General Feats A-H
Benefit: You can make an Intimidation check in place of a Will save against [Charm] & [Compulsion] effects, with a penalty equal to half the user’s CR (or CL if from an item).
Apprentice
Prerequisite: Level 1+
Benefit: READ THE DMG II
Aura of Courage
Prerequisites: Good alignment, level 3+
Benefit: You are immune to fear (magical or otherwise). Each ally within 10' gains a +4 morale bonus to saving throws against fear effects. This ability functions while the character is conscious, but not if they are unconscious or dead.
Conductivity
Benefit: You gain Electricity Resist 5. Whenever you take electricity damage, you may send a line of electricity arcing from your body at any single target within 30’. This bolt does half the damage you received; a Reflex save (DC 10 + ½ level + Cha mod) halves this damage.
Controlled Immolation
Benefit: You gain Fire Resist 5. If you catch on fire, you take no damage from the flames nor is your equipment, and any creature striking you with a melee attack will take 1d6 fire damage.
Education
Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.
Energy Immunity
Benefit: Choose an energy type: fire, acid, electricity, sonic, or cold. You gain immunity to the chosen energy type. This feat can be taken multiple times.
Familiar
Prerequisite: Knowledge (arcana) 4+ ranks
Benefit: You obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up materials worth 100gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your character level is used instead.
Prerequisite: Level 9
Benefit: READ THE DMG II
Leadership
Prerequisite: Character level 6th
Benefit: This feat enables the character to attract loyal companions and devoted followers, subordinates who assist them. Refer to the Leadership score and table from other sources.
Live My Nightmare
Benefit: Whenever someone targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as the phantasmal killer spell, except that the form comes from your own dreams rather than the target's. The other creature must succeed on a Will save (DC 10+1/2 level+ Cha mod) to disbelieve the nightmare and a Fortitude save (DC 10+1/2 level+Cha mod) to avoid dying from fear.
Memories of Death
Benefit: When you die and are returned back from the dead by any means, you do not lose a level, XP, or Constitution. Any other penalties, such as being exhausted or waking in a new body, are unchanged.
Mentor
Prerequisite: Level 5+
Benefit: READ THE DMG II
Polar Chill
Benefit: You gain Cold Resist 5 & the icewalking ability. This functions as spider climb, but only on icy surfaces, and you can move across icy surfaces without penalty or need for any Balance checks. In addition, once per day, you can cast grease as a swift action with a CL equal to your character level, but the effect is ice rather than slippery grease.
Polyglot
Benefit: You can speak all languages. If the character is literate, you can read and write all languages (not including magical script).
Residual Rebound
Benefit: When you roll a natural 20 on a saving throw against a targeted spell, it turns back on the caster as if affected by spell turning. Unlike spell turning, this can be used with touch range spells.
Restorative Touch
Benefit: You gain a +3 bonus to Heal, which is considered a class skills. The action for the Heal skill is always one round, the rules otherwise functioning the same.
Telepathy
Benefit: You can communicate telepathically with any other creature that speaks a language within 100'. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
As a standard action, you can make a Sense Motive check at a -20 penalty, opposed by the creature's Bluff check. If you succeed, you gain the benefits of detect thoughts against the creature for as long as you maintain concentration. If the creature succeeds, they are immune to further attempts to have their mind read for a day.
Wild Cohort
Benefit: You gain an animal companion as a 1st level druid. You can use the Handle Animal skill on your animal companion as a move action rather than as a standard action, as well as a +2 on all Handle Animal checks made to direct or influence your animal companion. Your animal companion gains all of the same bonuses as per the druid advancement table, except for the Link ability.
At later levels, you can select an alternative animal companion as a druid, but you treat the available options as a druid three levels lower than your character level.
Wings
Prerequisite: Character Level 5+
Benefit: You have a fly speed double that of your normal ground speed. You have good maneuverability, and you must be able to flap your wings to stay aloft, which means you need specialized armor and cloaks. The aesthetic style of your wings are chosen upon selection of this feat and cannot be changed.
Combat Feats A-H
Benefit: If you succeed in using Tumble to avoid an AoO, you gain a +4 bonus on the next attack roll you make against that foe before the end of the current turn. If you fail to use Tumble to avoid an AoO, you gain a +4 dodge bonus to AC against the AoO made against you.
Archer
Benefit: When using a projectile weapon, such as a bow, its range increment is increased by one-half. Thrown weapons have their range increment doubled. Also, you can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on the attack roll.
The time required for you to reload a crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
Blind-Fight
Benefit: You may reroll your miss chance caused by concealment. You are not impaired in movement from obscured vision, nor are invisible attackers at any advantage when attacking you.
Combat School
Benefit: Name a fighting style and a list of five melee weapons that can be plausibly linked. You gain a +2 bonus to attack and damage with those weapons.
Charge Through
Benefit: When charging, you can ignore allies in your path when determining whether or not you can charge your target. You can also attempt to overrun one creature in the path of the charge as a free action.
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Combat Reflexes
Benefit: Choose either Dexterity or Wisdom bonus. You gain a number of additional AoOs each round equal to the bonus chosen. Additionally, you can make AoOs even while flat-footed.
Darkstalker
Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Notice check just as sighted creatures would to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
Defensive Throw
Prerequisite: Level 6+
Benefit: Threatened opponents who attack you and miss provoke an AoO against you. This AoO can only be used to trip the opponent.
Elusive Target
Prerequisite: Level 6+
Benefit: If you are not flat-footed against an attack, you negate the damage bonus from the Power Attack maneuver.
While flanked, the first attack of the round automatically misses and the attack roll is made normally against their ally's flat-footed AC on the opposite side of you.
When you provoke an AoO by moving out of their threatened square and the attack misses, you get a free trip attempt against this foe, and the foe doesn't get a chance to trip you if the attempt fails.
Evasion
Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if the character is wearing light armor or no armor. A helpless character doesn't gain the benefit of evasion.
If the character already has Evasion from another source, then it becomes Improved Evasion.
Flyby Attack
Benefit: When flying, the creature can take a move action (including a dive) 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.
Ghost Hunter
Benefit: Your attacks have a 50% chance of striking incorporeal foes even if they are not magical. You can hear incorporeal and ethereal creatures as if they lacked those traits.
Giant Slayer
Prerequisite: Character level 6+
Benefit: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.
Horde Breaker
Prerequisite: Level 4+
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may make AoOs while flat-footed. If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5' step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Improved Initiative
Benefit: Gain a +4 bonus to initiative.
Knockback
Benefit: If you score a hit while using Power Attack, you can make a free bull rush attempt against the foe you hit, applying the penalty to your attack roll as a bonus to the opposed Strength check (as well as on the damage dealt). If you hit with a two-handed weapon, you can apply double that number to the opposed Strength check. You do not provoke AoOs from the creature you attempt this bull rush on, nor do you move with the enemy you move backward.
Mage Slayer
Prerequisite: Level 3+
Benefit: Spellcasters you threaten cannot cast defensively, and they know this before beginning their spellcasting. All damage you deal is considered ongoing damage that round for purposes of Concentration.
Melee Evasion
Benefit: While fighting defensively, up to once per round when hit in combat, you may attempt to make an attack roll (as a reaction) to negate the hit. The hit is negated if the attack roll is greater than the opponent's. You cannot use this feat if your Dexterity bonus to AC doesn't apply against your opponent's attack.
Mounted Combat, Archery
Prerequisite: Ride 1+ ranks
Benefit: The penalty for using a ranged weapon while mounted is halved; -2 instead of -4 when the mount is taking a double move, -4 instead of -8 if your mount is running. Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if the Ride check is greater than the opponent's attack roll.
While mounted, you get one extra attack per round with a ranged weapon. The attack is at your highest BAB, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Mounted Combat, Cavalry
Prerequisite: Ride 1+ ranks
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Murderous Intent
Prerequisite: Character level 5+
Benefit: Once per round, you may take an AoO against an opponent that is denied their Dex bonus to AC.
Opportunist
Benefit: You can Feint as an immediate action..
Perfect Two Weapon Fighting
Benefit: The character can make as many attacks with their off-hand weapon as with their primary weapon, using the same BAB.
Proficient
Benefit: You are proficient in all weapons, shields, and armor.
Robilar's Gambit
Prerequisite: Character level 12+
Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponent's' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.
Shock Trooper
Prerequisite: Character level 6th
Benefit: You do not provoke an AoO when making a bull rush attack. When you make a successful bull rush as part of a charge, for every square you push your foe back, you may also push that foe one scare to the left or right. If that foe is forced into the same square as another foe, you make make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if the attempt fails.
When you charge and use Power Attack with a penalty of -5 or worse, you may assign any portion of the attack penalty from Power Attack to Armor Class instead, up to a maximum equal to your BAB.
Snap Shot
Benefit: When wielding a ranged weapon, you threaten squares within 5' of you, and are able to make AoOs with that ranged weapon. You do not provoke an AoO for making a ranged attack in an opponent's threatened space. You also gain an additional iterative to your full attack with a ranged weapon, at a -2 penalty to-hit.
Spring Attack
Prerequisite: Character level 4+
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
Subtle Cut
Benefit: As a standard action, you can make a melee attack that also reduces the victim’s movement rate. For every 5 full points of damage, reduce the target’s base movement speed by 5’. This penalty is resisted like ability damage, and automatically recovers when the damage is healed.
Tactician
Benefit: You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. if the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do nor gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack.
When a foe's movement out of a square you threaten grants you an AoO, you can give up that attack and instead attempt to stop your foe in their tracks. Make your AoO normally, and if you hit the foe, they must succeed on a Reflex save (DC 10 + damage roll, no actual damage is dealt), or immediately halt as if they had used up their move actions for the round.
If an opponent begins their action adjacent to you and does not move (including 5’ steps), they provoke an AoO at the end of their turn
Weapon Finesse
Benefit: When wielding a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. You may also use your Intelligence modifier instead of your Strength modifier on damage rolls.
Whirlwind Attack
Prerequisite: Level 4+
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full BAB against each opponent within your reach. When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by other feats, spells, or special abilities.
Zen Archery
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.