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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.
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.
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.
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 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.
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.
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.
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.
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).
The following format is used for all feat descriptions.
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
|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 Channel||Channel energy class feature||Channel energy can heal or harm outsiders|
|Animal Affinity||—||+2 bonus on Handle Animal and Ride checks|
|Arcane Armor Training*||Armor Proficiency, Light, Caster Level 3rd||Reduce your arcane Spell Failure chance by 10%|
|Arcane Armor Mastery*||Arcane Armor Training, Armor Proficiency, Medium, Caster Level 7th||Reduce your arcane Spell Failure chance by 20%|
|Arcane Strike*||Ability to cast Arcane Spells||+1 Damage and Weapons are considered magic|
|Armor Proficiency, Light||—||No penalties on attack rolls while wearing light armor|
|Armor Proficiency, Medium||Armor Proficiency, Light||No penalties on attack rolls while wearing medium armor|
|Armor Proficiency, Heavy||Armor Proficiency, Medium||No penalties on attack rolls while wearing heavy armor|
|Athletic||—||+2 bonus on Climb and Swim checks|
|Augment Summoning||Spell 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 feature||Channel energy through your attack|
|Combat Casting||—||+4 bonus on Concentration checks for defensive casting|
|Combat Expertise*||Int 13||Trade 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 +6||Disarmed Weapons are knocked away from your enemy|
|Improved Feint*||Combat Expertise||Feint as a Move Action|
|Greater Feint*||Improved Feint, Base Attack Bonus +6||Enemies 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 +6||Enemies you trip provoke Attacks of Opportunity|
|Whirlwind Attack*||Dex 13, Combat Expertise, Spring Attack, Base Attack Bonus +4||Make one melee attack against all foes within reach|
|Combat Reflexes*||—||Make additional Attacks of Opportunity|
|Stand Still*||Combat Reflexes||Stop enemies from moving past you|
|Command Undead||Channel negative energy class feature||Channel 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 +11||Whenever you score a critical hit, the target takes 2d6 bleed|
|Blinding Critical*||Critical Focus, Base Attack Bonus +15||Whenever you score a critical hit, the target is blinded|
|Critical Mastery*||Any two critical feats, 14th-level Fighter||Apply two effects to your critical hits|
|Deafening Critical*||Critical Focus, Base Attack Bonus +13||Whenever you score a critical hit, the target is deafened|
|Sickening Critical*||Critical Focus, Base Attack Bonus +11||Whenever you score a critical hit, the target is sickened|
|Staggering Critical*||Critical Focus, Base Attack Bonus +13||Whenever you score a critical hit, the target is staggered|
|Stunning Critical*||Staggering Critical, Base Attack Bonus +17||Whenever you score a critical hit, the target is stunned|
|Tiring Critical*||Critical Focus, Base Attack Bonus +13||Whenever you score a critical hit, the target is fatigued|
|Exhausting Critical*||Tiring Critical, Base Attack Bonus +15||Whenever you score a critical hit, the target is exhausted|
|Deadly Aim*||Dex 13, Base Attack Bonus +1||Trade 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 Fighter||Increases the DC to cast Spells adjacent to you|
|Spellbreaker*||Disruptive, 10th-level Fighter||Enemies 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 +4||Move before and after melee attack|
|Wind Stance*||Dex 15, Dodge, Base Attack Bonus +6||Gain 20% Concealment if you move|
|Lightning Stance*||Dex 17, Wind Stance, Base Attack Bonus +11||Gain 50% Concealment if you move|
|Elemental Channel||Channel energy class feature||Channel energy can harm or heal elementals|
|Endurance||—||+4 bonus on checks to avoid Nonlethal Damage|
|Diehard||Endurance||Automatically Stabilize and remain conscious below 0 hp|
|Eschew Materials||—||Cast Spells without material Components|
|Exotic Weapon Proficiency*||Base Attack Bonus +1||No Penalty on attacks made with one exotic weapon|
|Extra Channel||Channel energy class feature||Channel energy two additional times per day|
|Extra Ki||Ki pool class feature||Increase your ki pool by 2 points|
|Extra Lay On Hands||Lay on hands class feature||Use lay on hands two additional times per day|
|Extra Mercy||Mercy class feature||Your lay on hands benefits from one additional mercy|
|Extra Performance||Bardic performance class feature||Use bardic performance for 6 additional rounds per day|
|Extra Rage||Rage class feature||Use rage for 6 additional rounds per day|
|Fleet||—||Your base speed increases by 5 feet|
|Great Fortitude||—||+2 on Fortitude saves|
|Improved Great Fortitude||Great Fortitude||Once per day, you may reroll a Fortitude save|
|Improved Channel||Channel energy class feature||+2 bonus on channel energy DC|
|Improved Counterspell||—||Counterspell with spell of the same school|
|Improved Critical*||Proficiency with weapon, Base Attack Bonus +8||Double the threat range of one weapon|
|Improved Familiar||Ability to acquire a familiar, see feat||Gain a more powerful familiar|
|Improved Initiative*||—||+4 bonus on Initiative checks|
|Improved Unarmed Strike*||—||Always considered armed|
|Deflect Arrows*||Dex 13, Improved Unarmed Strike||Avoid one ranged attack per round|
|Snatch Arrows*||Dex 15, Deflect Arrows||Catch 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 +6||Maintain your Grapple as a Move Action|
|Scorpion Style*||Improved Unarmed Strike||Reduce target's speed to 5 ft.|
|Gorgon's Fist*||Scorpion Style, Base Attack Bonus +6||Stagger a foe whose speed is reduced|
|Medusa's Wrath*||Gorgon's Fist, Base Attack Bonus +11||Make 2 extra attacks against a hindered foe|
|Stunning Fist*||Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +8||Stun opponent with an unarmed strike|
|Improvised Weapon Mastery*||Catch Off-Guard or Throw Anything, Base Attack Bonus +8||Make an improvised weapon deadly|
|Intimidating Prowess*||—||Add Str to Intimidate in addition to Cha|
|Iron Will||—||+2 bonus on Will saves|
|Improved Iron Will||Iron Will||Once per day, you may reroll a Will save|
|Leadership||Character level 7th||Gain a cohort and followers|
|Lightning Reflexes||—||+2 bonus on Reflex saves|
|Improved Lightning Reflexes||Lightning Reflexes||Once per day, you may reroll a Reflex save|
|Lunge*||Base Attack Bonus +6||Take a –2 Penalty to your AC to attack with reach|
|Magical Aptitude||—||+2 bonus on Spellcraft and Use Magic Device checks|
|Martial Weapon Proficiency||—||No Penalty on attacks made with one martial weapon|
|Master Craftsman||5 ranks in any Craft or Profession skill||You can craft magic items without being a spellcaster|
|Mounted Combat*||Ride 1 rank||Avoid attacks on mount with Ride check|
|Mounted Archery*||Mounted Combat||Halve the Penalty for ranged attacks while mounted|
|Ride-By Attack*||Mounted Combat||Move before and after a Charge attack while mounted|
|Spirited Charge*||Ride-by Attack||Double Damage on a mounted Charge|
|Trample*||Mounted Combat||Overrun targets while mounted|
|Unseat*||Improved Bull Rush, Mounted Combat||Knock opponents from their mounts|
|Natural Spell||Wis 13, wild shape class feature||Cast Spells while using wild shape|
|Nimble Moves||Dex 13||Ignore 5 feet of difficult terrain when you move|
|Acrobatic Steps||Dex 15, Nimble Moves||Ignore 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 Shot||Decrease ranged penalties by half|
|Precise Shot*||Point-Blank Shot||No Penalty for shooting into melee|
|Improved PreciseShot*||Dex 19, Precise Shot, Base Attack Bonus +11||No cover or Concealment chance on ranged attacks|
|Pinpoint Targeting*||Improved Precise Shot, Base Attack Bonus +16||No armor or Shield bonus on one ranged attack|
|Shot on the Run*||Dex 13, Mobility, Point-Blank Shot, Base Attack Bonus +4||Make ranged attack at any point during Movement|
|Rapid Shot*||Dex 13, Point-Blank Shot||Make one extra ranged attack|
|Manyshot*||Dex 17, Rapid Shot, Base Attack Bonus +6||Shoot two Arrows simultaneously|
|Power Attack*||Str 13, Base Attack Bonus +1||Trade melee Attack Bonus for Damage|
|Cleave*||Power Attack||Make an additional attack if the first one hits|
|Great Cleave*||Cleave, Base Attack Bonus +4||Make 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 +6||Enemies 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 +6||Enemies 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 +6||Damage from Sunder attempts transfers to your enemy|
|Quick Draw*||Base Attack Bonus +1||Draw weapon as a Free Action|
|Rapid Reload*||Weapon proficiency (crossbow)||Reload crossbow quickly|
|Run||—||Run at 5 times your normal speed|
|Selective Channeling||Cha 13, channel energy class feature||Choose whom to affect with channel energy|
|Self-Sufficient||—||+2 bonus on Heal and Survival checks|
|Shield Proficiency||—||No penalties on attack rolls when using a Shield|
|Improved Shield Bash*||Shield Proficiency||Keep your Shield bonus when Shield bashing|
|Shield Slam*||Improved Shield Bash, Two-Weapon Fighting, Base Attack Bonus +6||Free Bull Rush with a bash attack|
|Shield Master*||Shield Slam, Base Attack Bonus +11||No two-weapon penalties when attacking with a Shield|
|Shield Focus*||Shield Proficiency, Base Attack Bonus +1||Gain a +1 bonus to your AC when using a Shield|
|Greater Shield Focus*||Shield Focus, 8th-level Fighter||Gain a +1 bonus to your AC when using a Shield|
|Tower Shield Proficiency*||Shield Proficiency||No penalties on attack rolls when using a tower Shield|
|Simple Weapon Proficiency||—||No 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 Focus||Spell Focus||+1 bonus on save DCs for one school|
|Spell Mastery||1st-level Wizard||Prepare some Spells without a spellbook|
|Spell Penetration||—||+2 bonus on level checks to beat Spell Resistance|
|Greater Spell Penetration||Spell Penetration||+2 bonus on level checks to beat Spell Resistance|
|Stealthy||—||+2 bonus on Escape Artist and Stealth checks|
|Step Up*||Base Attack Bonus +1||Take a 5-foot step as an Immediate Action|
|Strike Back*||Base Attack Bonus +11||Attack 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 Undead||Channel positive energy class feature||Channel energy can be used to make Undead flee|
|Two-Weapon Fighting*||Dex 15||Reduce Two-Weapon Fighting penalties|
|Double Slice*||Two-Weapon Fighting||Add your Str bonus to off-hand Damage rolls|
|Two-Weapon Rend*||Double Slice, Improved Two-Weapon Fighting, Base Attack Bonus +11||Rend a foe hit by both your Weapons|
|Improved Two-Weapon Fighting*||Dex 17, Two-Weapon Fighting, Base Attack Bonus +6||Gain additional off-hand attack|
|Greater Two-Weapon Fighting*||Dex 19, Improved Two-Weapon Fighting, Base Attack Bonus +11||Gain a third off-hand attack|
|Two-Weapon Defense*||Two-Weapon Fighting||Gain +1 Shield bonus when fighting with two Weapons|
|Vital Strike*||Base Attack Bonus +6||Deal twice the normal Damage on a single attack|
|Improved Vital Strike*||Vital Strike, Base Attack Bonus +11||Deal three times the normal Damage on a single attack|
|Greater Vital Strike*||Improved Vital Strike, Base Attack Bonus +16||Deal 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 Focus||Intimidate all foes within 30 feet|
|Shatter Defenses*||Dazzling Display, Base Attack Bonus +6||Hindered foes are Flat-Footed|
|Deadly Stroke*||Greater Weapon Focus, Shatter Defenses, Base Attack Bonus +11||Deal 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 Fighter||Your attacks ignore 5 points of Damage Reduction|
|Greater Penetrating Strike*||Penetrating Strike, 16th-level Fighter||Your 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 Feats||Prerequisites||Benefits|
|Brew Potion||Caster Level 3rd||Create magic potions|
|Craft Magic Arms and Armor||Caster Level 5th||Create magic armors, shields, and Weapons|
|Craft Rod||Caster Level 9th||Create magic rods|
|Craft Staff||Caster Level 11th||Create magic staves|
|Craft Wand||Caster Level 5th||Create magic wands|
|Craft Wondrous Item||Caster Level 3rd||Create magic wondrous items|
|Forge Ring||Caster Level 7th||Create magic rings|
|Scribe Scroll||Caster Level 1st||Create magic scrolls|
|Empower Spell||—||Increase spell variables by 50%|
|Enlarge Spell||—||Double spell range|
|Extend Spell||—||Double spell Duration|
|Heighten Spell||—||Treat spell as a higher level|
|Maximize Spell||—||Maximize Spell variables|
|Quicken Spell||—||Cast spell as a Swift Action|
|Silent Spell||—||Cast spell without verbal Components|
|Still Spell||—||Cast spell without somatic Components|
|Widen Spell||—||Double spell area|
|* This is a Combat feat and can be selected as a Fighter bonus feat|