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Pathfinder

Compendium

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Feats

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Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

Types of Feats

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow characters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is.

Combat Feats

Any feat designated as a combat feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.

Critical Feats

Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.

Item Creation Feats

An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common.

Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.

Time: The time to create a magic item depends on the feat and the cost of the item.

Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level × caster level × 25 gp.
Potions: Base price = spell level × caster level × 50 gp.
Wands: Base price = spell level × caster level × 750 gp.
Staves: The price for staves is calculated using more complex formulas (see Magic Items).

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must expend the material component cost when creating the item. For a wand, the creator must expend 50 units of the material component. Some magic items similarly incur extra costs in material components, as noted in their descriptions.

Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details.

Metamagic Feats

As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).

Feat Descriptions

Feats are summarized on Table: Feats below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Table: Feats
FeatsPrerequisitesBenefits
Acrobatic+2 bonus on Acrobatics and Fly checks
Agile Maneuvers*Use your Dex bonus when calculating your CMB
Alertness+2 bonus on Perception and Sense Motive checks
Alignment ChannelChannel energy class featureChannel energy can heal or harm outsiders
Animal Affinity+2 bonus on Handle Animal and Ride checks
Arcane Armor Training*Armor Proficiency, Light, caster level 3rdReduce your arcane spell failure chance by 10%
  Arcane Armor Mastery*Arcane Armor Training, Armor Proficiency, Medium, caster level 7thReduce your arcane spell failure chance by 20%
Arcane Strike*Ability to cast arcane spells+1 damage and weapons are considered magic
Armor Proficiency, LightNo penalties on attack rolls while wearing light armor
  Armor Proficiency, MediumArmor Proficiency, LightNo penalties on attack rolls while wearing medium armor
    Armor Proficiency, HeavyArmor Proficiency, MediumNo penalties on attack rolls while wearing heavy armor
Athletic+2 bonus on Climb and Swim checks
Augment SummoningSpell Focus (conjuration)Summoned creatures gain +4 Str and Con
Blind-Fight*Reroll miss chances for concealment
Catch Off-Guard*No penalties for improvised melee weapons
Channel Smite*Channel energy class featureChannel energy through your attack
Combat Casting+4 bonus on concentration checks for defensive casting
Combat Expertise*Int 13Trade attack bonus for AC bonus
  Improved Disarm*Combat Expertise+2 bonus on disarm attempts, no attack of opportunity
    Greater Disarm*Improved Disarm, base attack bonus +6Disarmed weapons are knocked away from your enemy
  Improved Feint*Combat ExpertiseFeint as a move action
    Greater Feint*Improved Feint, base attack bonus +6Enemies you feint lose their Dex bonus for 1 round
  Improved Trip*Combat Expertise+2 bonus on trip attempts, no attack of opportunity
    Greater Trip*Improved Trip, base attack bonus +6Enemies you trip provoke attacks of opportunity
  Whirlwind Attack*Dex 13, Combat Expertise, Spring Attack, base attack bonus +4Make one melee attack against all foes within reach
Combat Reflexes*Make additional attacks of opportunity
  Stand Still*Combat ReflexesStop enemies from moving past you
Command UndeadChannel negative energy class featureChannel energy can be used to control undead
Critical Focus*Base attack bonus +9+4 bonus on attack rolls made to confirm critical hits
  Bleeding Critical*Critical Focus, base attack bonus +11Whenever you score a critical hit, the target takes 2d6 bleed
  Blinding Critical*Critical Focus, base attack bonus +15Whenever you score a critical hit, the target is blinded
  Critical Mastery*Any two critical feats, 14th-level fighterApply two effects to your critical hits
  Deafening Critical*Critical Focus, base attack bonus +13Whenever you score a critical hit, the target is deafened
  Sickening Critical*Critical Focus, base attack bonus +11Whenever you score a critical hit, the target is sickened
  Staggering Critical*Critical Focus, base attack bonus +13Whenever you score a critical hit, the target is staggered
  Stunning Critical*Staggering Critical, base attack bonus +17Whenever you score a critical hit, the target is stunned
  Tiring Critical*Critical Focus, base attack bonus +13Whenever you score a critical hit, the target is fatigued
    Exhausting Critical*Tiring Critical, base attack bonus +15Whenever you score a critical hit, the target is exhausted
Deadly Aim*Dex 13, base attack bonus +1Trade ranged attack bonus for damage
Deceitful+2 bonus on Bluff and Disguise checks
Defensive Combat Training*Use your total Hit Dice as your base attack bonus for CMD
Deft Hands+2 bonus on Disable Device and Sleight of Hand checks
Disruptive*6th-level fighterIncreases the DC to cast spells adjacent to you
  Spellbreaker*Disruptive, 10th-level fighterEnemies provoke attacks if their spells fail
Dodge*Dex 13+1 dodge bonus to AC
  Mobility*Dodge+4 AC against attacks of opportunity from movement
    Spring Attack*Mobility, base attack bonus +4Move before and after melee attack
  Wind Stance*Dex 15, Dodge, base attack bonus +6Gain 20% concealment if you move
    Lightning Stance*Dex 17, Wind Stance, base attack bonus +11Gain 50% concealment if you move
Elemental ChannelChannel energy class featureChannel energy can harm or heal elementals
Endurance+4 bonus on checks to avoid nonlethal damage
  DiehardEnduranceAutomatically stabilize and remain conscious below 0 hp
Eschew MaterialsCast spells without material components
Exotic Weapon Proficiency*Base attack bonus +1No penalty on attacks made with one exotic weapon
Extra ChannelChannel energy class featureChannel energy two additional times per day
Extra KiKi pool class featureIncrease your ki pool by 2 points
Extra Lay On HandsLay on hands class featureUse lay on hands two additional times per day
Extra MercyMercy class featureYour lay on hands benefits from one additional mercy
Extra PerformanceBardic performance class featureUse bardic performance for 6 additional rounds per day
Extra RageRage class featureUse rage for 6 additional rounds per day
FleetYour base speed increases by 5 feet
Great Fortitude+2 on Fortitude saves
  Improved Great FortitudeGreat FortitudeOnce per day, you may reroll a Fortitude save
Improved ChannelChannel energy class feature+2 bonus on channel energy DC
Improved CounterspellCounterspell with spell of the same school
Improved Critical*Proficiency with weapon, base attack bonus +8Double the threat range of one weapon
Improved FamiliarAbility to acquire a familiar, see featGain a more powerful familiar
Improved Initiative*+4 bonus on initiative checks
Improved Unarmed Strike*Always considered armed
  Deflect Arrows*Dex 13, Improved Unarmed StrikeAvoid one ranged attack per round
    Snatch Arrows*Dex 15, Deflect ArrowsCatch one ranged attack per round
  Improved Grapple*Dex 13, Improved Unarmed Strike+2 bonus on grapple attempts, no attack of opportunity
    Greater Grapple*Improved Grapple, base attack bonus +6Maintain your grapple as a move action
  Scorpion Style*Improved Unarmed StrikeReduce target's speed to 5 ft.
    Gorgon's Fist*Scorpion Style, base attack bonus +6Stagger a foe whose speed is reduced
      Medusa's Wrath*Gorgon's Fist, base attack bonus +11Make 2 extra attacks against a hindered foe
  Stunning Fist*Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Stun opponent with an unarmed strike
Improvised Weapon Mastery*Catch Off-Guard or Throw Anything, base attack bonus +8Make an improvised weapon deadly
Intimidating Prowess*Add Str to Intimidate in addition to Cha
Iron Will+2 bonus on Will saves
  Improved Iron WillIron WillOnce per day, you may reroll a Will save
LeadershipCharacter level 7thGain a cohort and followers
Lightning Reflexes+2 bonus on Reflex saves
  Improved Lightning ReflexesLightning ReflexesOnce per day, you may reroll a Reflex save
Lunge*Base attack bonus +6Take a –2 penalty to your AC to attack with reach
Magical Aptitude+2 bonus on Spellcraft and Use Magic Device checks
Martial Weapon ProficiencyNo penalty on attacks made with one martial weapon
Master Craftsman5 ranks in any Craft or Profession skillYou can craft magic items without being a spellcaster
Mounted Combat*Ride 1 rankAvoid attacks on mount with Ride check
  Mounted Archery*Mounted CombatHalve the penalty for ranged attacks while mounted
  Ride-By Attack*Mounted CombatMove before and after a charge attack while mounted
    Spirited Charge*Ride-By AttackDouble damage on a mounted charge
  Trample*Mounted CombatOverrun targets while mounted
  Unseat*Improved Bull Rush, Mounted CombatKnock opponents from their mounts
Natural SpellWis 13, wild shape class featureCast spells while using wild shape
Nimble MovesDex 13Ignore 5 feet of difficult terrain when you move
  Acrobatic StepsDex 15, Nimble MovesIgnore 20 feet of difficult terrain when you move
Persuasive +2 bonus on Diplomacy and Intimidate checks
Point-Blank Shot*+1 attack and damage on targets within 30 feet
  Far Shot*Point-Blank ShotDecrease ranged penalties by half
  Precise Shot*Point-Blank ShotNo penalty for shooting into melee
    Improved PreciseShot*Dex 19, Precise Shot, base attack bonus +11No cover or concealment chance on ranged attacks
   Pinpoint Targeting*Improved Precise Shot, base attack bonus +16No armor or shield bonus on one ranged attack
  Shot on the Run*Dex 13, Mobility, Point-Blank Shot, base attack bonus +4Make ranged attack at any point during movement
  Rapid Shot*Dex 13, Point-Blank ShotMake one extra ranged attack
    Manyshot*Dex 17, Rapid Shot, base attack bonus +6Shoot two arrows simultaneously
Power Attack*Str 13, base attack bonus +1Trade melee attack bonus for damage
  Cleave*Power AttackMake an additional attack if the first one hits
    Great Cleave*Cleave, base attack bonus +4Make an additional attack after each attack hits
  Improved Bull Rush*Power Attack+2 bonus on bull rush attempts, no attack of opportunity
    Greater Bull Rush*Improved Bull Rush, base attack bonus +6Enemies you bull rush provoke attacks of opportunity
  Improved Overrun*Power Attack+2 bonus on overrun attempts, no attack of opportunity
    Greater Overrun*Improved Overrun, base attack bonus +6Enemies you overrun provoke attacks of opportunity
  Improved Sunder*Power Attack+2 bonus on sunder attempts, no attack of opportunity
    Greater Sunder*Improved Sunder, base attack bonus +6Damage from sunder attempts transfers to your enemy
Quick Draw*Base attack bonus +1Draw weapon as a free action
Rapid Reload*Weapon proficiency (crossbow)Reload crossbow quickly
RunRun at 5 times your normal speed
Selective ChannelingCha 13, channel energy class featureChoose whom to affect with channel energy
Self-Sufficient+2 bonus on Heal and Survival checks
Shield ProficiencyNo penalties on attack rolls when using a shield
  Improved Shield Bash*Shield ProficiencyKeep your shield bonus when shield bashing
    Shield Slam*Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6Free bull rush with a bash attack
      Shield Master*Shield Slam, base attack bonus +11No two-weapon penalties when attacking with a shield
  Shield Focus*Shield Proficiency, base attack bonus +1Gain a +1 bonus to your AC when using a shield
    Greater Shield Focus*Shield Focus, 8th-level fighterGain a +1 bonus to your AC when using a shield
  Tower Shield Proficiency*Shield ProficiencyNo penalties on attack rolls when using a tower shield
Simple Weapon ProficiencyNo penalty on attacks made with simple weapons
Skill Focus+3 bonus on one skill (+6 at 10 ranks)
Spell Focus+1 bonus on save DCs for one school
  Greater Spell FocusSpell Focus+1 bonus on save DCs for one school
Spell Mastery1st-level WizardPrepare some spells without a spellbook
Spell Penetration+2 bonus on level checks to beat spell resistance
  Greater Spell PenetrationSpell Penetration+2 bonus on level checks to beat spell resistance
Stealthy+2 bonus on Escape Artist and Stealth checks
Step Up*Base attack bonus +1Take a 5-foot step as an immediate action
Strike Back*Base attack bonus +11Attack foes that strike you while using reach
Throw Anything*No penalties for improvised ranged weapons
Toughness+3 hit points, +1 per Hit Die beyond 3
Turn UndeadChannel positive energy class featureChannel energy can be used to make undead flee
Two-Weapon Fighting*Dex 15Reduce two-weapon fighting penalties
  Double Slice*Two-Weapon FightingAdd your Str bonus to off-hand damage rolls
    Two-Weapon Rend*Double Slice, Improved Two-Weapon Fighting, base attack bonus +11Rend a foe hit by both your weapons
  Improved Two-Weapon Fighting*Dex 17, Two-Weapon Fighting, base attack bonus +6Gain additional off-hand attack
    Greater Two-Weapon Fighting*Dex 19, Improved Two-Weapon Fighting, base attack bonus +11Gain a third off-hand attack
  Two-Weapon Defense*Two-Weapon FightingGain +1 shield bonus when fighting with two weapons
Vital Strike*Base attack bonus +6Deal twice the normal damage on a single attack
  Improved Vital Strike*Vital Strike, base attack bonus +11Deal three times the normal damage on a single attack
    Greater Vital Strike*Improved Vital Strike, base attack bonus +16Deal four times the normal damage on a single attack
Weapon Finesse*Use Dex instead of Str on attack rolls with light weapons
Weapon Focus*Proficiency with weapon, base attack bonus +1+1 bonus on attack rolls with one weapon
  Dazzling Display*Weapon FocusIntimidate all foes within 30 feet
    Shatter Defenses*Dazzling Display, base attack bonus +6Hindered foes are flat-footed
      Deadly Stroke*Greater Weapon Focus, Shatter Defenses, base attack bonus +11Deal double damage plus 1 Con bleed
  Greater Weapon Focus*Weapon Focus, 8th-level fighter+1 bonus on attack rolls with one weapon
  Penetrating Strike*Weapon Focus, 12th-level fighterYour attacks ignore 5 points of damage reduction
    Greater Penetrating Strike*Penetrating Strike, 16th-level fighterYour attacks ignore 10 points of damage reduction
  Weapon Specialization*Weapon Focus, 4th-level fighter+2 bonus on damage rolls with one weapon
    Greater Weapon Specialization*Weapon Specialization, 12th-level fighter+2 bonus on damage rolls with one weapon
Item Creation FeatsPrerequisitesBenefits
Brew PotionCaster level 3rdCreate magic potions
Craft Magic Arms and ArmorCaster level 5thCreate magic armors, shields, and weapons
Craft RodCaster level 9thCreate magic rods
Craft StaffCaster level 11thCreate magic staves
Craft WandCaster level 5thCreate magic wands
Craft Wondrous ItemCaster level 3rdCreate magic wondrous items
Forge RingCaster level 7thCreate magic rings
Scribe ScrollCaster level 1stCreate magic scrolls
Metamagic FeatsPrerequisitesBenefits
Empower SpellIncrease spell variables by 50%
Enlarge SpellDouble spell range
Extend SpellDouble spell duration
Heighten SpellTreat spell as a higher level
Maximize SpellMaximize spell variables
Quicken SpellCast spell as a swift action
Silent SpellCast spell without verbal components
Still SpellCast spell without somatic components
Widen SpellDouble spell area
* This is a combat feat and can be selected as a fighter bonus feat

Attributes

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