Fighting multiple foes is easy for you.
Prereq: --
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
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Special:
Flaring Spell(Metamagic)
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Prereq: --
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
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Special:
Fleet(General)
You are faster than most.
Prereq: --
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Normal:
Special: You can take this feat multiple times. The effects stack.
Flight of Serenity(General)
Call upon the serenity of the sky to calm others' rage
Prereq: Egalrin, HD 8+, Wis 15
Benefit: Long has your race strived for inner peace. By focusing upon the teachings of the shamans and the serenity of the skies, you may distract others from their rage. As a full-round action, you seek to distract your opponent from their anger, be it via a peaceful display of aerial acrobatics, inspiring words, or some other means. Despite the name of this feat, you do not need to be aloft to use its benefits. Use of this feat counts as a mind-effecting effect directed against a singular opponent within 30 feet. The opponent must make a will save versus 10 + 1/2 your hit dice + your Cha modifier. Failure suppresses their anger for one round, until just before your next action. This temporarily suppresses effects such as rage, and the opponent may neither attack nor cast offensive spells for the duration. You may attempt this maneuver once per day per four hit dice you have attained. Creatures immune to mind-effecting spells or conditions are immune to this ability.
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Special:
Flyby Attack(Monster)
This creature can make an attack before and after it moves while flying.
Prereq: Egalrin HD 5+
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Special:
Focused Shot(Combat)
Your anatomical insight adds deadliness to your shots.
Prereq: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow, crossbow, or firearm, and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Normal:
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Focused Spell(Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Prereq: --
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
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Special:
Focusing Blow(General, Teamwork)
You and your allies work together to shake off mental effects.
Prereq: Hobgoblin Discipline, arvek nar
Benefit: An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.
Normal:
Special:
Following Step(Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prereq: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
Special:
Forge Ring(Item Creation)
You can create magic rings.
Prereq: Caster level 7th.
Benefit: You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
Normal:
Special:
Fortified Armor Training(Combat)
You have learned to let your armor bear the brunt of the worst attacks.
Prereq: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
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Special:
Furious Focus(Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prereq: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Normal:
Special:
Gang Up(Combat)
You are adept at using greater numbers against foes.
Prereq: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to f lank an opponent.
Special:
Giant Killer(Combat)
Your cleaving strokes menace giants and larger foes.
Prereq: Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad
Benefit: This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
Normal:
Special:
Giant's Fists(General)
You bear the heritage of giants.
Prereq: Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+
Benefit: As a swift action, you may summon the power of your inheritance into your fists, encasing them in fire, cold, and so forth. The exact element is dependent upon your Awaken the Giant feat. Doing so encases your fists in that element for 1 round. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes, such as the flaming special ability. You may do this a number of times per day equal to your Constitution modifier. This ability only affects your Smashing Fists unarmed strikes.
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Gliding Steps(General)
You skate across the surface of the earth as if gliding on ice.
Prereq: Dodge, Mobility, Nimble Moves, ki pool.
Benefit: If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.
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Gnome Trickster(General)
Your arcane talents go beyond the illusory.
Prereq: Cha 13, gnome, gnome magic racial trait.
Benefit: In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day-mage hand and prestidigitation.
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Go Unnoticed(General)
Your small size lets you quickly duck out of sight.
Prereq: Dex 13, gnome, gobber, lucht
Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
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Goblin Accuracy(Combat)
Illusions are easier for you than others
Prereq: Gobber
Benefit: This is Elven Accuracy, but for goblins with guns. See the Elven Accuracy entry.
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Goblin Cleaver(Combat)
You are ferocious at hewing smaller opponents.
Prereq: Str 13, Cleave, Power Attack, Khazad
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
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Goblin Gunslinger(Combat)
You have learned how to fire the big guns.
Prereq: Gobber
Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Normal: You take a -2 penalty when using an inappropriately sized weapon.
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Gorgon's Fist(Combat)
With one well-placed blow, you leave your target reeling.
Prereq: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.
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Gory Finish(Combat)
By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.
Prereq: Dazzling Display, Weapon Focus.
Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
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Grant Initiative(General)
Not only are you a master at taking the initiative, but you can also grant it to someone else.
Prereq: Cunning initiative class feature.
Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check.
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Great Cleave(Combat)
You can strike many adjacent foes with a single blow.
Prereq: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
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Great Fortitude(General)
You are resistant to poisons, diseases, and other maladies.
Prereq: --
Benefit: You get a +2 bonus on all Fortitude saving throws.
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Greater Blighted Critical(General)
Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight.
Prereq: Blighted Critical, caster level 12th.
Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight (see page 96).
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Greater Blind-Fight(Combat)
Your enemies cannot hide from you.
Prereq: Perception 15 ranks, Improved Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
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Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Greater Bull Rush(Combat)
Your bull rush attacks throw enemies off balance.
Prereq: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
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Greater Channel Smite(General)
You empower your weapon with the might of your deity, which you discharge as you strike your foes.
Prereq: Channel energy class feature, Channel Smite, base attack bonus +8.
Benefit: Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end of your turn are wasted.
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Greater Dirty Trick(Combat)
When you pull a dirty trick, your foe is truly hindered.
Prereq: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target's CMD. Removing the condition requires the target to spend a move action.
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Greater Disarm(Combat)
You can knock weapons far from an enemy's grasp.
Prereq: Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
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Greater Drag(Combat)
Foes that you drag are thrown out of balance.
Prereq: Str 13, Improved Drag, Power Attack, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by drag do not provoke attacks of opportunity.
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Greater Elemental Focus(General)
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.
Prereq: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.
Greater Feint(Combat)
You are skilled at making foes overreact to your attacks.
Prereq: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus against your next attack.
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Greater Grapple(Combat)
Maintaining a grapple is second nature to you.
Prereq: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
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Greater Mercy(General)
Your mercy has incredible recuperative properties.
Prereq: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
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Greater Overrun(Combat)
Enemies must dive to avoid your dangerous move.
Prereq: Improved Overrun, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
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Greater Penetrating Strike(Combat)
Your attacks penetrate the defenses of most foes.
Prereq: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).
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Greater Rending Fury(Combat)
When your claws latch on to an opponent, the effect is bloody and horrific.
Prereq: Improved Rending Fury, Rending Fury, base attack bonus +12, Druid 5+ or rend ability
Benefit: Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
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Greater Reposition(Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.
Prereq: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.
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Greater Shield Focus(Combat)
You are skilled at def lecting blows with your shield.
Prereq: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
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Greater Shield Specialization(Combat)
Your masterful shieldwork provides even greater protection to your vital areas.
Prereq: Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead rolled normally.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
Greater Spell Focus(General)
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Prereq: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
Greater Spell Penetration(General)
Your spells break through spell resistance much more easily than most.
Prereq: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
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Greater Sunder(Combat)
Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Prereq: Improved Sunder, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
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Greater Trip(Combat)
You can make free attacks on foes that you knock down.
Prereq: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
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Greater Two-Weapon Fighting(Combat)
You are incredibly skilled at fighting with two weapons at the same time.
Prereq: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.
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Greater Vital Strike(Combat)
You can make a single attack that deals incredible damage.
Prereq: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Greater Weapon Focus(Combat)
Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon.
Prereq: Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
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Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Greater Weapon Specialization(Combat)
Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.
Prereq: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
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Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Greater Whip Mastery(Combat)
You can use a whip to make combat maneuvers with ease.
Prereq: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. Attack: You cannot use your whip to attack while you are using it to grapple an opponent. Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple. Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat. Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a -5 penalty on the combat maneuver check rather than the normal -10.
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Greater Wild Empathy(General)
Your natural empathy stretches across the world of nature.
Prereq: Knowledge (nature) 5 ranks, wild empathy class feature.
Benefit: You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.
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Special: You may select this feat more than once. Each time, you may choose an additional creature type to inf luence.
Groundling(General)
You can speak with burrowing animals.
Prereq: Cha 13, gnome, gnome magic racial trait.
Benefit: You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.
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Guardian of the Skies(General)
You've trained yourself for combat in the sky.
Prereq: Egalrin
Benefit: When beneath an open sky and flying, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
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Guardian of the Wild(General)
Your mystic connection with the wilderness enhances your ability to react to threats.
Prereq: Llyranesi, Sylvanori
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
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Guided Hand(General)
Your deity blesses any strike you make with that deity's favored weapon.
Prereq: Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.
Benefit: With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
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Gunpowder Rune(General)
Engrave gunpowder. Into your skin.
Prereq: Gobber, Int 13, BAB 6+
Benefit: By spending ten minutes, you can bind a touch of gunpowder and artifice into an old scar. The next time you're hit in combat, it explodes. You take 1d6 points of damage, which may not be prevented by damage reduction (gods, boy, it's your SKIN!) and may make a free Dirty Trick roll versus your opponent as though you possessed the Greater Dirty Trick feat, though you receive no feat bonus to this roll (unless you actually possess these feats). Once used, you cannot prepare another until the damage is healed or you've rested for 8 hours, whichever comes last.
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Hammer the Gap(Combat)
You repeatedly strike the same location, causing increasing amounts of damage.
Prereq: Base attack bonus +6.
Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.
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Haunted Gnome(Combat)
You use your gnome magic to take on an eerie illusory appearance.
Prereq: Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank.
Benefit: You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.
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Haunted Gnome Assault(Combat)
Discharging your disturbing glamer as you strike a telling blow, you haunt a foe with lingering fear.
Prereq: Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks.
Benefit: You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for which you have no daily uses remaining, you can expend this independent use to do so. Further, while you are under the effect of haunted fey aspect (page 230), you can discharge that spell as a free action after you hit an opponent with a charge attack or score a critical hit against an opponent. If you do, that opponent becomes shaken for 1 round.
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Haunted Gnome SHroud(Combat)
Your disturbing glamer expands to make your exact location hard to pinpoint.
Prereq: Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.
Benefit: You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, you also have concealment (20% miss chance) against an opponent until that opponent deals you damage.
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Heavy Armor Proficiency(Combat)
You are skilled at wearing heavy armor.
Prereq: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
Heighten Spell(Metamagic)
You can cast spells as if they were a higher level.
Prereq: --
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 saving throw 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.
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Heroic Defiance(General)
You struggle on when others would fall.
Prereq: Diehard, Endurance, base Fortitude save +8.
Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or aff liction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
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Heroic Recovery(General)
You can throw off the effects of crippling conditions.
Prereq: Diehard, Endurance, base Fortitude save +4.
Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or aff liction requiring a Fortitude save that is affecting you. If this save against the aff liction fails, there is no additional effect, but a successful save counts toward curing an aff liction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.
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Heroic Will(General)
Your indomitable will breaks free from mental shackles.
Prereq: Iron Will, base Will save +4, human.
Benefit: Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will save, or effects that do not allow a saving throw.
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Hero's Display(Combat)
With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized.
Prereq: Dazzling Display, Weapon Focus, and proficiency with the selected weapon.
Benefit: When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +2 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display.
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Hex Strike(Combat)
Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.
Prereq: Hex class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
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Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.
Hobgoblin Discipline(General)
The presence of other hobgoblins bolsters your resolve.
Prereq: Base attack bonus +1, arvek nar
Benefit: While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.
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Horde Charge(General, Teamwork)
When you charge with an ally, you are more deadly.
Prereq: Base attack bonus +1, half-oruch, oruch
Benefit: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.
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Horse Lord(General)
You share a special bond with the traditional mounts of the arvek cavalry.
Prereq: Arvek Nar, Handle Animal 1
Benefit: A trait considered desirable by the arvek nar. This trait, should it develop or be born within an individual, is highly prized among their armies, and you receive a +2 to all diplomacy checks with others of your kind. An individual with this trait possesses a unique connection with the horse, and receives a +2 to Handle Animal and Wild Empathy checks with this creature. In addition, they may Speak with Animals (horse only) at will.
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Human Improvisation(General)
You're good at making things up.
Prereq: Int 13, human
Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. You may also roll these skills untrained.
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Impact Critical Shot(Combat)
With a series of ranged attacks, you bring your foes to their knees or force them to move.
Prereq: Dex 13, Point-Blank Shot, base attack bonus +9.
Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.
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Impaling Critical(Combat)
Your critical hits can skewer your foes.
Prereq: Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11.
Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon's damage dice plus the extra damage dice from your weapon's properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.
Normal:
Special:
Improved Back to Back(General, Teamwork)
After much practice, you and an ally have become adept at fighting in close proximity to one another.
Prereq: Back to Back, Perception 5 ranks.
Benefit: While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.
Normal:
Special:
Improved Blind-Fight(Combat)
Your keen senses guide your hand against hidden foes.
Prereq: Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Normal:
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Improved Bull Rush(Combat)
You are skilled at pushing your foes around.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Special:
Improved Channel(General)
Your channeled energy is harder to resist.
Prereq: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Normal:
Special:
Improved Charging Hurler(Combat)
Every muscle in your body adds its force to your thrown weapons.
Prereq: Charging Hurler, Point-Blank Shot.
Benefit: When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
Normal: Using Charging Hurler requires you to end your movement within 3 feet of your opponent.
Special:
Improved Cleaving Finish(Combat)
You can cut down many opponents in a single strike.
Prereq: Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.
Benefit: You can use Cleaving Finish any number of times per round.
Normal:
Special:
Improved Counterspell(General)
You are skilled at countering the spells of others using similar spells.
Prereq: --
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Special:
Improved Critical(Combat)
Attacks made with your chosen weapon are quite deadly.
Prereq: Proficient with weapon, BAB 8+
Benefit: When using the weapon you selected, your threat range is doubled.
Normal:
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Devastating Strike(Combat)
The fury and power channeled through your attack is enough to kill a lesser being outright.
Prereq: Devastating Strike, Vital Strike, base attack bonus +13.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.
Normal:
Special:
Improved Dirty Trick(Combat)
You are skilled at pulling dirty tricks on your foes.
Prereq: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.
Special:
Improved Disarm(Combat)
You are skilled at knocking weapons from a foe's grasp.
Prereq: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
Special:
Improved Drag(Combat)
You are skilled at dragging foes around the battlefield.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.
Special:
Improved Feint(Combat)
You are skilled at fooling your opponents in combat.
Prereq: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
Special:
Improved Feint Partner(Combat, Teamwork)
Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.
Prereq: Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6.
Benefit: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
Normal:
Special:
Improved Feint Partner(Combat)
Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.
Prereq: Bluff 1 rank, Combat Reflexes, Feint Partner, BAB 6+
Benefit: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
Normal:
Special:
Improved Grapple(Combat)
You are skilled at grappling opponents.
Prereq: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Special:
Improved Great Fortitude(General)
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prereq: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
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Special:
Improved Horse Lord(General)
You share a special bond with the traditional mounts of the arvek cavalry.
Prereq: Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5
Benefit: You and your mount move as one. Should you have an equine as a mount, treat its intelligence as 3 higher for the purpose of the number of tricks it may learn. In addition, whenever you use Mounted Combat to avoid damage, roll twice, and take the better of the two results.
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Special:
Improved Impaling Critical(Combat)
When you impale a target, you hinder its movement and can cause severe bleeding.
Prereq: Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13.
Benefit: While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon's damage dice result once per round at the start of that opponent's turn.
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Special:
Improved Initiative(Combat)
Your quick ref lexes allow you to react rapidly to danger.
Prereq: --
Benefit: You get a +4 bonus on initiative checks.
Normal:
Special:
Improved Iron Will(General)
Your clarity of thought allows you to resist mental attacks.
Prereq: Iron Will.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Normal:
Special:
Improved Ki Throw(Combat)
Your enemies are living weapons in your hands.
Prereq: Improved Bull Rush, Ki Throw.
Benefit: When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a -4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target's square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target. If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of -4 on your combat maneuver check for each target after the first.
Normal:
Special: A monk may take this as a bonus feat at 14th level.
Improved Lightning Reflexes(General)
You have a knack for avoiding danger all around you.
Prereq: Lightning Reflexes.
Benefit: Once per day, you may reroll a Ref lex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Normal:
Special:
Improved Monster Lore(General)
You are obsessed with the abilities and weaknesses of monsters.
Prereq: Monster lore class feature.
Benefit: You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature.
Normal:
Special:
Improved Natural Attack(Monster)
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prereq: Natural weapon, BAB 4+
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Normal:
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.
Improved Overrun(Combat)
You are skilled at running down your foes.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Special:
Improved Precise Shot(Combat)
Your ranged attacks ignore anything but total concealment and cover.
Prereq: Dex 19, Point-Blank Shot, Precise Shot, BAB 11+
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Chapter 8.
Special:
Improved Rending Fury(Combat)
Honing the deadliness of your claws, you are a living hurricane of rending fury.
Prereq: Rending Fury, base attack bonus +9, rend special attack or druid 5+
Benefit: Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.
Normal:
Special:
Improved Reposition(Combat)
You have learned how to force your enemies to move around the battlefield.
Prereq: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.
Special:
Improved Second Chance(Combat)
You can turn a missed strike into a second chance without sacrificing later attacks.
Prereq: Int 13, Combat Expertise, Second Chance, BAB 11+
Benefit: When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a -5 penalty to each attack.
Normal: When using the Second Chance feat, you must normally forgo the rest of your attacks that turn.
Special:
Improved Shield Bash(Combat)
You can protect yourself with your shield, even if you use it to attack.
Prereq: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Chapter 6).
Special:
Improved Sidestep(Combat)
You are adept at sidestepping your opponent's melee attacks without compromising your mobility.
Prereq: Dex 15, Dodge, Mobility, Sidestep.
Benefit: After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.
Normal: If you use the Sidestep feat, you cannot take a 5-foot step during your next turn.
Special:
Improved Stalwart(General)
You can roll with the punches while simultaneously striking back at your attackers.
Prereq: Diehard, Endurance, Stalwart, base attack bonus +11.
Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/-.
Normal:
Special:
Improved Stonecunning(General)
Your sense for stonework is uncanny.
Prereq: Wis 13, khazad-aul, stonecunning racial trait.
Benefit: You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.
Normal:
Special:
Improved Sunder(Combat)
You are skilled at damaging your foes' weapons and armor.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
Special:
Improved Trip(Combat)
You are skilled at sending your opponents to the ground.
Prereq: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
Special:
Improved Two-Weapon Feint(Combat)
Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses.
Prereq: Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully feint, that opponent is denied his Dexterity bonus to AC until the end of your turn.
Normal:
Special:
Improved Two-Weapon Fighting(Combat)
You are skilled at fighting with two weapons.
Prereq: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special:
Improved Unarmed Strike(Combat)
You are skilled at fighting while unarmed.
Prereq: --
Benefit: You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special:
Improved Vital Strike(Combat)
You can make a single attack that deals a large amount of damage.
Prereq: Vital Strike, BAB 11+
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Normal:
Special:
Improved Whip Mastery(Combat)
You are able to entangle opponents with the coils of your whip.
Prereq: Weapon Focus (whip), Whip Mastery, base attack bonus +5.
Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip's reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip's reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
Normal:
Special:
Improvised Weapon Mastery(Combat)
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Prereq: Catch Off-Guard or Throw Anything, BAB 8+
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of 2.
Normal:
Special:
In Harm's Way(Combat)
You put yourself in danger's path to save your allies.
Prereq: Bodyguard.
Benefit: While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
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Special:
Insightful Gaze(General)
In your personal interactions, you notice what others don't. It's hard to get anything past you.
Prereq: Stern gaze class feature, Sense Motive 5 ranks.
Benefit: Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.
Normal:
Special:
Instant Judgment(General)
Your hastiest condemnations can have power.
Prereq: Second judgment class feature.
Benefit: You can spend an immediate action to pronounce a judgment or change an active judgment.
Normal: Pronouncing or changing a judgment requires a swift action.
Special:
Intimidating Bane(General)
Your bane weapon strikes fear into your enemies.
Prereq: Bane class feature, Dazzling Display, Weapon Focus, character level 8th.
Benefit: Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your bane weapon currently affects. Such creatures remain shaken while your bane feature is still active and effective against their creature type.
Normal:
Special:
Intimidating Confidence(General)
You have boundless faith in your success.
Prereq: Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a x3 critical modifier, or +4 if it has a x4 critical modifier.
Normal:
Special:
Intimidating Gaze(General)
There is something in your eyes that scares people.
Prereq: Cha 13+, stern gaze class feature, Intimidate 5 ranks.
Benefit: Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.
Normal:
Special:
Intimidating Prowess(Combat)
Your physical might is intimidating to others.
Prereq: --
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Normal:
Special:
Intimidating Size(General)
You are a mountain.
Prereq: Giantborn, Intimidate 5, 7' or higher in height
Benefit: When using intimidate, roll twice and take the higher of the two results.
Normal:
Special:
Iron Will(General)
You are more resistant to mental effects.
Prereq: --
Benefit: You get a +2 bonus on all Will saving throws.
Normal:
Special:
Ironguts(General)
You have an especially strong stomach.
Prereq: Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch
Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).
Normal:
Special:
Ironhide(General)
Your skin is thicker and more resilient than that of most of your people.
Prereq: Con 13; half-orc, oruch, sith-makar, khazad-mornir
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Normal:
Special:
Janni Rush(Combat)
When you leap to the attack, your blows are like bolts from on high.
Prereq: Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
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Special:
Janni Style(Combat)
Your whirling fighting technique makes you difficult to hit.
Prereq: Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks.
Benefit: While using this style, you take only a -1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.
Normal:
Special:
Janni Tempest(Combat)
Your gale of attacks easily throws your opponents off balance.
Prereq: Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.
Benefit: While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver.
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Special:
Jawbreaker(Combat)
You deliver a powerful strike to the mouth, breaking teeth and bone.
Prereq: Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.
Normal:
Special:
Keen Scent(General)
Your nose is as sensitive as that of a wild predator.
Prereq: Wis 13, Sith-makar
Benefit: You gain the scent special ability.
Normal:
Special:
Ki Stand(General)
If an opponent knocks you down, you swiftly rebound with an attack.
Prereq: Ki pool.
Benefit: While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.
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Special:
Ki Throw(Combat)
Your physical control and mastery of momentum allows you to throw enemies.
Prereq: Improved Trip, Improved Unarmed Strike.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Normal:
Special: A monk may gain Ki Throw as a bonus feat at 1th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
Kirin Path(Combat)
You turn knowledge of your enemy into a flawless defense.
Prereq: Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.
Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.
Normal:
Special:
Kirin Strike(Combat)
You have read the texts of the perfect way, and know how identify to your enemies' weak spot.
Prereq: Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).
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Special:
Kirin Style(Combat)
Your study and your grace allows you to exploit your enemies' weaknesses.
Prereq: Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.
Benefit: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature's CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature's attacks, as well as a +2 dodge bonus to AC against that creature's attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
Normal:
Special:
Landing Roll(Combat)
You have learned the technique of rolling safely away when an enemy trips you.
Prereq: Dex 13, Dodge, Mobility.
Benefit: If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.
Normal:
Special:
Leaf Singer(General)
Your songs recount the ways and mysteries of your people.
Prereq: Cha 13, bardic performance class feature, elf or half-elf.
Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.
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Special:
Ledge Walker(General)
You negotiate tiny ledges like a mountain goat.
Prereq: Dex 13, khazad
Benefit: You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks.
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Special:
Life Lure(General)
Your channeled positive energy is irresistibly sweet to nearby undead.
Prereq: Channel positive energy class feature.
Benefit: As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.
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Special:
Light Armor Proficiency(Combat)
You are skilled at wearing light armor.
Prereq: --
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Lightning Reflexes(General)
You have faster ref lexes than normal.
Prereq: --
Benefit: You get a +2 bonus on all Ref lex saving throws.
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Special:
Lightning Stance(Combat)
The speed at which you move makes it nearly impossible for opponents to strike you.
Prereq: Dex 17, Dodge, Wind Stance, BAB 11+
Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
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Special:
Lingering Spell(Metamagic)
You spell clings to existence, slowly fading from the world.
Prereq: --
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's actual level.
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Low Profile(General)
Your short stature grants you a bonus versus ranged attacks.
Prereq: Lucht or Gobber, Dex 13
Benefit: You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
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Special:
Lucky Halfling(General)
You bring luck to those with whom you travel.
Prereq: Lucht
Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.
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Lunge(Combat)
You can strike foes that would normally be out of reach.
Prereq: BAB 6+
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
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Special:
Maddened Tinker(General)
You've learned to infuse your tools with some of your race's innate magic...to devastating effect. It's true. You're probably getting a little crazy, but no one should tell you that. Ever.
Prereq: Gnome, Eccentric Tinker, BAB 4+
Benefit: When wielding a tool of the trade associated with your Obsession, treat it as Magic for the purposes of overcoming DR. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
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Mage of the Wild(General)
Your mystic connection with the wilderness enhances your spellcasting.
Prereq: Attuned to the Wild, Llyranesi, Sylvanori
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
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Magical Aptitude(General)
You are skilled at spellcasting and using magic items.
Prereq: --
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Special:
Mantis Style(Combat)
You have learned to target vital areas with crippling accuracy.
Prereq: Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.
Benefit: You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
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Mantis Torment(Combat)
Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch.
Prereq: Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.
Benefit: You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.
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Mantis Wisdom(Combat)
Your knowledge of vital areas allows you to land debilitating strikes with precision.
Prereq: Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.
Benefit: Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.
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Manyshot(Combat)
You can fire multiple arrows at a single target.
Prereq: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
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Marid Coldsnap(Combat)
You can summon a torrent of water to blast your enemies, chilling them to the bone.
Prereq: Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from becoming entangled.
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Marid Spirit(Combat)
You can manipulate cold energy to protect yourself and freeze your foes.
Prereq: Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modif ier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.
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Marid Style(Combat)
You conjure tendrils of icy water to strike your enemies from a distance.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet.
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Martial Weapon Proficiency(Combat)
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Prereq: --
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
Master Craftsman(General)
Your superior crafting skills allow you to create simple magic items.
Prereq: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
Special:
Maximize Spell(Metamagic)
Your spells have the maximum possible effect.
Prereq: --
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 half the normally rolled result.
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Medium Armor Proficiency(Combat)
You are skilled at wearing medium armor.
Prereq: Light Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Medusa's Wrath(Combat)
You can take advantage of your opponent's confusion, delivering multiple blows.
Prereq: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, BAB 11+
Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
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Missile Shield(Combat)
You are skilled at def lecting ranged attacks with your shield.
Prereq: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may def lect it so that you take no damage, as if you had the Def lect Arrows feat. You must be aware of the attack and not flat-footed.
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Mobility(Combat)
You can easily move through a dangerous melee.
Prereq: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
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Monkey Moves(Combat)
You scramble around your foes, moving and striking in an erratic fashion.
Prereq: Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.
Benefit: While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.
Special:
Monkey Shine(Combat)
You combine acrobatics and opportunity to devastating effect against your opponent.
Prereq: Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
Benefit: While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent's space. This movement does not provoke attacks of opportunity. While you are in your opponent's space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.
Normal: You cannot enter an opponent's space.
Special:
Monkey Style(Combat)
Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.
Prereq: Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.
Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Normal: You take a -4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.
Special:
Moonlight Stalker(Combat)
You are adept at using shadows to conceal your attacks.
Prereq: Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.
Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.
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Special:
Moonlight Stalker Feint(Combat)
You strike through the shadows so quickly that your opponent can barely react to your attacks.
Prereq: Int 13, Blind-Fight, Combat Expertise, Moonlight Stalker, Bluff 6 ranks, darkvision or lowlight vision racial trait.
Benefit: Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
Normal: Feinting is a standard action.
Special:
Moonlight Stalker Master(Combat)
You leave your opponents swinging at shadows while you slide elusively through the darkness.
Prereq: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.
Benefit: While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
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Mounted Archery(Combat)
You are skilled at making ranged attacks while mounted.
Prereq: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
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Mounted Combat(Combat)
You are adept at guiding your mount through combat.
Prereq: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
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Mounted Skirmisher(Combat)
You are adept at attacking from upon a swift moving steed.
Prereq: Ride rank 14, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.
Special:
Mystic Stride(General)
Enchanted vegetation does not bar your path.
Prereq: Dex 15, Nimble Moves, woodland stride class feature.
Benefit: You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.
Normal: Woodland stride does not apply to thorns, briars, and overgrowth areas that are enchanted or magically manipulated.
Special:
National Fervor(General)
Your faith in your nation/deity/etc. provides you strength in dire circumstances.
Prereq: Human, Any other National feat
Benefit: Your pride in your cause provides you strength under the most dire of circumstances. Once per day, when acting on behalf of, or defending, your nation or chosen faith, as an immediate action, you may choose to reroll a failed save. Examples would be, an Althean acting in defense of the homeless or a Myrrish woman fighting against Charn, her nation's well-known enemy. A Daeusite defending against a spell cast by a Maugrimite cleric.
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National Knowledge(General)
Not only do you have pride in your cause, you're also well-educated in its nuance.
Prereq: Human, Knowledge (Local) 1 OR Knowledge (Religion) 1
Benefit: You receive a +3 feat bonus to all knowledge/local rolls, or if your focus is a faith, all knowledge/religion rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll this skill twice and take the higher of the two rolls.
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National Pride(General)
Your pride in your cause inspires others, and disheartens your enemies.
Prereq: Human, Knowledge (Religion) 1 OR Knowledge (local) 1
Benefit: A number of times per day equal to your Charisma modifier (minimum 1), you may spend a move action extolling the virtues of your chosen focus. This has one of two effects: Inspire Allies: A human may choose to inspire all allies within 30' with a +1 to-hit morale bonus on their next attack, so long as the attack is made as part of a charge. Allies must be able to hear and understand the speaker to be affected. Irritate Enemies: Alternately, they may choose to irritate or enrage a single enemy. The enemy makes a Will save versus 10 + 1/2 the human's hd + Cha mod or suffers a -2 to attack rolls for one round. Once affected, an enemy cannot be affected by the same ability for 24 hours. This is a supernatural ability. You may use this ability no more than once per turn.
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National Spirit(General)
You are a pillar when it comes to your belief.
Prereq: Prerequisite: Human, Knowledge (Religion) 1 OR Knowledge (local) 1
Benefit: When acting in defense of your cause, you receive a +2 circumstance bonus to will saves. For purposes of this feat, the action must be within a particular deity's dogma, a mission on behalf of a specific nation, or so on. Examples would be, an Althean acting in defense of the homeless or a Myrrish woman fighting against Charn, her nation's well-known enemy. A Daeusite defending against a spell cast by a Maugrimite cleric.
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Natural Spell(General)
You can cast spells even while in a form that cannot normally cast spells.
Prereq: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
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Neckbreaker(Combat)
With a quick jerk, you snap an enemy's neck.
Prereq: Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.
Benefit: If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a -5 penalty on the attack roll. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.
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Net Adept(Combat)
You have trained to use the net as a melee weapon.
Prereq: Exotic Weapon Proficiency (net), base attack bonus +1.
Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
Normal: A net is a ranged weapon that imposes a -4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.
Special:
Net and Trident(Combat)
Your skill with lighter weapons allows you to wield one alongside your net.
Prereq: Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.
Benefit: You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.
Normal: A net is a two-handed ranged weapon.
Special:
Net Maneuvering(Combat)
With sweeping movements and brute force, you can use your net to put foes at a disadvantage.
Prereq: Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.
Benefit: In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
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Net Trickery(Combat)
You have become very proficient at using your net to hinder your enemies.
Prereq: Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.
Benefit: In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If you have an opponent entangled in your net, you can attempt to trip that opponent as long as he is within your net's reach or you control the trailing rope on your net. You also gain a +2 bonus on drag and reposition combat maneuver checks you make using your net.
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Never Stand Down(General)
Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.
Prereq: Oruch
Benefit: +4 to saves against fear and fear-based effects.
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Special:
Nightmare Fist(Combat)
You are even more deadly in magical darkness.
Prereq: Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.
Benefit: While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and Intimidate checks.
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Nightmare Striker(Combat)
Your faerie fire not only illuminates your foes, but it also shows you their weaknesses.
Prereq: Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.
Benefit: While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for every 5 by which the opponent failed her save.
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Nightmare Weaver(Combat)
You can use your ability to create magical darkness to terrorize enemies.
Prereq: Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.
Benefit: By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
Normal:
Special: This feat counts as Dazzling Display for purposes of qualifying for Deadly Stroke and Shatter Defenses.
Nimble Moves(General)
You can move across a single obstacle with ease.
Prereq: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
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Obscuring Wings(General)
You can use your wings to create a cloud of concealment.
Prereq: Egalrin
Benefit: By standing in one place and flapping your wings as a standard action, you may summon up a cloud of dust, creating the effect of a personalized obscuring mist for 1 round, centered on you. You must be touching a surface conducive to this effect, such as powdery snow, earth or dust, etc. This effect lasts until the beginning of your next turn.
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Opening Volley(Combat)
Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
Prereq: --
Benefit: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
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Orc Hewer(Combat)
You are ferocious at hewing your enemies, especially orcs.
Prereq: Str 13, Cleave, Goblin Cleaver, Power Attack, khazad
Benefit: This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
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Outflank(Combat, Teamwork)
You look for every edge when flanking an enemy.
Prereq: BAB 4
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
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Special:
Pack Attack(Combat, Teamwork)
You are skilled at surrounding your enemies.
Prereq: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.
Special:
Painful Anchor(General)
Paladin 8+
Prereq: Evil outsiders take damage when they attempt to connect to other planes.
Benefit: When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within 10 ft. of you, it takes damage equal to 4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
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Paired Opportunists(Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
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Panther Claw(Combat)
You unleash a rapid series of blows on foes that attempt to attack you when you move.
Prereq: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.
Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.
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Special:
Panther Parry(Combat)
Your vicious strikes impair your foe's ability to attack you when you move.
Prereq: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.
Benefit: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a -2 penalty on attack and damage rolls with the triggering attack of opportunity.
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Special:
Panther Style(Combat)
You can strike back at enemies who attack you when you move.
Prereq: Wis 13, Combat Reflexes, Improved Unarmed Strike.
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
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Special:
Parting Shot(Combat)
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Prereq: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.
Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Normal: You cannot attack when using the withdraw action.
Special: Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat.
Pass For Human(General)
You're easily mistaken for a human rather than a member of your own race.
Prereq: Half-sil
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
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Special: A half ling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.
Passing Trick(Combat)
Slipping past a foe gives you the chance to feint.
Prereq: Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.
Benefit: Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in combat.
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Special: If you have the Underfoot feat and the opponent is larger than you, you gain a +2 bonus on the Bluff check this feat allows.
Penetrating Strike(Combat)
Your attacks are capable of penetrating the defenses of some creatures.
Prereq: Weapon Focus, 12th-level fighter, proficiency with weapon.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).
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Perfect Strike(Combat)
When wielding a monk weapon, your attacks can be extremely precise.
Prereq: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Persistent Spell(Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
Prereq: --
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
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Persuasive(General)
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Prereq: --
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Piercing Spell(Metamagic)
Your studies have helped you develop methods to overcome spell resistance.
Prereq: --
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.
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Pin Down(Combat)
You easily block enemy escapes.
Prereq: Combat Reflexes, fighter level 11th.
Benefit: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
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Pinning Knockout(Combat)
An opponent you have pinned is easy for you to knock out.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinning Rend(Combat)
You tear flesh when you damage an opponent that you have pinned.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinpoint Targeting(Combat)
You can target the weak points in your opponent's armor.
Prereq: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
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Pistol Whip(Combat)
See National feats description.
Prereq: Exotic Weapon Proficiency (Firearms), Int 13, BAB: 3+
Benefit: You may perform an attack with the butt or handle of your firearm as a standard action. When you do, you are considered to be proficient with the firearm as a melee weapon and gain a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of size, the critical multiplier of this attack is 20/×2. If the attack hits, make a combat maneuver check to knock the target prone as a free action. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures--such as oozes, creatures without legs, and flying creatures--cannot be tripped.
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Point-Blank Master(Combat)
You are adept at firing ranged weapons in close quarters.
Prereq: Weapon Specialization with a ranged weapon
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.
Point-Blank Shot(Combat)
You are especially accurate when making ranged attacks against close targets.
Prereq: --
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Power Attack(Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prereq: Str 13, BAB 1+
Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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Powerful Shape(General)
Your wild shapes are mighty and muscular.
Prereq: Wild shape class feature, druid level 8th.
Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
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Practiced Tactician(General)
With only a few quick gestures and commands, you can direct others in combat.
Prereq: Tactician class feature.
Benefit: You can use your tactician ability to grant allies a teamwork feat one additional time per day.
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Special: You can gain Practiced Tactician multiple times. Its effects stack.
Precise Shot(Combat)
You are adept at firing ranged attacks into melee.
Prereq: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
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Preferred Spell(General)
You find it very easy to cast one particular spell.
Prereq: Spellcraft 5 ranks, Heighten Spell.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Prodigy(General)
You are naturally skilled at arts, professions, and the acquisition of knowledge.
Prereq: --
Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.
Punishing Kick(Combat)
Your kicks are so powerful you use them to push or knock back your foes.
Prereq: Con 13, Wis 13, Improved Unarmed Strike, BAB 8+
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Pure Faith(General)
Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons.
Prereq: Divine health class feature.
Benefit: You gain a +4 sacred bonus to saving throws against poison.
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Pushing Assault(Combat)
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prereq: Str 15, Power Attack, BAB 1+
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modif ied by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
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Quarterstaff Master(Combat)
You can wield a quarterstaff as either a two-handed or one-handed weapon.
Prereq: Weapon Focus (quarterstaff), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
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Quick Bull Rush(Combat)
You can barrel into your opponent and follow this with an attack.
Prereq: Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.
Normal: A bull rush combat maneuver is a standard action.
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Quick Channel(General)
Your divine energies flash with dazzling speed.
Prereq: Knowledge (religion) 5 ranks, channel energy class feature.
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.
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Quick Dirty Trick(Combat)
You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser.
Prereq: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.
Benefit: On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.
Normal: A dirty trick combat maneuver is a standard action.
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Quick Drag(Combat)
You drag your enemy and deliver a punishing blow.
Prereq: Str 13, Improved Drag, Power Attack, base attack bonus +6.
Benefit: On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.
Normal: A drag combat maneuver is a standard action.
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Quick Draw(Combat)
You can draw weapons faster than most.
Prereq: BAB 1+
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
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Quick Reposition(Combat)
Your opponent becomes an unwitting dance partner, following your lead while you fight.
Prereq: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.
Normal: A reposition combat maneuver is a standard action.
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Quick Wild Shape(General)
You sacrifice power for speed in changing form.
Prereq: Wild shape class feature, caster level 8th.
Benefit: You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a swift action.
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Quicken Spell(Metamagic)
You can cast spells in a fraction of the normal time.
Prereq: --
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action 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.
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Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Radiant Charge(General)
When you charge, you do so with the power of faith.
Prereq: Lay on hands class feature.
Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
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Raging Brutality(General)
You expend some of your rage to strike your opponents with a more powerful weapon blow.
Prereq: Str 13, rage class feature, Power Attack, base attack bonus +12.
Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.
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Raging Deathblow(General)
Every killing blow gives you a surge of vitality, further fueling your rage.
Prereq: Greater rage class feature.
Benefit: While raging, whenever your attack reduces your opponent to -1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.
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Raging Hurler(General)
An opponent can do little to evade your wrathful pitching of weapons and objects.
Prereq: Rage class feature, Throw Anything.
Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.
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Raging Throw(General)
You expend some of your rage to throw one opponent at another.
Prereq: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.
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Raging Vitality(General)
While raging, you are full of vigor and health.
Prereq: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
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Rapid Grappler(Combat)
You are a quick hand at grappling.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
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Rapid Reload(Combat)
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prereq: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a fullattack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Rapid Shot(Combat)
You can make an additional ranged attack.
Prereq: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
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Ray Shield(Combat)
You can even deflect rays with your shield.
Prereq: Dex 15, Missile Shield, Spellbreaker.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may def lect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.
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Razortusk(General)
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prereq: Sith-makar
Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to damage.
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Reach Spell(Metamagic)
Your spells go farther than normal.
Prereq: --
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modif ied by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
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Rebuffing Reduction(Combat)
Your damage reduction can turn the force of blows back on your enemies.
Prereq: Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.
Benefit: Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with the opponent.
Normal: A bull rush combat maneuver is a standard action.
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Rebuke the Horde(General)
A far-off ancestor was a leader among some oruch clan. You possess some of this ability.
Prereq: Oruch, 13 Cha
Benefit: You make Intimidate and Diplomacy rolls at a +2 bonus when dealing with other oruch or half-oruch (+4 at 10 ranks), though not the mogareg. In addition, you may make an Intimidation or Diplomacy roll against other oruch or half-oruch as a swift action as part of combat.
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Rending Claws(Combat)
Your claw attacks do greater harm to your enemy.
Prereq: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
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Rending Fury(Combat)
You easily tear your enemies limb from limb with your natural attacks.
Prereq: Base attack bonus +6, rend special attack or druid 5+
Benefit: You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with one claw attack, while a girallon that has this feat must hit one target with two claw attacks to rend. You can only make this rend attack once per round.
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Repositioning Strike(Combat)
Your critical hits can move your foes where you wish.
Prereq: Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a reposition combat maneuver to reposition an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Resonant Tubing(General)
Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.
Prereq: Perform (wind instruments) 1 ranks, War Golem
Benefit: You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the war golem body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus.
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Resilient Brute(General)
You absorb punishment others find deadly.
Prereq: Half-orc or orc.
Benefit: Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.
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Reward of Grace(General)
When you lay on hands, divine energy ripples through you, granting you grace.
Prereq: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
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Reward of Life(General)
When you lay on hands, you are also healed.
Prereq: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.
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Rhetorical Flourish(General)
You rapidly change topics and employ confusing rhetoric to distract people from your true intent.
Prereq: Cha 13, Persuasive.
Benefit: When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a -2 penalty on your next Diplomacy check against that creature. Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a -4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.
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Ricochet Splash Weapon(General)
Even when your thrown splash weapons miss, they are especially dangerous.
Prereq: Dex 13, Throw Anything.
Benefit: Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.
Normal: A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.
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Ride-By Attack(Combat)
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prereq: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
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Righteous Healing(General)
Your healing spells are more potent when you have a judgment active.
Prereq: Judgment class feature.
Benefit: If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess.
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Run(General)
You are swift of foot.
Prereq: --
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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Saving Shield(Combat)
You deflect attacks that could mean your ally's death.
Prereq: Shield Proficiency.
Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
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School Strike(Combat)
You focus the secrets of your school of wizardry into your unarmed strike.
Prereq: Wizard school class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity.
Normal:
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power.
Scorpion Style(Combat)
You can perform an unarmed strike that greatly hampers your target's movement.
Prereq: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
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Special:
Scribe Scroll(Item Creation)
You can create magic scrolls.
Prereq: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
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Special:
Sea Legs(General)
You have a sailor's instincts for moving about while aboard seagoing vessels.
Prereq: Profession (sailor) 5 ranks.
Benefit: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
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Special:
Second Chance(Combat)
Quick ref lexes turn missed strikes into second chances.
Prereq: Int 13, Combat Expertise, BAB 6+
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
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Special:
Seen and Unseen(General)
Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.
Prereq: Half-sil
Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a -4 penalty on all efforts to track you through the Survival skill.
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Special:
Seize the Moment(Combat, Teamwork)
You and your allies are poised to pounce whenever one of you scores a telling blow.
Prereq: Combat Reflexes, Improved Critical.
Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.
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Special:
Selective Channeling(General)
You can choose whom to affect when you channel energy.
Prereq: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 3-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Special:
Self-Sufficient(General)
You know how to get along in the wild and how to effectively treat wounds.
Prereq: --
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Special:
Serenity of the Sky(General)
You gain benefits when beneath open sky.
Prereq: Egalrin, Child of the Skies
Benefit: When beneath an open sky, you receive a +2 to will saves, and may choose to reroll a failed will save once per day.
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Special:
Shadow Strike(Combat)
You accurately strike even those you cannot clearly see.
Prereq: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
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Special:
Shadowy Dash(General)
In dim light, you resemble little more than a shadow.
Prereq: Mul'niessa
Benefit: Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal -5 penalty for doing so.
Normal: When moving at more than half your speed and up to your normal speed, you take a -5 penalty on Stealth checks.
Special:
Shaitan Earthblast(Combat)
With a forceful stomp you release a blast of acid from the earth to burn your enemies.
Prereq: Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.
Benefit: While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from being staggered.
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Shaitan Skin(Combat)
You can manipulate acid to shield yourself and disable your enemies.
Prereq: Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.
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Shaitan Style(Combat)
You strike with the caustic forces from within the earth.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.
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Shake It Off(General, Teamwork)
You support your allies and help them recover from crippling effects.
Prereq: --
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
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Special:
Shapeshifter Foil(General)
Your command of shapeshifting magic can disrupt similar effects in others.
Prereq: Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.
Benefit: A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed.
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Shapeshifting Hunter(General)
You blend your knowledge of foes and your shapeshifting abilities together.
Prereq: Favored enemy class feature, wild shape class feature.
Benefit: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.
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Shaping Focus(General)
Your powers of shapeshifting outstrip your dabbling in the druidic faith.
Prereq: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.
Normal:
Special: This feat has no effect if you are not a multiclassed druid.
Shared Insight(General)
You deftly direct others' attentions where you wish.
Prereq: Wis 13, half-elf.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).
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Special:
Shared Judgment(General)
You extend the benefits of your judgment to an ally.
Prereq: Second judgment class feature.
Benefit: You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you can pronounce a single judgment and extend its effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third judgment class feature, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.
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Shared Manipulation(General)
You can subtly bolster allies' ability to misdirect and infuriate their enemies.
Prereq: Cha 13, half-elf.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).
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Special:
Shatter Defenses(Combat)
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prereq: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
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Special:
Shatterspell(Combat)
Your mighty blows shatter your enemy's magic.
Prereq: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
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Special:
Shield Focus(Combat)
You are skilled at def lecting blows with your shield.
Prereq: Shield Proficiency, BAB 1+
Benefit: Increase the AC bonus granted by any shield you are using by 1.
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Special:
Shield Master(Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Prereq: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
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Special:
Shield of Swings(Combat)
A wild frenzy of attacks serves to bolster your defenses.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
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Shield Proficiency(Combat)
You are trained in how to properly use a shield.
Prereq: --
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.
Shield Slam(Combat)
In the right position, your shield can be used to send opponents flying.
Prereq: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
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Special:
Shield Specialization(Combat)
You have mastered the use of one type of shield.
Prereq: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
Shield Wall(Combat, Teamwork)
You form a unified defense with those around you.
Prereq: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (Core Rulebook 153).
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Special:
Shielded Caster(General, Teamwork)
Your allies cover you while you cast complicated spells.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
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Special:
Short Circuit(General)
Manipulate your circuits to create a burst of static.
Prereq: War Golem, War Golem Slam, BAB 7+, Con 13+
Benefit: When using your slam attack, as a swift action you may energize your circuits, delivering 1d6 of additional electricity damage to your slam attack. You may do this a number of times a day equal to your Con modifier.
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Special:
Shot on the Run(Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prereq: Dex 13, Dodge, Mobility, Point-Blank Shot, BAB 4+
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.
Special:
Sickening Critical(Combat)
Your critical hits cause opponents to become sickened.
Prereq: Critical Focus, BAB 11+
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Sickening Spell(Metamagic)
You can sicken creatures with your spells.
Prereq: --
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. A sickening spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
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Sidestep(Combat)
You can reposition yourself after a foe's missed swing.
Prereq: Dex 13, Dodge, Mobility.
Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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Special:
Silent Spell(Metamagic)
You can cast your spells without making any sound.
Prereq: --
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.
Normal:
Special: Bard spells cannot be enhanced by this feat.
Simple Weapon Proficiency(Combat)
You are trained in the use of basic weapons.
Prereq: --
Benefit: You make attack rolls with simple weapons without penalty.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.
Sin Seer(General)
Unlike others who have taken the oath against undeath (see page 60), your preoccupation with the undead does not cloud your view of good and evil.
Prereq: Detect undead paladin class feature.
Benefit: You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.
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Special:
Skill Focus(General)
Choose a skill. You are particularly adept at that skill.
Prereq: --
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Slayer's Knack(General)
You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.
Prereq: Favored enemy class feature, base attack bonus +6.
Benefit: When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does not stack with any other effect that expands a weapon's threat range.
Normal:
Special: You can take this feat multiple times. Each time you take it, you choose a different favored enemy type.
Sling Flail(Combat)
You can use your loaded sling to effectively strike at nearby foes.
Prereq: Weapon Focus (sling), base attack bonus +1.
Benefit: You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.
Normal:
Special: Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon.
Smash(Combat)
You overcome obstacles by breaking them.
Prereq: Power Attack, giantborn
Benefit: When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or break open doors.
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Special: The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects.
Smashing Fists(General)
The size of your fists and forearms reflects your giant heritage.
Prereq: Giantborn, BAB 4+
Benefit: When using an unarmed strike, your massive fists deal 1d6 instead of 1d3. If you are a monk, improve your damage dice by one step, instead (use the sizing rules for INA). These benefits are considered a size bonus, and do not stack with other size bonuses.
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Smell Fear(General)
You can catch the sour scent of fear on the wind.
Prereq: Keen Scent, Sith-makar
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.
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Smoking Boulders(General)
You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect.
Prereq: Giantborn, HD 6+
Benefit: When you throw a rock as part of an attack action, you can cause the boulder to erupt into a 10-foot-radius spread of heavy smoke on a successful hit (treat similarly to Obscuring Mist). The smoke lasts for 1d4 rounds. Throwing boulders may be achieved as part of a class ability (such as barbarian powers) or by treating the boulders as improvised weapons.
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Snake Fang(Combat)
You can unleash attacks against an opponent that has dropped its guard.
Prereq: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Benefit: While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.
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Special:
Snake Sidewind(Combat)
Your sensitive twisting movements make you difficult to anticipate combat.
Prereq: Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks
Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved this round.
Special:
Snake Style(Combat)
You watch your foe's every movement and then punch through its defense.
Prereq: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.
Special:
Snap Shot(Combat)
With a ranged weapon, you can take advantage of any opening in your opponent's defenses.
Prereq: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
Special:
Snapping Turtle Clutch(Combat)
Your unarmed style allows you to turn your opponent's attack into an opportunity.
Prereq: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a -2 penalty.
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Snapping Turtle Shell(Combat)
Your guarding hand is almost magical in its skill at def lecting incoming blows.
Prereq: Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a -4 penalty on critical confirmation rolls against you.
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Special:
Snapping Turtle Style(Combat)
Your deft unarmed style allows you to shield your body from harm.
Prereq: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
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Special:
Snatch Arrows(Combat)
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Prereq: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Def lect Arrows feat you may choose to catch the weapon instead of just def lecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
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Sneaking Precision(General)
Your knowledge of your enemies' vulnerable spots is especially punishing.
Prereq: Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.
Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.
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Sociable(General)
You have a way of helping others to get along.
Prereq: Cha 13, half-elf.
Benefit: As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).
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Sorcerous Bloodstrike(General)
You can regain power when you kill a creature.
Prereq: Cha 13, sorcerer bloodline class feature.
Benefit: Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today.
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Sorcerous Strike(Combat)
The power flowing through your veins also flows through your unarmed strike.
Prereq: Sorcerer bloodline class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.
Normal:
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying bloodline power.
Spell Bane(General)
While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.
Prereq: Bane class feature.
Benefit: While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.
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Special:
Spell Bluff(General)
You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.
Prereq: Bluff 5 ranks, Spellcraft 5 ranks.
Benefit: If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook.
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Special:
Spell Focus(General)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Prereq: --
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Spell Mastery(General)
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prereq: 1st-level wizard.
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Special:
Spell Penetration(General)
Your spells break through spell resistance more easily than most.
Prereq: --
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
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Special:
Spellbreaker(Combat)
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
Prereq: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Special:
Spellsong(General)
You can blend the power of your performance and spellcasting.
Prereq: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
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Spider Step(General)
You tread where only arachnids dare.
Prereq: Character level 3rd, drow.
Benefit: You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).
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Spinning Throw(Combat)
You whirl your foe around and then let go.
Prereq: Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefit: On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. If your bull rush succeeds, you can move that opponent to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull rush allows. The target is then knocked prone. If the bull rush fails, you can use the Ki Throw feat as normal. If you also have the Improved Ki Throw feat, a successful bull rush allows you to push the opponent into a space secondary targets occupy. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space.
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Special: Per the Ki Throw feat, a monk can use ki to affect creatures larger than himself with this feat.
Spirit of the Skies(General)
The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.
Prereq: Egalrin, Guardian of the Skies, Child of the Skies
Benefit: When you are beneath an open sky, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
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Spirit of the Wild(General)
Your mystic connection with one type of wilderness has grown even stronger.
Prereq: Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualif ies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
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Spirited Charge(Combat)
Your mounted charge attacks deal a tremendous amount of damage.
Prereq: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
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Spontaneous Metafocus(General)
You can focus to combine one of your known spells and metamagic feats.
Prereq: Cha 13, one metamagic feat, able to spontaneously cast spells.
Benefit: Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead of at the slower casting time.
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Special: You can take this feat multiple times. Each time you select this feat, choose a new spell that you can cast spontaneously; the feat applies to that spell.
Spring Attack(Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prereq: Dex 13, Dodge, Mobility, BAB 4+
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
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Stabbing Shot(Combat)
You can clear the way to continue using your bow.
Prereq: Rapid Shot
Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits-whether or not it does damage-your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a -2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.
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Stage Combatant(Combat)
You are a master of stage and nonlethal combats.
Prereq: Weapon Focus, base attack bonus +5
Benefit: When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.
Normal: When making attacks that deal no damage or nonlethal damage, you take a -4 penalty on attack rolls.
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Staggering Critical(Combat)
Your critical hits cause opponents to slow down.
Prereq: Critical Focus, BAB 13+
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Stalwart(General)
You adopt a defensive stance that allows you to absorb and redirect hits.
Prereq: Diehard, Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/-, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
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Stand Still(Combat)
You can stop foes that try to move past you.
Prereq: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
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Steady Shot(General)
You are a sniper of uncanny precision.
Prereq: BAB +1, Weapon focus in the chosen weapon
Benefit: Choose dragonspitter or thunderbelcher. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles, if these are ever implemented.
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Stealth Synergy(General, Teamwork)
Working closely with an ally, you are able to move like twin shadows.
Prereq: --
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
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Stealthy(General)
You are good at avoiding unwanted attention and slipping out of bonds.
Prereq: --
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Steamroller(General)
Description: You pick off targets with great precision.
Prereq: Improved Strength 13 Bull Rush, War Golem Slam, War Golem
Benefit: When you hit an opponent with a slam attack as part of a charge, you might also initiate a bull rush as a free action. This does not require you to move into your opponent's square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.
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Steel Soul(General)
You are especially resistant to magic.
Prereq: khazad-mornir, khazad-aul
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf 's hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
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Step Up(Combat)
You can close the distance when a foe tries to move away.
Prereq: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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Step Up and Strike(Combat)
When a foe tries to move away, you can follow and make an attack.
Prereq: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
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Still Spell(Metamagic)
You can cast spells without moving.
Prereq: --
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.
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Stone Sense(General)
You can feel movement in the very earth and stones around you.
Prereq: Improved Stonecunning, Perception 10 ranks.
Benefit: You gain tremorsense to a range of 10 feet.
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Stone Singer(General)
Your songs are in accordance with the ways and lands of your people.
Prereq: Cha 13, bardic performance, khazad-aul
Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.
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Stone-Faced(General)
Rocks show more expression than you.
Prereq: Khazad
Benefit: You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.
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Storm Lashed(General)
Storms do not faze you.
Prereq: Khazid-mornir
Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects. (High winds in this case count as any wind strong enough to give you a penalty to perception checks).
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Strangler(Combat)
Throttling the life out of enemies is second nature to you.
Prereq: Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
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Strengthened Wings(General)
Fly in medium and heavier armor
Prereq: Egalrin, HD 5+, Str 13
Benefit: You may fly in medium or heavy armor, and with up to a medium load. Your speed is still reduced by encumbrance or total weight. This also improves your glide ability.
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Strike Back(Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prereq: BAB 11+
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
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Strong Comeback(General)
You learn quickly from past mistakes.
Prereq: --
Benefit: Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll.
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Stunning Assault(Combat)
You powerful but imprecise attacks can stun your enemies.
Prereq: Str 13, Power Attack, base attack bonus +16.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Stunning Critical(Combat)
Your critical hits cause opponents to become stunned.
Prereq: Critical Focus, Staggering Critical, BAB 17+
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Stunning Fist(Combat)
You know just where to strike to temporarily stun a foe.
Prereq: Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
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Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Stunning Pin(Combat)
You can render a pinned foe temporarily incapacitated.
Prereq: Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Benefit: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
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Sundering Strike(Combat)
Your critical hits can sunder your foes' weapons.
Prereq: Str 13, Improved Sunder, Power Attack, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Normal: You must perform a sunder combat maneuver to sunder an opponent's weapon.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Sure Grasp(General)
Your quick ref lexes and skill at climbing keep you from falling to your doom.
Prereq: Climb 1 rank.
Benefit: Roll twice while climbing or when making a Ref lex save to avoid falling, and take the higher result.
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Surge of Success(General)
Your success drives your further actions.
Prereq: Human.
Benefit: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.
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Swap Places(Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.
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Swift Aid(Combat)
With a quick but harmless swipe, you can aid an ally's assault.
Prereq: Int 13, Combat Expertise, BAB 6+
Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Normal: Aid another is a standard action.
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Sword and Pistol(Combat)
You effortlessly pair melee and ranged weaponry.
Prereq: Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.
Normal: Making a ranged attack provokes attacks of opportunity.
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Taara's Own(General)
Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.
Prereq: Mul'niessa
Benefit: Taara has a tight grip on your soul, tighter than most. Because of this hold, you receive a +2 versus any death spells and magical drain effects.
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Taleteller's Kin(General)
You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.
Prereq: Lucht, Knowledge (Local) 1
Benefit: You receive a +3 to all Knowledge (local) rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll Knowledge (local) twice and take the higher of the two rolls.
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Tandem Trip(Combat, Teamwork)
You know how to work together to trip your foes.
Prereq: --
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
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Tantrum(Combat)
Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.
Prereq: Bluff 1 rank, rage class feature, gnome.
Benefit: You may use the Bluff skill to feint while raging. The effect of the feint lasts only until the first time you hit the target.
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Taunt(General)
You may be small, but your remarks cut others down to size.
Prereq: Cha 13, Gnome, Gobber, or Lucht
Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
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Team Pickpocketing(General)
You distract a mark with friendly conversation while your partner robs the victim blind.
Prereq: Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.
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Team Up(Combat)
When you are ganging up against an enemy, you can aid an ally with a quick feint.
Prereq: Int 13, Combat Expertise, Gang Up, base attack bonus +6.
Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
Normal: Aid another is a standard action.
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Teleport Tactician(Combat)
You are highly alert for enemies using teleportation to approach you or flee from you.
Prereq: Combat Reflexes, Disruptive, Spellbreaker.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.
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Tenacious Survivor(General)
Your spirit lingers long after any other's would have passed on.
Prereq: Con 13, Diehard, Endurance, half-oruch or oruch
Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.
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Territorial Defender(General)
You know how to defend your territory.
Prereq: Combat reflexes, sith-makar, BAB 5+
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet. At 10 BAB, this is increased to 10 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. This does not stack with Combat Patrol.
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Terror of the Wild(General)
Creatures of the wild see you as a threat.
Prereq: Sith-makar
Benefit: You may posture or put on a display of prowess as a full-round action. Make an Intimidate check to demoralize all animals or magical beasts within 30 feet who can see your display.
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Terrorizing Display(Combat)
Your battle prowess frightens friend and foe alike.
Prereq: Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.
Benefit: When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat.
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Thanatopic Spell(Metamagic)
Your spells can pierce wards against negative energy and even affect undead targets.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply. Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to remove negative levels after 24 hours. A thanatopic spell uses up a spell slot two levels higher than the spell's actual level.
Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.
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Theurgy(General)
You can blend the power of arcane and divine magic.
Prereq: Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.
Benefit: You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy. When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher as a swift action. The caster level for that divine spell increases by +1. When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).
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Thoughtful Discernment(General)
Thinking back, you discover a lie in what you once thought to be words of truth.
Prereq: Discern lies class feature.
Benefit: Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts like the discern lies spell, but instead of affecting a creature, it affects a single statement a creature has made. For example, if the king told you, "My daughter is in the monster's dungeon" before you left to find her, as long as the king said that to you within the past day, you can use this feat to determine whether or not the king deliberately and knowingly lied to you when he made that statement.
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Threnodic Spell(Metamagic)
You can convert mind-affecting magic to necromantic power capable of controlling undead.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell's actual level.
Normal: Undead are immune to mind-affecting effects.
Special:
Throw Anything(Combat)
You are used to throwing things you have on hand.
Prereq: --
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
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Thundering Spell(Metamagic)
You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Prereq: --
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inf lict damage do not benefit from this feat.
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Tiger Claws(Combat)
You can sacrifice multiple attacks to make a single devastating strike.
Prereq: Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.
Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.
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Tiger Pounce(Combat)
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.
Prereq: Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.
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Tiger Style(Combat)
Your unarmed fighting style emulates the strength and ferocity of a tiger.
Prereq: Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.
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Tiny Pest(General)
You move like a tiny, obnoxious monkey.
Prereq: Improved Trip, Lucht, BAB 1+
Benefit: You can trip opponents of up to two sizes larger than you.
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Tiring Critical(Combat)
Your critical hits cause opponents to become fatigued.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Touch of Serenity(Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prereq: Wis 18, Improved Unarmed Strike, BAB 8+
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
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Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Toughness(General)
You have enhanced physical stamina.
Prereq: --
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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Tower Shield Proficiency(Combat)
You are trained in how to properly use a tower shield.
Prereq: Shield Proficiency.
Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
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. They need not select it.
Toxic Recovery(General)
Your system recuperates from the effects of poisons with astonishing speed.
Prereq: Khazad
Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.
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Trample(Combat)
While mounted, you can ride down opponents and trample them under your mount.
Prereq: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
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Trap Wrecker(General)
You can smash traps instead of disarming them.
Prereq: Power Attack, Disable Device 1 rank, oruch or half-oruch
Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.
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Trapper's Setup(General)
You have an instinct for waiting until just the right moment to spring a hazard or trap.
Prereq: Craft (traps) 5 ranks.
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.
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Traveler's Burden(General)
Your backpack is probably bigger than you are.
Prereq: Lucht
Benefit: You are treated as though benefiting from a continuous Ant Haul spell. This is a supernatural ability.
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Traveler's Step(General)
Your feet are light despite the number of miles you travel.
Prereq: Lucht, HD 3+
Benefit: When walking within natural settings, you may choose to leave no trail. This otherwise functions as the druid's ability, Trackless Step.
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Trick Riding(Combat)
You are not only skilled at controlling a horse in combat; you can make it look like art.
Prereq: Ride 9 ranks, Mounted Combat.
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
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Tripping Staff(Combat)
You can make a trip attack with your quarterstaff.
Prereq: Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.
Benefit: You treat quarterstaves as if they had the trip special feature.
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Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.
Tripping Strike(Combat)
The force intrinsic to your critical hits can knock your foes down.
Prereq: Int 13, Combat Expertise, Improved Trip, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.
Normal: You must perform a trip combat maneuver to trip an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Tripping Twirl(Combat)
You can make a trip attack with a quarterstaff on all adjacent enemies.
Prereq: Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.
Benefit: As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
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Special: If you are a magus with the staff magus archetype, you can use spellstrike on any one trip combat maneuver you make with the staff.
Turn Undead(General)
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prereq: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
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Twin Thunders(Combat)
When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.
Prereq: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.
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Twin Thunders Flurry(Combat)
Your dual bludgeoning strikes are especially deadly when you are fighting giants.
Prereq: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your offhand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.
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Twin Thunders Master(Combat)
With thunderous simultaneous strikes, you can batter a mighty giant into submission.
Prereq: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modif ier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.
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Two-handed Thrower(Combat)
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
Prereq: Str 15.
Benefit: Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a twohanded weapon is a full-round action.
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Two-Weapon Defense(Combat)
You are skilled at defending yourself while dual-wielding.
Prereq: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
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Two-weapon Feint(Combat)
You use one weapon to distract your enemy while slipping another past his defenses.
Prereq: Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
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Two-Weapon Fighting(Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prereq: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -1 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
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Two-Weapon Rend(Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prereq: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
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Ultimate Mercy(General)
By using lay on hands, you can bring the dead back to life.
Prereq: Cha 19, Greater Mercy, lay on hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
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Ultimate Resolve(General)
Your aura of resolve does not fall with you.
Prereq: Aura of resolve class feature.
Benefit: Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
Normal: The aura of resolve affects each ally within 1 feet, and ends when you fall unconscious.
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Uncanny Alertness(General)
Your research into arcana and the nature of reality has given you heightened senses.
Prereq: Alertness.
Benefit: This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.
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Uncanny Concentration(General)
You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.
Prereq: Combat Casting.
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
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Under and Over(Combat)
You can slip under a foe trying to grab you, knocking him off balance.
Prereq: Agile Maneuvers, Small size or smaller.
Benefit: If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.
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Underfoot(Combat)
You slip under and around your larger foes.
Prereq: Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
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Unhinged Rage(General)
You're scary. Even for a gobber.
Prereq: Rage class feature, Charisma 13+, Gobber
Benefit: When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of unhinged menace. All opponents within 30' of you when you initiate your rage must make Will saves (DC 10 + one-half your level of barbarian + your Charisma modifier) or be shaken for the duration of the encounter. While raging, if you drop an opponent below 0 hp, you may force another save.
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Unit Tactics(General)
With you as part of the battle, your allies react more quickly.
Prereq: Arvek Nar, Knowledge (military) theory 5+
Benefit: Even for an arvek nar, you are trained in the arts of organized warfare and the organization and movement of troops across the field is almost innate. Allies who begin their position within 30' of you at the beginning of combat receive a +1 to their initiatitve.
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Unsanctioned Detection(General)
You can focus your ability to detect evil for more practical or mundane purposes
Prereq: Detect evil class feature.
Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.
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Unseat(Combat)
You are skilled at unseating your mounted opponents.
Prereq: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+
Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
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Unsettled Tinker(General)
Okay, now you're just obsessed.
Prereq: Gnome, Eccentric Tinker, BAB 4+
Benefit: You receive a +2 to damage rolls for tools of the trade associated with your Obsession. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.
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Up Shields(General)
You've trained to work as part of a military shield unit.
Prereq: Arvek Nar, proficiency with heavy or tower shield, BAB 1+
Benefit: When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.
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Urban Forager(General)
You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities
Prereq: Knowledge (local) 1 rank, Survival 1 rank
Benefit: You may use the Survival skill to forage and track in urban locations using the following table: http://www.d20pfsrd.com/feats/General-feats/urban-forager
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Vermin Heart(General)
You have a special bond with things that creep, crawl, skitter, and sting.
Prereq: Wild empathy class feature.
Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.
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Versatile Channeler(General)
You can choose to channel positive and negative energy.
Prereq: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
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Vicious Stomp(Combat)
You take advantage of the moment to brutally kick an enemy when he is down.
Prereq: Combat Reflexes, Improved Unarmed Strike.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
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Vital Strike(Combat)
You make a single attack that deals significantly more damage than normal.
Prereq: BAB 6+
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Voice of the Sibyl(General)
Your voice is strangely compelling.
Prereq: Cha 15.
Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).
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War Golem Slam(General)
You gain a slam attack.
Prereq: War Golem
Benefit: You can make a slam attack for 1d6 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the slam is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.
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War Singer(General)
Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.
Prereq: Cha 13, bardic performance class feature, oruch, half-oruch
Benefit: When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs.
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Warden of the Woods(General)
You protect the wild against what is unnatural.
Prereq: Llyranesi, sylvanori, spellcaster level 1+
Benefit: When facing an abberation, that abberation suffers a -2 penalty to saves versus your spells.
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Warrior Priest(General)
Your religion is both a shield and a weapon in battle.
Prereq: Ability to cast divine spells, domain or mystery class feature.
Benefit: You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
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Wave Strike(Combat)
You present a serene facade until you unsheathe your weapon and strike in one fluid motion.
Prereq: Weapon expertise class feature or Quick Draw, Bluff 1 rank.
Benefit: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.
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Weapon Finesse(Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Prereq: --
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
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Special: Natural weapons are considered light weapons.
Weapon Focus(Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prereq: Proficiency with selected weapon, BAB 1+
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Weapon Specialization(Combat)
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prereq: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Well-Prepared(General)
Somehow, you always seem to have the right tools or supplies close at hand.
Prereq: Lucht, Gobber
Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at least a day to resupply and "acquire" new items. You must pay for these items normally.
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Special: At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.
Whip Mastery(Combat)
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.
Prereq: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.
Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.
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Whirlwind Attack(Combat)
You can strike out at every foe within reach.
Prereq: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
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Widen Spell(Metamagic)
You can cast your spells so that they occupy a larger space.
Prereq: --
Benefit: You can alter a burst, emanation, 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 three 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.
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Wild Speech(General)
You speak with the tongue of men and beasts.
Prereq: Druid level 6th, wild shape class feature.
Benefit: When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.
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Wind Stance(Combat)
Your erratic movements make it difficult for enemies to pinpoint your location.
Prereq: Dex 15, Dodge, BAB 6+
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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Wingover(Monster)
This creature can make turns with ease while flying.
Prereq: Egalrin HD 5+
Benefit: Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 9 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 18 degrees by making a DC 2 Fly skill check and expending 1 feet of movement.
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Witch Knife(General)
You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.
Prereq: Witch class.
Benefit: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.
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Word of Healing(General)
Using the same divine energy as your lay on hands ability, you can heal others at a distance.
Prereq: Lay on hands class feature.
Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benef its of your mercies as normal.
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