- Acrobatic
- Benefits: Tumble +2. Jump +2.
- Agile
- Benefits: Balance +2. Escape Artist +2.
- Alertness
- Benefits: Listen +2. Spot +2.
- Affinity
- Benefits: Handle Animal +2. Ride +2.
- Armor Proficiency (heavy)
- Benefits: See Armor Proficiency (light)..
- Prerequisites: Armor Proficiency (medium).
- Armor Proficiency (light)
- Benefits: 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..
- Armor Proficiency (medium)
- Benefits: See Armor Proficiency (light)..
- Prerequisites: Armor Proficiency (light).
- Athletic
- Benefits: Climb +2. Swim +2.
- Augment Summoning
- Benefits: 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..
- Prerequisites: Spell Focus (conjuration).
- Blind-Fight
- Benefits: 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..
- Brew Potion
- Benefits: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures..
- Prerequisites: Caster Level 3.
- Cleave
- Benefits: If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach..
- Prerequisites: Power Attack. STR 13.
- Combat Casting
- Benefits: 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..
- Prerequisites: Caster Level 1.
- Combat Expertise
- Benefits: 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..
- Prerequisites: INT 13.
- Combat Reflexes
- Benefits: You may make a number of additional attacks of opportunity equal to your Dexterity bonus; you may also make attacks of opportunity while flat-footed..
- Craft Magic Arms And Armor
- Benefits: You can create any magic weapon, armor, or shield whose prerequisites you meet..
- Prerequisites: Caster Level 5.
- Craft Rod
- Benefits: You can create any rod whose prerequisites you meet..
- Prerequisites: Caster Level 9.
- Craft Staff
- Benefits: You can create any staff whose prerequisites you meet..
- Prerequisites: Caster Level 12.
- Craft Wand
- Benefits: You can create a wand of any 4th level (or lower) spell that you know..
- Prerequisites: Caster Level 5.
- Craft Wondrous Item
- Benefits: You can create any wondrous item whose prerequisites you meet..
- Prerequisites: Caster Level 3.
- Deceitful
- Benefits: Disguise +2. Forgery +2.
- Deflect Arrows
- Benefits: 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..
- Prerequisites: DEX 13. Improved Unarmed Strike.
- Deft Hands
- Benefits: Use Rope +2. Sleight Of Hand +2.
- Diehard
- Benefits: 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..
- Prerequisites: Endurance.
- Diligent
- Benefits: Appraise +2. Decipher Script +2.
- Dodge
- Benefits: 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..
- Prerequisites: DEX 13.
- Empower Spell
- Benefits: All variable, numeric effects of an empowered spell are increased by one-half..
- Prerequisites: Caster Level 1.
- Endurance
- Benefits: 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..
- Enlarge Spell
- Benefits: You can alter a spell with a range of close, medium, or long to increase its range by 100%..
- Prerequisites: Caster Level 1.
- Eschew Materials
- Benefits: You can cast any spell that has a material component costing 1 gp or less without needing that component..
- Prerequisites: Caster Level 1.
- Exotic Weapon Proficiency
- Benefits: You make attack rolls with the weapon normally..
- Prerequisites: Base attack bonus +1. [special]: STR=13 (for bastard sword or dwarven axe).
- Extend Spell
- Benefits: An extended spell lasts twice as long as normal..
- Prerequisites: Caster Level 1.
- Extra Turning
- Benefits: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal..
- Prerequisites: Turn Undead.
- Far Shot
- Benefits: 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..
- Prerequisites: Point Blank Shot.
- Forge Ring
- Benefits: You can create any ring whose prerequisites you meet.
- Prerequisites: Caster Level 12.
- Great Cleave
- Benefits: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
- Prerequisites: Power Attack. Cleave. STR 13. Base attack bonus +4.
- Great Fortitude
- Greater Spell Focus
- Prerequisites: Spell Focus.
- Benefits: 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
- Prerequisites: Spell Penetration.
- Benefits: 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
- Prerequisites: Improved Two-Weapon Fighting. Two-Weapon Fighting. DEX 19. Base attack bonus +11.
- Benefits: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
- Greater Weapon Focus
- Prerequisites: Weapon Proficiency. Weapon Focus. fighter level 8.
- Benefits: 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. [special]: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon type.
- Greater Weapon Specialization
- Prerequisites: Weapon Proficiency. Greater Weapon Focus. Weapon Focus. Weapon Specialization. fighter level 12.
- Benefits: 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. [special]: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon type.
- Heighten Spell
- Prerequisites: Caster Level 1.
- Benefits: 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.
- Improved Bull Rush
- Prerequisites: STR 13. Power Attack.
- Benefits: 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.
- Improved Counterspell
- Prerequisites: Caster Level 1.
- Benefits: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
- Improved Critical
- Prerequisites: Weapon Proficiency. Base attack bonus +8.
- Benefits: When using the weapon you selected, your threat range is doubled.
- Improved Disarm
- Prerequisites: INT 13. Combat Expertise.
- Benefits: 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.
- Improved Familiar
- Prerequisites: Caster Level 1. Ability to acquire a new familiar, compatible alignment, sufficiently high level.
- Benefits: This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
- Improved Feint
- Prerequisites: INT 13. Combat Expertise.
- Benefits: You can make a Bluff check to feint in combat as a move action.
- Improved Grapple
- Prerequisites: DEX 13. Improved Unarmed Strike.
- Benefits: 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.
- Improved Initiative
- Benefits: [initiative]: 4. You get a +4 bonus on initiative checks.
- Improved Overrun
- Prerequisites: STR 13. Power Attack.
- Benefits: 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.
- Improved Precise Shot
- Prerequisites: DEX 19. Point Blank Shot. Precise Shot. Base attack bonus +11.
- Benefits: 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. [special]: An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
- Improved Shield Bash
- Benefits: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
- Improved Sunder
- Prerequisites: STR 13. Power Attack.
- Benefits: 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.
- Improved Trip
- Prerequisites: INT 13. Combat Expertise.
- Benefits: 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.
- Improved Turning
- Prerequisites: Ability to turn or rebuke creatures. cleric level 1.
- Benefits: 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
- Prerequisites: DEX 17. Two-Weapon Fighting. Base attack bonus +6.
- Benefits: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
- Improved Unarmed Strike
- Benefits: 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.
- Investigator
- Benefits: Gather Information +2.
- Iron Will
- Leadership
- Prerequisites: Character level 6.
- Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her.
- Lightning Reflexes
- Magical Aptitude
- Benefits: Spellcraft +2. Use Magic Device +2.
- Manyshot
- Prerequisites: DEX 17. Point Blank Shot. Rapid Shot. Base attack bonus +6.
- Benefits: 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. [special]: A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
- Martial Weapon Proficiency
- Benefits: You make attack rolls with the selected weapon normally.
- Maximize Spell
- Prerequisites: Caster Level 1.
- Benefits: 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
- Prerequisites: DEX 13. Dodge.
- Benefits: 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.
- Mounted Archery
- Prerequisites: Ride +1. Mounted Combat.
- Benefits: 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.
- Mounted Combat
- Prerequisites: Ride +1.
- Benefits: 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.).
- Natural Spell
- Prerequisites: WIS 13. [special]: Wild shape ability.
- Benefits: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
- Negotiator
- Benefits: Diplomacy +2. Sense Motive +2.
- Nimble Fingers
- Benefits: Disable Device +2. Open Lock +2.
- Persuasive
- Benefits: Bluff +2. Intimidate +2.
- Point Blank Shot
- Benefits: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
- Power Attack
- Prerequisites: STR 13.
- Benefits: 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.
- Precise Shot
- Prerequisites: Point Blank Shot.
- Benefits: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
- Quick Draw
- Prerequisites: Base attack bonus +1.
- Benefits: 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).
- Quicken Spell
- Prerequisites: Caster Level 1.
- Benefits: 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.
- Rapid Reload
- Prerequisites: Weapon Proficiency.
- Benefits: 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.
- Rapid Shot
- Prerequisites: Point Blank Shot. DEX 13.
- Benefits: 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.
- Ride-By Attack
- Prerequisites: Ride +1. Mounted Combat.
- Benefits: 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.
- Run
- Benefits: 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.
- Scribe Scroll
- Prerequisites: Caster Level 1.
- Benefits: 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 * its caster level * 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
- Benefits: Heal +2. Survival +2.
- Shield Proficiency
- Benefits: You can use a shield and take only the standard penalties.
- Shot On The Run
- Prerequisites: DEX 13. Dodge. Mobility. Point Blank Shot. Base attack bonus +4.
- Benefits: 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.
- Silent Spell
- Prerequisites: Caster Level 1.
- Benefits: 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.
- Simple Weapon Proficiency
- Prerequisites: [special]: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.
- Benefits: You make attack rolls with simple weapons normally.
- Skill Focus
- Prerequisites: [special]: Choose a skill.
- Benefits: You get a +3 bonus on all checks involving that skill.
- Snatch Arrows
- Prerequisites: DEX 15. Deflect Arrows. Improved Unarmed Strike.
- Benefits: 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.
- Spell Focus
- Prerequisites: Caster Level 1. [special]: Choose a school.
- Benefits: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
- Spell Mastery
- Prerequisites: wizard level 1.
- Benefits: 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.
- Spell Penetration
- Prerequisites: Caster Level 1.
- Benefits: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
- Spirited Charge
- Prerequisites: Ride +1. Mounted Combat. Ride-By Attack.
- Benefits: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
- Spring Attack
- Prerequisites: DEX 13. Dodge. Mobility. Base attack bonus +4.
- Benefits: 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.
- Stealthy
- Benefits: Hide +2. Move Silently +2.
- Still Spell
- Prerequisites: Caster Level 1.
- Benefits: 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
- Prerequisites: DEX 13. WIS 13. Improved Unarmed Strike. Base attack bonus +8.
- Benefits: 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 monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
- Toughness
- Benefits: Hit points +3. [special]: A character may gain this feat multiple times. Its effects stack.
- Tower Shield Proficiency
- Prerequisites: Shield Proficiency.
- Benefits: You can use a tower shield and suffer only the standard penalties.
- Track
- Benefits: 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.
- Trample
- Prerequisites: Ride +1. Mounted Combat.
- Benefits: 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.
- Two-Weapon Defense
- Prerequisites: DEX 15. Two-Weapon Fighting.
- Benefits: 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.
- Two-Weapon Fighting
- Prerequisites: DEX 15.
- Benefits: 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.
- Weapon Finesse
- Prerequisites: Base attack bonus +1.
- Benefits: 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.
- Weapon Focus
- Prerequisites: Weapon Proficiency. Base attack bonus +1.
- Benefits: 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.
- Weapon Specialization
- Prerequisites: Weapon Proficiency. Weapon Focus. fighter level 4.
- Benefits: 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.
- Whirlwind Attack
- Prerequisites: DEX 13. INT 13. Combat Expertise. Dodge. Mobility. Spring Attack. fighter level 4.
- Benefits: 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.
- Widen Spell
- Prerequisites: Caster Level 1.
- Benefits: 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.