Template:FeatsDescriptionEI

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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 +6.
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.
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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.
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.
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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.
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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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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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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.
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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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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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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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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.
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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.
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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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Exceptional Pull ( Combat )
You have mastered techniques to get the most out of composite bows.
Prereq: Dex 13, Deadly Aim, base attack bonus +3.
Benefit: When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon’s strength rating. You don’t take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you’re proficient with that weapon.
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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.
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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.
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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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Explosive Escape ( Combat )
When you escape a grapple, you send your opponents sailing away from you.
Prereq: Dex 13+, Str 13+, Improved Grapple, Improved Unarmed Strike
Benefit: When you succeed at a combat maneuver check to break a grapple, you can choose to throw back any enemies participating in the grapple who are up to one size category larger than you. Such foes are thrown 5 feet directly away from you and take an amount of nonlethal damage equal to that of your unarmed attack.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
Extra Panache ( General )
You have more panache than the ordinary swashbuckler.
Prereq: Panache class feature
Benefit: You gain two more panache points at the start of each day, and your maximum panache increases by two.
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Special: If you have levels in the swashbuckler class, you can take this feat multiple times. Its effects stack.
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.
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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.
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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.
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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.
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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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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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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.
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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.
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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.
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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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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.
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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 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.
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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 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.
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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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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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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.
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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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Fencing Grace ( Combat )
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prereq: Dex 13, Weapon Finesse, Weapon Focus (rapier)
Benefit: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
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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.
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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.
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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.
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Fervent 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 a skill related to your devotion. When you select this feat, select: Knowledge/local or Knowledge/religion. You must have at least 1 rank in this skill. If you possess 10 ranks in the appropriate skill, 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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Fervent 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 devotion. 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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Fervent Soul ( General )
Your faith in your nation/deity/etc. provides you strength in dire circumstances.
Prereq: Human, Any other Fervent feat
Benefit: Your pride in your cause provides you strength under the most dire of circumstances. Once per day in defense of your cause, you may reroll a failed save. You must choose to reroll before the results are known.
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Fervent 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 bonus to will saves. For example, an Althean defending the poor, and so on. The DM is the final adjucator. This stacks with the bonus from Iron Will.
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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.
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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 score. 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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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.
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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.
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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.
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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.
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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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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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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.
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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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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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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.
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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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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.
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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.
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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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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.
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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.
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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.
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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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Fortitude of Giants ( General )
Your great mass and vigor allows you to shrug off the effects of poison and fatigue.
Prereq: Con 14, Great Fortitude, Giantborn
Benefit: When you attempt a saving throw against a poison effect or an effect that inflicts the fatigued condition, roll twice and take the higher
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Friendly Fire Maneuvers ( Combat, Teamwork )
You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.
Prereq: Point-Blank Shot, Precise Shot
Benefit: Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.
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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.
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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.
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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.
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Giant's Crush ( Combat )
When you strike hard, you knock smaller foes off their feet.
Prereq: Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn
Benefit: If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature that you attacked is also knocked prone. A successful Reflex save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll.
Normal: This effect stacks with the effect of Giant’s Wallop.
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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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Giant's Wallop ( Combat )
When you strike, you knock the sense out of smaller foes.
Prereq: Prerequisites: Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn
Benefit: If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature you attacked is also dazed for 1 round. A successful Fortitude save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll.
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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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Got Your Back ( Combat )
You protect an ally from attacks he doesn't see coming.
Prereq: Int 13+, Combat Expertise
Benefit: If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.
Normal: You can use aid another to grant an ally a +2 bonus to AC against the next attack from an adjacent foe.
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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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Grappled Caster ( General )
You've trained yourself to cast spells while wrestling an opponent.
Prereq: Combat Casting
Benefit: You gain a +4 bonus on concentration checks to cast spells while grappled. This bonus stacks with the bonus granted by Combat Casting.
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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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Special:
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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Hardened Gears ( General )
The hardened nature of your internal gears makes them resistant to attack.
Prereq: Character level 6, War Golem
Benefit: Your interior gears and switches are distributed all over your body. You possess a 25 pct chance to ignore extra damage from critical hits and sneak attacks. This considered a form of fortification, and does not stack with other sources.
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Harrying Partners ( Combat, Teamwork )
Your movements syncronize with your teammate's.
Prereq: Any other teamwork feat, BAB 6+
Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.
Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.
Special:
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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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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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 Leader ( Combat )
Whether part of a partnership or an army, you stand head and shoulders above your companions.
Prereq: Cha 13+; any combat feat; ability to gain an animal companion, familiar, or mount
Benefit: Your animal companion, cohort, eidolon, familiar, or mount doesn’t count as threatening your opponent for the purposes of feats that require you to be the only character threatening a target. Allies with Hit Dice equal to or less than 1/2 your own Hit Dice don’t count as threatening opponents for the purposes of such feats.
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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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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.
Special:
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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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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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Improved Initiative ( Combat )
Your quick ref lexes allow you to react rapidly to danger.
Prereq: --
Benefit: You get a +4 bonus on initiative checks.
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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.
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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.
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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.
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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.
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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.
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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.
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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/-.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Iron Will ( General )
You are more resistant to mental effects.
Prereq: --
Benefit: You get a +2 bonus on all Will saving throws.
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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 ).
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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.
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