The * Frilond * Campaign
Frilond Feat Lists

The following feats are available to all characters in Frilond.

Feats marked with italics were introduced into the 3.5 revision and are also detailed in the revised Player's Handbook. Feats marked in bold are new feats and are described below; feats in red are new feats from other Wizard of the Coast sources.

The following text is Open Game Content.

Acrobatic [General]

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Special: Remember that the Tumble skill can't be used untrained.

Action Boost [General]

Benefit: When you spend an action point, you roll d8s instead of d6s for the action result.

Adaptive Fighting [General]

Prerequisite: Base attack bonus +7.

Benefit: You spend a full round in melee with an opponent, then make a Spot check (DC = the opponent's attack bonus). If you succeed, you spot a weakness in the foe's combat style and modify your own style to take advantage of it. You gain a +2 competence bonus to attack rolls against the foe for the rest of that combat session.

Advance [General]

Prerequisites: Combat Reflexes, base attack bonus +1.

Benefit: On your action, choose one opponent in an adjacent square. If the selected opponent takes a move action away from you, you may take a 5-foot step. The 5-feet of movement you take counts against your movement on your next action (preventing you from taking another 5-foot adjustment). You may only follow one target per turn. If you follow a target who takes only a 5-foot step, nothing happens other than your repositioning. If the target continues to move, he provokes an attack of opportunity from you. This is true even if he takes no other actions this round, since only the first space a character leaves is safe when doing nothing but moving for a round.

Special: A fighter may take Advance as a bonus feat.

Agile [General]

Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness [General]

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.

Animal Affinity [General]

Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Special: Remember that the Handle Animal skill can't be used untrained.

Armor Proficiency (Heavy) [General]

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

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (Light) [General]

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

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

Special: All characters except wizards and sorcerers automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (Medium) [General]

Prerequisite: Armor Proficiency (light).

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Fighters, paladins, clerics, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Armored Caster [General]

Benefit: When wearing armor, you reduce the chance for arcane spell failure by -10% (to a minimum of 5%).

Athletic [General]

Benefit: You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning [General]

Prerequisite: Spell Focus (conjuration).

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

Blind-Fight [General]

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

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

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

Blindsight, 5-Ft. Radius [General]

Prerequisites: Wis 19, Blind-Fight, base attack bonus +4.

Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings.

Brew Potion [Item Creation]

Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Cleave [General]

Prerequisites: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot 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. You can use this ability once per round.

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

Combat Casting [General]

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [General]

Prerequisite: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

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

Combat Reflexes [General]

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

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

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

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

Craft Construct [Item Creation]

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.

Benefit: You can create any construct whose prerequisites you meet. Enchanting a construct takes one day for each 1,000 GP in its market price. To enchant a construct, you must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).

You can repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 GP per point of damage repaired.

A newly created construct has average hit points for its Hit Dice.

Craft Magic Arms And Armor [Item Creation]

Prerequisite: Caster level 5th.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 GP in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Rod [Item Creation]

Prerequisite: Caster level 9th.

Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 GP in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.

Craft Staff [Item Creation]

Prerequisite: Caster level 12th.

Benefit: You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 GP in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff 's base price.

Craft Wand [Item Creation]

Prerequisite: Caster level 5th.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 GP in its base price. The base price of a wand is its caster level x the spell level x 750 GP To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item [Item Creation]

Prerequisite: Caster level 3rd.

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 GP in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Dazing Blow [General]

Prerequisite: Base attack bonus +3.

Benefit: As a full-round action, you can make a single attack roll that inflicts normal damage. If you damage your humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier). An opponent who fails this saving throw is dazed for 1 full round. A dazed character can take no actions, but has no penalty to AC.

Special: Constructs, undead, and other creatures immune to effects that require a Fortitude save cannot be affected by this feat.

Deadly Precision [General]

Prerequisite: Dex 15, base attack bonus +5.

Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.

Deceitful [General]

Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

Defensive Expertise [General]

Benefit: You gain a +1 dodge bonus to Armor Class against melee attacks.

Special: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Deflect Arrows [General]

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.

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

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

Deft Hands [General]

Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Special: Remember that the Sleight of Hand skill can't be used untrained.

Diehard [General]

Prerequisite: Endurance.

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

Diligent [General]

Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

Special: Remember that the Decipher Script skill can't be used untrained.

Disguise Spell [Metamagic]

Prerequisites: Bardic music, Perform 12 ranks.

Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.

Dodge [General]

Prerequisite: Dex 13.

Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

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

Dream-Reading [General]

Prerequisite: Wis 15.

Benefit: When someone tells you about a dream, or when you consider one of your own dreams, you can tell automatically if it was a dream of importance, also known as a "sending" dream. If it is a sending dream, you can attempt a DC 15 Wisdom check to interpret its meaning. If your Wisdom check succeeds, you receive some clue as to the meaning of the dream. Retries are not allowed.

Elusive Target [General]

Prerequisites: Dexterity 13, Defensive Expertise.

Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to you -8.

Special: An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting you.

Empower Spell [Metamagic]

Benefit: All variable, numeric effects of an empowered spell are increased by one-half.

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.

Empower Turning [General]

Prerequisite: Ability to turn or rebuke one or more creature types, Charisma 13.

Benefit: If you take a -2 penalty on your roll to turn or rebuke (or awe or command) a group of creatures, you can add +2d6 to your turning damage roll.

Endurance [General]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, 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 automatically fatigued the next day.

Energy Substitution [Metamagic]

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

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

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

Special: You can gain this feat multiple times. Each time the feat applies to a different type of energy.

Enlarge Spell [Metamagic]

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 have increased ranges.

Eschew Materials [General]

Benefit: You can cast any spell that has 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 at hand to cast the spell, just as normal.

Exotic Weapon Proficiency [General]

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword).

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she 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. Proficiency with the bastard sword has an additional prerequisite of Str 13.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Extend Spell [Metamagic]

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

Extra Music [General]

Prerequisite: Bardic music.

Benefit: You can use your bardic music four extra times per day.

Normal: Bards without the Extra Music feat can use bardic music once per day per level.

Special: You can gain this feat multiple times, adding another four uses of bardic music each time.

Extra Turning [General]

Prerequisite: Ability to turn or rebuke creatures.

Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.

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

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Eyes In The Back Of Your Head [General]

Prerequisites: Wis 19, base attack bonus +3.

Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack.

Far Shot [General]

Prerequisite: Point Blank Shot.

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

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

Fighting Withdrawal [General]

Prerequisites: Int 13, Combat Expertise.

Benefit: As a full-round action, you can make a single melee attack against one adjacent foe and then move up to your speed. As with the withdraw action, the first square you leave is not considered threatened, but if your attack hits, your movement this round does not provoke attacks of opportunity from the target. If you're allowed only a standard action or a move action during your turn, you can still make a fighting withdrawal but you can move only one-half speed.

Normal: Without this feat, withdrawing from melee combat is a full-round action (or a standard action if you can take only a standard or move action during your turn), and you cannot attack while withdrawing.

First Blow [General]

Prerequisite: Dex 13.

Benefit: When you strike a foe who is flat footed at the beginning of a combat, the attack inflicts +1d6 points of damage. This damage bonus stacks with sneak attack damage and faces the same limitations as sneak attack (creatures immune to critical hits and sneak attacks are immune to this ability). You can make ranged attacks using this ability, but only when within 30 feet of the target.

Special: You can take this feat up to three times. Each time, you add +1d6 points to the damage inflicted against flatfooted opponents. So, the second time you take the feat, you inflict +2d6 points of damage, and the third time you inflict +3d6 points of damage.

Fleet Of Foot [General]

Prerequisites: Dex 15, Run.

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

Normal: Without this feat, you can run or charge only in a straight line.

Forge Ring [Item Creation]

Prerequisite: Caster level 12th.

Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 GP in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Frightful Charge [General]

Prerequisites: Cha 11, base attack bonus +5, Intimidate 3 ranks.

Benefit: As part of your charge attack, you can make an Intimidate check at a +2 bonus against the target of the charge and any other foes adjacent to you at the end of the charge. Foes that fail their level checks by 4 or less become shaken for 1 round, while foes who fail by 5 or more become frightened for 1d4 rounds and immediately flee from you along a route of their choice. A fleeing creature moves its speed, but this movement doesn't count against the creature's movement for its next turn. As well, this movement doesn't provoke attacks of opportunity from you, but it might from any other creatures that threaten the fleeing creature's escape route.

As well, if the target of your charge flees, you can continue the straight line of your charge if it would bring you into position to attack another foe. You can make another Intimidate check to shake or frighten the new target and any adjacent foes, but this counts as another use of the feat.

You can use this feat a maximum of three times per day + your Charisma modifier.

Special: Frightful Charge can be selected as a fighter bonus feat.

Great Cleave [General]

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

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

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

Great Fortitude [General]

Benefit: You get a +2 bonus on all Fortitude saving throws.

Greater Dodge [General]

Prerequisites: Dexterity 13, Dodge, Improved Dodge.

Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

A fighter may select Greater Dodge as one of his fighter bonus feats.

Greater Spell Focus [General]

Choose a school of magic to which you already have applied the Spell Focus feat.

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.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration [General]

Prerequisite: 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.

Greater Two-Weapon Fighting [General]

Prerequisites: 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.

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

Greater Weapon Focus [General]

Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

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.

A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

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

Greater Weapon Specialization [General]

Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

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

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

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.

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

Heighten Spell [Metamagic]

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.

Heroic Surge [General]

Benefit: When using this feat you may either take an extra move action (either before or after your regular actions) or, when making a full attack action, you may make one extra attack. The attack uses your full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

You may use Heroic Surge a number of times per day depending on your character level (as shown below), but never more than once per round.

Character Level Times per Day
1st-4th 1
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5

Hold The Line [General]

Prerequisites: Combat Reflexes, base attack bonus +2.

Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Normal: You only get an attack of opportunity against a character that exits a square you threaten.

Special: A fighter may select Hold the Line as one of his fighter bonus feats.

Improved Bull Rush [General]

Prerequisites: Str 13, Power Attack.

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

Improved Counterspell [General]

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.

Improved Critical [General]

Choose one type of weapon.

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

Benefit: When using the weapon you selected, your threat range is doubled.

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.

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

Improved Disarm [General]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules.

Special: A fighter may select Improved Disarm as one of his fighter bonus feats.

Improved Dodge [General]

Prerequisites: Dexterity 13, Dodge.

Benefit: Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

A fighter may select Improved Dodge as one of his fighter bonus feats.

Improved Familiar [General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane
Spellcaster
Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Imp Lawful evil 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar Type/Subtype Arcane
Spellcaster
Level
Celestial hawk1 Good 3rd
Fiendish Tiny viper snake2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus3 Undead 7th
Ice mephit Cold 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.

Improved Feint [General]

Prerequisites: 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.

A fighter may select Improved Feint as one of his fighter bonus feats.

Improved Grapple [General]

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Special: A fighter may select Improved Grapple as one of his fighter bonus feats.

Improved Initiative [General]

Benefit: You get a +4 bonus on initiative checks.

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

Improved Overrun [General]

Prerequisites: Str 13, Power Attack.

Benefit: 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.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

Improved Precise Shot [General]

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

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

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

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

Improved Shield Bash [General]

Prerequisite: 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 who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.

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

Improved Sunder [General]

Prerequisites: Str 13, Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

Improved Trip [General]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special: A fighter may select Improved Trip as one of his fighter bonus feats.

Improved Turning [General]

Prerequisite: Ability to turn or rebuke creatures.

Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Two-Weapon Fighting [General]

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an offhand 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 offhand weapon.

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

Improved Unarmed Strike [General]

Benefit: You are considered to be armed even when unarmed -that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

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

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Special: A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

Inspired Leader [General]

Prerequisites: Cha 13, Leadership.

Benefit: You gain a +2 modifier to your Leadership score for recruiting cohorts and followers. You may have two cohorts.

Investigator [General]

Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will [General]

Benefit: You get a +2 bonus on all Will saving throws.

Jack Of All Trades [General]

Prerequisite: Character level 6th.

Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don't have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

Knockdown [General]

Prerequisites: Int 13, Str 15, Combat Expertise, Improved Trip, base attack bonus +2.

Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

Special: A fighter may select Knockdown as one of his fighter bonus feats.

Leadership [General]

Prerequisite: Character level 6th.

Benefits: You may attract loyal companions and devoted followers, subordinates who assist you. See the table below for what sort of cohort and how many followers you can recruit.

Leadership Modifiers: Several factors can affect your Leadership score, causing it to vary from the base score (character level + Cha modifier). Your reputation (from the point of view of the cohort or follower you are trying to attract) raises or lowers your Leadership score:

Leader's Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Other modifiers may apply when you try to attract a cohort:

The Leader . . . Modifier
Has a familiar, special mount, or animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
* Cumulative per cohort killed.

Followers have different priorities from cohorts. When you try to attract a new follower, use any of the following modifiers that apply.

The Leader . . . Modifier
Has a stronghold, base of operations, guildhouse, or the like +2
Moves around a lot -1
Caused the death of other followers -1.
Leadership
Score
Cohort
Level
-- Number of Followers by Level --
1st 2nd 3rd 4th 5th 6th
1 or lower - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2

Leadership Score: Your base Leadership score equals your level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above.

Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. You can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to your alignment on either the law-vs-chaos or good-vs-evil axis, and you take a Leadership penalty if you recruit a cohort of an alignment different from your own.

Your cohort earns XP as follows:

Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat.

Followers don't earn experience and thus don't gain levels. However, when you attain a new level, consult the table above to determine if you have acquired more followers, some of which may be higher level than your existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Lightning Reflexes [General]

Benefit: You get a +2 bonus on all Reflex saving throws.

Lucky [General]

Benefit: When spending an action point to improve a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.

Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).

Magical Aptitude [General]

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Special: Remember that the Spellcraft and Use Magic Device skills can't be used untrained.

Manyshot [General]

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

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

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

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

Martial Weapon Proficiency [General]

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Special: Fighters and paladins are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

Maximize Spell [Metamagic]

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

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

Mobility [General]

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

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

Mounted Archery [General]

Prerequisites: Ride 1 rank, Mounted Combat.

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

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

Mounted Combat [General]

Prerequisite: Ride 1 rank.

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. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

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

Negotiator [General]

Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers [General]

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

Special: Remember that the Disable Device and Open Lock skills can't be used untrained.

Nonlethal Substitution [Metamagic]

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal nonlethal damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level.

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

Onslaught [General]

Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12.

Benefit: As a full round action, you may move up to your move rate and make multiple melee attacks. You may make as many attacks as you are allowed with a full attack, using the same attack bonuses and modifiers. However, you must move 10 feet between each attack.

Special: A fighter may take Onslaught as a bonus feat.

Open Minded [General]

Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

Paralyzing Strike [General]

Prerequisite: Base attack bonus +15.

Benefit: You must use a bludgeoning weapon or an unarmed attack to use this feat. As a full-round action, you can make a single attack roll that inflicts normal damage. If you damage your opponent, the foe must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). An opponent who fails this saving throw becomes paralyzed and helpless for 1 full round.

Special: Constructs, dragons, elementals, oozes, plants, undead, and other creatures immune to paralysis cannot be affected by this feat.

Persistent Spell [Metamagic]

Prerequisite: Extend Spell.

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

Persuasive [General]

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

Point Blank Shot [General]

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

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

Power Attack [General]

Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.

Power Critical [General]

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

Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Special: A fighter may select Power Critical as one of his fighter bonus feats.

You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

Precise Shot [General]

Prerequisite: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

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

Quick Draw [General]

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

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

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

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

Quicken Spell [Metamagic]

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

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

Rapid Reload [General]

Choose a type of crossbow (hand, light, or heavy).

Prerequisite: Weapon Proficiency (crossbow type chosen).

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

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

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

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

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

Rapid Shot [General]

Prerequisites: Dex 13, Point Blank Shot.

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

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

Rapid Sniping [General]

Prerequisites: Dex 13, Hide 5 ranks, base attack bonus +6.

Benefit: If you begin your turn hidden at least 30 feet away from your target, you can take the full attack action and then hide again as a free action (though you take a -10 penalty on the Hide check).

Normal: When sniping, you hide as a move action, which allow allows you only a single attack with the attack action.

Reach Spell [Metamagic]

Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.

Reckless Offense [General]

Prerequisite: Base attack bonus +1.

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

Repeat Spell [Metamagic]

Prerequisites: Any other metamagic feat.

Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch.

Ride-By Attack [General]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

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

Run [General]

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Sacred Spell [Metamagic]

Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.

Scribe Scroll [Item Creation]

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 GP in its base price. The base price of a scroll is its spell level x its caster level x 25 GP To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Self-Sufficient [General]

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Sharp-Shooting [General]

Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +3.

Benefit: Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover.

Normal: Cover normally gives a +4 bonus to AC.

Special: A fighter may select Sharp-Shooting as one of his bonus feats.

Shield Focus [General]

Prerequisites: Shield Proficiency, base attack bonus +4.

Benefit: You know just how to angle a shield against incoming attacks to more easily deflect the force of the blow or to encourage a ranged weapon to slide off the shield rather than strike it directly. You add +1 to the shield's armor bonus for melee attacks and +2 for ranged attacks. You must be aware of the incoming attack and not be flat footed.

Shield Proficiency [General]

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

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

Special: Bards, clerics, fighters, and paladins automatically have Shield Proficiency as a bonus feat. They need not select it.

Shot On The Run [General]

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

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

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

Sidestep Charge [General]

Prerequisite: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

Signature Spell [General]

Prerequisite: Spell Mastery.

Benefit: Each time you take this feat, choose a spell that you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into this signature spell, just as a cleric of good alignment may spontaneously cast prepared spells as cure spells.

Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new spell that meets the prerequisites.

Silent Spell [Metamagic]

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

Special: Bard spells cannot be enhanced by this metamagic feat.

Simple Weapon Proficiency [General]

Benefit: You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Special: All characters except for wizards are automatically proficient with all simple weapons. They need not select this feat.

Skill Focus [General]

Choose a skill.

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skill Knowledge [General]

Benefit: Choose any two skills from one of your current classes' skill lists. From now on these skills are always class skills for you.

Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward.

Snatch Arrows [General]

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

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

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

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

Sniper [General]

Prerequisites: Far Shot, Point Blank Shot, sneak attack +1d6, base attack bonus +6.

Benefit: You may take a full round action to fire one ranged attack. The attack ignores half the AC granted by cover, and may once re-roll any miss chance granted by concealment. Additionally, you may make a sneak attack with a ranged weapon.

Special: Sneak attacks may normally only be made on targets within 30 feet.

Spell Focus [General]

Choose a school of magic.

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

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Mastery [Special]

Prerequisite: Wizard level 1st.

Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Spell Penetration [General]

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Spirited Charge [General]

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

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

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

Spring Attack [General]

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

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

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

Stand Still [General]

Prerequisite: Str 13.

Benefit: When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

Normal: Attacks of opportunity cannot halt your foes in their tracks.

Stealthy [General]

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell [Metamagic]

Benefit: A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.

Stunning Fist [General]

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

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

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

Superior Expertise [General]

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

Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.

This feat eliminates the +5 maximum for the Combat Expertise feat.

Supreme Dodge [General]

Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge.

Benefit: When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer. You can select new opponents or reallocate your dodge bonus on any action.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

A fighter may select Supreme Dodge as one of his fighter bonus feats.

Taunt [General]

Prerequisite: Bluff 3 ranks.

Benefit: As a standard action, you can attempt to provoke a single foe within 30 feet of you into foolish anger. You make a Bluff check opposed by a special Sense Motive check from your foe, who adds her base attack bonus or her base Will save bonus to the check, whichever is higher. If the check succeeds, your foe becomes angry and takes a -2 penalty to AC, a -4 penalty on attack rolls against you, and a -2 penalty on attack rolls against any other target until the end of her next turn.

If the foe is a spellcaster, she must make a Concentration check (DC 15 + spell level) to cast any spell in her next turn. If the check fails, the character uses a standard action attempting to cast the spell but does not lose it. This ability is mind-affecting and language-dependent. Any penalties that would apply to a feint attempt apply to your Bluff.

Toughness [General]

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times. Its effects stack.

Tower Shield Proficiency [General]

Prerequisite: Shield Proficiency.

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

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

Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track [General]

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

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

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

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

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

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

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

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

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:1  
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2  
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

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

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

Trample [General]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

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

Two-Weapon Defense [General]

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

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

Two-Weapon Fighting [General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your offhand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

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

Unbalance Opponent [General]

Prerequisites: Defensive Expertise, base attack bonus +6.

Benefit: During your action, you may designate an opponent no more than one size category larger or smaller than yourself. That opponent doesn't get to add his or her Strength modifier to attack rolls when targeting you. (If the opponent has a Strength penalty, he or she still takes that penalty.)

The opponent's Strength modifier applies to damage, as usual.

You can select a new opponent on any action.

Weapon Finesse [General]

Prerequisite: Base attack bonus +1.

Benefit: With 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. If you carry a shield, its armor check penalty applies to your attack rolls.

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

Natural weapons are always considered light weapons.

Weapon Focus [General]

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

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

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Mastery [General]

Choose one type of weapon for which you have already selected Greater Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Wis 13, Proficiency with selected weapon, Weapon Focus with selected weapon, Greater Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Greater Weapon Specialization with selected weapon, fighter level 15th.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon and a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on attack and damage rolls, including the ones from Greater Weapon Focus and Greater Weapon Specialization.

Special: A fighter may select Weapon Mastery as one of his fighter bonus feats. Unlike Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, and Weapon Specialization, you may only select this feat once. It is not possible to master two different weapons.

Weapon Specialization [General]

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

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

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

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

Whirlwind Attack [General]

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

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

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

Widen Spell [Metamagic]

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

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

Windfall [General]

Benefit: Your Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.

Special: You can select this feat multiple times. Each time, both of its effects stack.

Wounding Strike [General]

Prerequisite: Base attack bonus +5.

Benefit: You must wield a slashing or piercing weapon to use this feat. As a full-round action, you can make a single attack roll that inflicts normal damage. If you damage your opponent, the foe must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). An opponent who fails this saving throw bleeds profusely, losing 1 hit point per round until he receives magical healing of any kind, someone performs a DC 15 Heal check upon him, or he makes a successful save (the second save attempt requires a full round action as he stanches or nurses the wound himself).

Special: Constructs, undead, and other creatures immune to effects that require a Fortitude save cannot be affected by this feat.