General
Battle Caster
Type of Feat: Class
Prerequisite: Bard or Warlock
Specifics: You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty.
Use: Automatic.
Blind-Fight
Type of Feat: General
Prerequisite: None.
Specifics: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. Red dragon disciples automatically gain this feat at 5th level.
Use: Automatic.
Circle Kick
Type of Feat: General
Prerequisite: Base attack bonus +3, Dex 15+, Improved Unarmed Strike.
Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.
Use: Automatic.
Cleave
Type of Feat: General
Prerequisite: Str 13+, Power Attack.
Required for: Great Cleave.
Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Use: Automatic.
Combat Expertise
Type of Feat: General
Prerequisite: Int 13+.
Required for: Feint, Improved Combat Expertise, Whirlwind Attack
Specifics: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.
Use: Combat Mode.
Curse Song
Type of Feat: General
Prerequisite: Bard 1, Perform 3
Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive.
3 Perform and Bard Level 1: -1 to Attack and Damage rolls.
6 Perform and Bard Level 2: -1 to Will Saves.
9 Perform and Bard Level 3: -1 to Damage rolls and -1 to Fortitude Saves.
12 Perform and Bard Level 6: -1 to Reflex saves, -1 to Skill rolls.
15 Perform and Bard Level 8: -1 to Attack rolls, 8 damage.
18 Perform and Bard Level 11: -2 to Dodge Armor Class, -1 to Skill rolls.
Perform 21 and Bard Level 14: -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.
Perform 24 and Bard Level 15: -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.
Perform 25 and Bard Level 16: -1 Will Saves, 4 damage. -1 Dodge Armor Class.
For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.
Use: Selected.
Dash
Type of Feat: General
Prerequisite: None.
Specifics: This feat grants the ability to move 5% faster.
Use: Automatic.
Deflect Arrows
Type of Feat: General
Prerequisite: Dex 13+, Improved Unarmed Strike.
Specifics: A character with this feat automatically deflects the first incoming projectile attack shot at her each round. This ability does not work while the character is flat-footed (e.g. on the first round of combat before he attacks).
Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2. Duelists receive this feat for free at level 9.
Disarm
Type of Feat: General
Prerequisite: Int 13+.
Required for: Improved Disarm.
Specifics: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4). The defender makes an attack roll to resist the disarm using his maximum BAB modified by his relative weapon size times 4. If the attacker meets or beats the defender's roll, the defender's main hand weapon is disarmed, knocking his on-hand item to the ground. Disarm will not work if the target's weapon cannot be dropped.
Use: Selected. A disarm attempt provokes an attack of opportunity.
Dodge
Type of Feat: General
Prerequisite: Dex 13+.
Required for: Mobility and Spring Attack.
Specifics: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
Elephant's Hide
Type of Feat: General
Prerequisite: Ability to wild shape into a Large creature.
Specifics: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes.
Use: Selected.
Expert Tactician
Type of Feat: General
Prerequisite: Dex 13, base attack bonus +2
Specifics: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.
Use: Automatic.
Extend Rage
Type of Feat: General
Prerequisite: Rage or frenzy ability.
Specifics: Each use of rage or frenzy lasts 5 rounds longer.
Use: Automatic.
Extra Music
Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character may use bard song four extra times per day.
Use: Automatic.
Extra Rage
Type of Feat: General
Prerequisite: Rage or frenzy ability.
Specifics: You can rage or frenzy two more times per day than you otherwise could.
Use: Automatic.
Extra Stunning Attacks
Type of Feat: General
Prerequisite: Base attack bonus +2, Stunning Fist.
Specifics: The character gains 3 extra stunning attacks per day.
Use: Automatic.
Extra Wild Shape
Type of Feat: General
Prerequisite: Ability to use wild shape.
Specifics: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.
Use: Automatic.
Favored Power Attack
Type of Feat: General
Prerequisite: Favored enemy ability, Power Attack, base attack bonus +4.
Specifics: When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled. With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled.
Use: Selected.
Feint
Type of Feat: General
Prerequisite: Int 13, Combat Expertise
Specifics: The Feint feat can be used to deny your opponent their DEX bonus to AC for a combat round. In order for it to succeed you make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their DEX bonus is removed, you only get a single attack that round (but Haste does stack with it). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.
A cleric with the Trickery domain receives this feat for free, even if he does not meet the prerequisites.
Use: Selected.
Great Cleave
Type of Feat: General
Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.
Use: Automatic.
Greater Resiliency
Type of Feat: General
Prerequisite: Barbarian damage reduction 1/- (or better)
Specifics: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/-. By taking this feat, he raises it to 4/-. When he reaches 16th level, his damage reduction becomes 5/- and at 19th level, it becomes 6/-.
Use: Automatic.
Greater Two-Weapon Fighting
Type of Feat: General
Prerequisite: Dex 19, Two Weapon Fighting, Improved Two Weapon Fighting, base attack bonus +11
Specifics: This feat grants a third attack with your off-hand weapon with a -10 attack penalty.
Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
Use: Automatic.
Greater Weapon Focus
Type of Feat: General
Prerequisite: Fighter level 8, Proficiency and Weapon Focus with selected weapon.
Specifics: This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon.
Use: Automatic.
Greater Weapon Specialization
Type of Feat: General
Prerequisite: Fighter level 12, Proficiency, Weapon Focus, Greater Weapon Focus, and Weapon Specialization with selected weapon.
Specifics: 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. You can take this feat multiple times, but each time the effect applies to a new type of weapon.
Use: Automatic.
Improved Combat Expertise
Type of Feat: General
Prerequisite: Int 13+, Combat Expertise, base attack bonus +6 or higher.
Specifics: A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.
Use: Combat Mode.
Improved Critical
Type of Feat: General
Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.
Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.
Use: Automatic. The threat range of a Keen weapon is already doubled, and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time.
Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons: greataxes, greatswords, halberds, scythes, spears, and warmaces.
Improved Disarm
Type of Feat: General
Prerequisite: Int 13+, Disarm.
Specifics: A character with this feat does not to provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground.
Use: Selected.
Improved Initiative
Type of Feat: General
Prerequisite: None.
Specifics: The character gains a +4 bonus to initiative checks.
Use: Automatic.
Improved Knockdown
Type of Feat: General
Prerequisite: Int 13+, Knockdown, base attack bonus +7.
Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.
Use: Selected. Monks receive this feat for free at level 6.
Improved Parry
Type of Feat: General
Prerequisite: Int 13+.
Specifics: When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties.
Use: Automatic.
Improved Power Attack
Type of Feat: General
Prerequisite: Str 13+, Power Attack, base attack bonus +6 or higher.
Specifics: This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use: Combat Mode.
Improved Rapid Shot
Type of Feat: General
Prerequisite: Manyshot, Point Blank Shot, Rapid Shot
Specifics: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
Use: Automatic.
Improved Two-Weapon Defense
Type of Feat: General
Prerequisite: Dex 17, Two Weapon Defense, Two Weapon Fighting, base attack bonus +6
Specifics: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic.
Improved Two-Weapon Fighting
Type of Feat: General
Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6 or higher.
Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).
Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
Use: Automatic.
Improved Unarmed Strike
Type of Feat: General
Prerequisite: None.
Required for: Stunning Fist, Deflect Arrows.
Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
Use: Automatic. Monks receive this feat for free at Level 1.
Knockdown
Type of Feat: General
Prerequisite: None.
Required for: Improved Knockdown.
Specifics: A character with this feat can attempt a special knockdown attempt, which does not cause damage but does not provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.
Use: Selected.
Special: Monks receives this feat for free at level 6.
Lingering Song
Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character's bard songs last an additional 5 rounds.
Use: Automatic.
Manyshot
Type of Feat: General
Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Specifics: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.
Note: Rangers who select the Archery Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
Use: Selected.
Mobility
Type of Feat: General
Prerequisite: Dex 13+, Dodge.
Required for: Spring Attack.
Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.
Monkey Grip
Type of Feat: General
Prerequisite: Base attack bonus +1
Specifics: This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example: a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc.
Use: Automatic.
Natural Spell
Type of Feat: General
Prerequisite: Wis 13, wild shape ability
Specifics: This feat grants the ability to cast spells while in wild shape form.
Use: Automatic.
Oaken Resilience
Type of Feat: General
Prerequisite: Druid level 12.
Specifics: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes.
Use: Selected.
Point Blank Shot
Type of Feat: General
Prerequisite: None.
Required for: Rapid Shot.
Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.
Power Attack
Type of Feat: General
Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.
Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll.
Use: Combat Mode.
Power Critical
Type of Feat: General
Prerequisite: Proficiency and Weapon Focus with selected weapon, base attack bonus +4
Specifics: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Use: Automatic.
Rapid Reload
Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.
Use: Automatic.
Rapid Shot
Type of Feat: General
Prerequisite: Dex 13+, Point Blank Shot.
Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.
Note: Rangers who select the Archery Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.
Use: Selected.
Skilled Offense
Type of Feat: General
Prerequisite: None.
Specifics: When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry.
Use: Automatic.
Spring Attack
Type of Feat: General
Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
Required for: Whirlwind Attack
Specifics: Enemies do not get attacks of opportunity against the character when the character is moving around in combat.
Use: Automatic.
Stunning Fist
Type of Feat: General
Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, base attack bonus +8 or higher.
Required for: Extra Stunning Attacks.
Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.
Use: Selected. Monks receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.
Toughness
Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.
Clerics with the Earth domain receive this feat for free at 1st level, and rangers receive this feat for free at 3rd level.
Use: Automatic.
Track
Type of Feat: General
Prerequisite: None.
Specifics: This feat paints all hostile targets on the minimap when using the Track mode, showing you enemies within a range determined by your Survival skill.
Use: This feat enhances your Track mode ability. You can toggle Track mode at will.
Two-Weapon Defense
Type of Feat: General
Prerequisite: Dex 15, Two Weapon Fighting.
Specifics: When wielding a double weapon or two weapons, you gain a +1 shield bonus to your AC. When using the Parry action, instead you get a +2 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic.
Two-Weapon Fighting
Type of Feat: General
Prerequisite: Dex 15+.
Required For: Improved Two-Weapon Fighting.
Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).
Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.
Use: This feat is used automatically during combat.
Use Poison
Type of Feat: Class specific
Prerequisite: Assassin level 1 or Blackguard level 1.
Specifics: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Use: Automatic.
Weapon Finesse
Type of Feat: General
Prerequisite: Base attack bonus +1 or higher.
Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).
Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.
Weapon Focus
Type of Feat: General
Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only).
Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and gnomes are small creatures and as such they can never use the following large weapons: greataxes, greatswords, halberds, scythes, spears, and warmaces.
Weapon Specialization
Type of Feat: Special
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons: greataxes, greatswords, halberds, scythes, spears, and warmaces.
Whirlwind Attack
Type of Feat: General
Prerequisite: Intelligence 13+, Combat Expertise, Dexterity 13+, Dodge, Mobility, Spring Attack, Base Attack of +4.
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.
Use: Selected.
Zen Archery
Type of Feat: General
Prerequisite: Base attack bonus +3, Wis 13+.
Specifics: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.
Use: Automatic.