This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License
v1.0a.
FEATS
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 or she gains the prerequisite.
A character can’t use a feat
if he or she has lost a prerequisite.
TYPES OF
FEATS
Some feats are general, meaning that no special rules govern
them as a group. Others are item creation feats, which allow spellcasters 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 a higher spell
level than it actually is.
FIGHTER BONUS FEATS
Any feat designated as
a fighter 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 any prerequisites.
ITEM CREATION FEATS
An item
creation feat lets a spellcaster create a magic item of a certain type.
Regardless of the type of items they involve, the various item creation feats
all have certain features in common.
XP Cost: Experience that the
spellcaster would normally keep is expended when making a magic item. The XP
cost equals 1/25 of the cost of the item in gold pieces. A character cannot
spend so much XP on an item that he or she loses a level. However, upon gaining
enough XP to attain a new level, he or she can immediately expend XP on creating
an item rather than keeping the XP to advance a level.
Raw Materials
Cost: The cost of creating a magic item equals one-half the sale cost 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 or she needs unless unusual circumstances apply.
Time: The
time to create a magic item depends on the feat and the cost of the item. The
minimum time is one day.
Item Cost: Brew Potion, 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 XP cost and the cost of the raw materials)
also depends on the caster level. The caster level must be high 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 x caster level x 25 gp.
Potions: Base price =
spell level x caster level x 50 gp.
Wands: Base price
= spell level x caster level x 750 gp.
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 or an XP cost also carries a commensurate
cost. For potions and scrolls, the creator must expend the material component or
pay the XP cost when creating the item.
For a wand, the creator must expend
fifty copies of the material component or pay fifty times the XP cost.
Some
magic items similarly incur extra costs in material components or XP, as noted
in their descriptions.
METAMAGIC FEATS
As a spellcaster’s
knowledge of magic grows, she can learn to cast spells in ways slightly
different from the ways in which the spells were originally designed or learned.
Preparing and casting a spell in such a way is harder than normal but, thanks to
metamagic feats, at least it is 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.
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. But 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 1 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.)
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 can cast a metamagic version of it
instead. Extra time is also required in this case. Casting a 1-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.
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 as a higher-level spell. 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. However, 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.
FEAT DESCRIPTIONS
Here is the format for
feat descriptions.
FEAT NAME [TYPE OF FEAT]
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 a class level that a character
must have in order to acquire this 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.
In general, having a
feat twice is the same as having it once.
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 facts about the feat that may be helpful when you decide whether
to acquire the feat.
ACROBATIC [GENERAL]
Benefit: You get a
+2 bonus on all Jump checks and Tumble checks.
AGILE
[GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape
Artist checks.
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus
on all Listen checks and Spot checks.
Special: The master of a
familiar gains the benefit of the Alertness feat whenever the familiar is within
arm’s reach.
ANIMAL AFFINITY [GENERAL]
Benefit: You get a
+2 bonus on all Handle Animal checks and Ride checks.
ARMOR PROFICIENCY
(HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor
Proficiency (medium).
Benefit: See Armor Proficiency
(light).
Normal: See Armor Proficiency (light).
Special:
Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as
a bonus feat. They need not select it.
ARMOR PROFICIENCY (LIGHT)
[GENERAL]
Benefit: When you wear a type of armor with which you are
proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble
checks.
Normal: A character who is wearing armor with which she is not
proficient applies its armor check penalty to attack rolls and to all skill
checks that involve moving, including Ride.
Special: All characters
except wizards, sorcerers, and monks automatically have Armor Proficiency
(light) as a bonus feat. They need not select it.
ARMOR PROFICIENCY
(MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency
(light).
Benefit: See Armor Proficiency (light).
Normal: See
Armor Proficiency (light).
Special: Fighters, barbarians, paladins,
clerics, druids, and bards automatically have Armor Proficiency (medium) as a
bonus feat. They need not select it.
ATHLETIC
[GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim
checks.
AUGMENT SUMMONING [GENERAL]
Prerequisite: Spell Focus
(conjuration).
Benefit: Each creature you conjure with any summon
spell gains a +4 enhancement bonus to Strength and Constitution for the
duration of the spell that summoned it.
BLIND-FIGHT
[GENERAL]
Benefit: In melee, every time you miss because of
concealment, you can reroll your miss chance percentile roll one time to see if
you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus to Armor Class,
and the attacker doesn’t get the usual +2 bonus for being invisible. The
invisible attacker’s bonuses do still apply for ranged attacks,
however.
You take only half the usual penalty to speed for being unable to
see. Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half.
Normal: Regular attack
roll modifiers for invisible attackers trying to hit you apply, and you lose
your Dexterity bonus to AC. The speed reduction for darkness and poor visibility
also applies.
Special: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell.
A fighter may select
Blind-Fight as one of his fighter bonus feats.
BREW POTION [ITEM
CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can
create a potion of any 3rd-level or lower spell that you know and that targets
one or more creatures. Brewing a potion takes one day. When you create a potion,
you set the caster level, which must be sufficient to cast the spell in question
and no higher than your own level. The base price of a potion is its spell level
x its caster level x 50 gp. To brew a potion, you must spend
1/25 of this base price in XP and use up raw materials costing one half this
base price.
When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is the target of
the spell.
Any potion that stores a spell with a costly material component or
an XP cost also carries a commensurate cost. In addition to the costs derived
from the base price, you must expend the material component or pay the XP when
creating the potion.
CLEAVE [GENERAL]
Prerequisites: Str 13,
Power Attack.
Benefit: If you deal a creature enough damage to make it
drop (typically by dropping it to below 0 hit points or killing it), you get an
immediate, extra melee attack against another creature within reach. You cannot
take a 5-foot step before making this extra attack. The extra attack is with the
same weapon and at the same bonus as the attack that dropped the previous
creature. You can use this ability once per round.
Special: A fighter
may select Cleave as one of his fighter bonus feats.
COMBAT CASTING
[GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to
cast a spell or use a spell-like ability while on the defensive or while you are
grappling or pinned.
COMBAT EXPERTISE [GENERAL]
Prerequisite:
Int 13.
Benefit: When you use the attack action or the full attack
action in melee, you can take a penalty of as much as –5 on your attack
roll and add the same number (+5 or less) as a dodge bonus to your Armor Class.
This number may not exceed your base attack bonus. The changes to attack rolls
and Armor Class last until your next action.
Normal: A character
without the Combat Expertise feat can fight defensively while using the attack
or full attack action to take a –4 penalty on attack rolls and gain a +2
dodge bonus to Armor Class.
Special: A fighter may select Combat
Expertise as one of his fighter bonus feats.
COMBAT REFLEXES
[GENERAL]
Benefit: You may make a number of additional attacks of
opportunity equal to your Dexterity bonus.
With this feat, you may also make
attacks of opportunity while flat-footed.
Normal: A character without
this feat can make only one attack of opportunity per round and can’t make
attacks of opportunity while flat-footed.
Special: The Combat Reflexes
feat does not allow a rogue to use her opportunist ability more than once per
round.
A fighter may select Combat Reflexes as one of his fighter bonus
feats.
A monk may select Combat Reflexes as a bonus feat at 2nd
level.
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
Prerequisite:
Caster level 5th.
Benefit: You can create any magic weapon, armor, or
shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or
shield takes one day for each 1,000 gp in the price of its magical features. To
enhance a weapon, suit of armor, or shield, you must spend 1/25 of its
features’ total price in XP and use up raw materials costing one-half of
this total price.
The weapon, armor, or shield to be enhanced must be a
masterwork item that you provide. Its cost is not included in the above
cost.
You can also mend a broken magic weapon, suit of armor, or shield if it
is one that you could make. Doing so costs half the XP, half the raw materials,
and half the time it would take to craft that item in the first
place.
CRAFT ROD [ITEM CREATION]
Prerequisite: Caster level
9th.
Benefit: You can create any rod whose prerequisites you meet.
Crafting a rod takes one day for each 1,000 gp in its base price. To craft a
rod, you must spend 1/25 of its base price in XP and use up raw materials
costing one-half of its base price.
Some rods incur extra costs in material
components or XP, as noted in their descriptions. These costs are in addition to
those derived from the rod’s base price.
CRAFT STAFF [ITEM
CREATION]
Prerequisite: Caster level 12th.
Benefit: You can
create any staff whose prerequisites you meet.
Crafting a staff takes one day
for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of
its base price in XP and use up raw materials costing one-half of its base
price. A newly created staff has 50 charges.
Some staffs incur extra costs in
material components or XP, as noted in their descriptions. These costs are in
addition to those derived from the staff ’s base price.
CRAFT WAND
[ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You
can create a wand of any 4th-level or lower spell that you know. Crafting a wand
takes one day for each 1,000 gp in its base price. The base price of a wand is
its caster level x the spell level x 750 gp. To craft a wand, you must
spend 1/25 of this base price in XP and use up raw materials costing one-half of
this base price. A newly created wand has 50 charges.
Any wand that stores a
spell with a costly material component or an XP cost also carries a commensurate
cost. In addition to the cost derived from the base price, you must expend fifty
copies of the material component or pay fifty times the XP cost.
CRAFT
WONDROUS ITEM [ITEM CREATION]
Prerequisite: Caster level
3rd.
Benefit: You can create any wondrous item whose prerequisites you
meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price.
To enchant a wondrous item, you must spend 1/25 of the item’s price in XP
and use up raw materials costing half of this price.
You can also mend a
broken wondrous item if it is one that you could make. Doing so costs half the
XP, half the raw materials, and half the time it would take to craft that item
in the first place.
Some wondrous items incur extra costs in material
components or XP, as noted in their descriptions. These costs are in addition to
those derived from the item’s base price. You must pay such a cost to
create an item or to mend a broken one.
DECEITFUL
[GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and
Forgery checks.
DEFLECT ARROWS [GENERAL]
Prerequisites: Dex 13,
Improved Unarmed Strike.
Benefit: You must have at least one hand free
(holding nothing) to use this feat. Once per round when you would normally be
hit with a ranged weapon, you may deflect it so that you take no damage from it.
You must be aware of the attack and not flatfooted.
Attempting to deflect a
ranged weapon doesn’t count as an action. Unusually massive ranged weapons
and ranged attacks generated by spell effects can’t be
deflected.
Special: A monk may select Deflect Arrows as a bonus feat
at 2nd level, even if she does not meet the prerequisites.
A fighter may
select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS
[GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks
and Use Rope checks.
DIEHARD [GENERAL]
Prerequisite:
Endurance.
Benefit: When reduced to between –1 and –9 hit
points, you automatically become stable. You don’t have to roll d% to see
if you lose 1 hit point each round.
When reduced to negative hit points, you
may choose to act as if you were disabled, rather than dying. You must make this
decision as soon as you are reduced to negative hit points (even if it
isn’t your turn). If you do not choose to act as if you were disabled, you
immediately fall unconscious.
When using this feat, you can take either a
single move or standard action each turn, but not both, and you cannot take a
full round action. You can take a move action without further injuring yourself,
but if you perform any standard action (or any other action deemed as strenuous,
including some free actions, such as casting a quickened spell) you take 1 point
of damage after completing the act. If you reach –10 hit points, you
immediately die.
Normal: A character without this feat who is reduced
to between –1 and –9 hit points is unconscious and
dying.
DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all
Appraise checks and Decipher Script checks.
DODGE
[GENERAL]
Prerequisite: Dex 13.
Benefit: During your action,
you designate an opponent and receive a +1 dodge bonus to Armor Class against
attacks from that opponent. You can select a new opponent on any action.
A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike
most other types of bonuses.
Special: A fighter may select Dodge as
one of his fighter bonus feats.
EMPOWER SPELL
[METAMAGIC]
Benefit: All variable, numeric effects of an empowered
spell are increased by one-half.
Saving throws and opposed rolls are not
affected, nor are spells without random variables. An empowered spell uses up a
spell slot two levels higher than the spell’s actual
level.
ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the
following checks and saves: Swim checks made to resist nonlethal damage,
Constitution checks made to continue running, Constitution checks made to avoid
nonlethal damage from a forced march, Constitution checks made to hold your
breath, Constitution checks made to avoid nonlethal damage from starvation or
thirst, Fortitude saves made to avoid nonlethal damage from hot or cold
environments, and Fortitude saves made to resist damage from suffocation. Also,
you may sleep in light or medium armor without becoming
fatigued.
Normal: A character without this feat who sleeps in medium
or heavier armor is automatically fatigued the next day.
Special: A
ranger automatically gains Endurance as a bonus feat at 3rd level. He need not
select it.
ENLARGE SPELL [METAMAGIC]
Benefit: You can alter a
spell with a range of close, medium, or long to increase its range by 100%. An
enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level,
while medium-range spells have a range of 200 ft. + 20 ft./level and long-range
spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell
slot one level higher than the spell’s actual level.
Spells whose
ranges are not defined by distance, as well as spells whose ranges are not
close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS
[GENERAL]
Benefit: You can cast any spell that has a material
component costing 1 gp or less without needing that component. (The casting of
the spell still provokes attacks of opportunity as normal.) If the spell
requires a material component that costs more than 1 gp, you must have the
material component at hand to cast the spell, just as normal.
EXOTIC
WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand
how to use that type of exotic weapon in combat.
Prerequisite: Base
attack bonus +1 (plus Str 13 for bastard sword or dwarven
waraxe).
Benefit: You make attack rolls with the weapon
normally.
Normal: A character who uses a weapon with which he or she
is not proficient takes a –4 penalty on attack rolls.
Special:
You can gain Exotic Weapon Proficiency multiple times. Each time you take the
feat, it applies to a new type of exotic weapon. Proficiency with the bastard
sword or the dwarven waraxe has an additional prerequisite of Str 13.
A
fighter may select Exotic Weapon Proficiency as one of his fighter bonus
feats.
EXTEND SPELL [METAMAGIC]
Benefit: An extended spell
lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat. An extended spell uses
up a spell slot one level higher than the spell’s actual
level.
EXTRA TURNING [GENERAL]
Prerequisite: Ability to turn or
rebuke creatures.
Benefit: Each time you take this feat, you can use
your ability to turn or rebuke creatures four more times per day than
normal.
If you have the ability to turn or rebuke more than one kind of
creature each of your turning or rebuking abilities gains four additional uses
per day.
Normal: Without this feat, a character can typically turn or
rebuke undead (or other creatures) a number of times per day equal to 3 + his or
her Charisma modifier.
Special: You can gain Extra Turning multiple
times. Its effects stack. Each time you take the feat, you can use each of your
turning or rebuking abilities four additional times per day.
FAR SHOT
[GENERAL]
Prerequisite: Point Blank Shot.
Benefit: When you
use a projectile weapon, such as a bow, its range increment increases by
one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment
is doubled.
Special: A fighter may select Far Shot as one of his
fighter bonus feats.
FORGE RING [ITEM CREATION]
Prerequisite:
Caster level 12th.
Benefit: You can create any ring whose
prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its
base price. To craft a ring, you must spend 1/25 of its base price in XP and use
up raw materials costing one-half of its base price.
You can also mend a
broken ring if it is one that you could make. Doing so costs half the XP, half
the raw materials, and half the time it would take to forge that ring in the
first place.
Some magic rings incur extra costs in material components or XP,
as noted in their descriptions. You must pay such a cost to forge such a ring or
to mend a broken one.
GREAT CLEAVE [GENERAL]
Prerequisites: Str
13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat
works like Cleave, except that there is no limit to the number of times you can
use it per round.
Special: A fighter may select Great Cleave as one of
his fighter bonus feats.
GREAT FORTITUDE [GENERAL]
Benefit: You
get a +2 bonus on all Fortitude saving throws.
GREATER SPELL FOCUS
[GENERAL]
Choose a school of magic to which you already have applied the
Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all
saving throws against spells from the school of magic you select. This bonus
stacks with the bonus from Spell Focus.
Special: You can gain this
feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic to which you already have applied the Spell
Focus feat.
GREATER SPELL PENETRATION [GENERAL]
Prerequisite:
Spell Penetration.
Benefit: You get a +2 bonus on caster level checks
(1d20 + caster level) made to overcome a creature’s spell resistance. This
bonus stacks with the one from Spell Penetration.
GREATER TWO-WEAPON
FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon
Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get
a third attack with your off-hand weapon, albeit at a –10
penalty.
Special: A fighter may select Greater Two-Weapon Fighting as
one of his fighter bonus feats.
An 11th-level ranger who has chosen the
two-weapon combat style is treated as having Greater Two-Weapon Fighting, even
if he does not have the prerequisites for it, but only when he is wearing light
or no armor.
GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon
for which you have already selected Weapon Focus. You can also choose unarmed
strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected
weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack
rolls you make using the selected weapon. This bonus stacks with other bonuses
on attack rolls, including the one from Weapon Focus (see
below).
Special: You can gain Greater Weapon Focus multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new type of
weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain
the Greater Weapon Specialization feat for that weapon.
A fighter may select
Greater Weapon Focus as one of his fighter bonus feats.
GREATER WEAPON
SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already
selected Weapon Specialization. You can also choose unarmed strike or grapple as
your weapon for purposes of this feat.
Prerequisites: Proficiency
with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus
with selected weapon, Weapon Specialization with selected weapon, fighter level
12th.
Benefit: You gain a +2 bonus on all damage rolls you make using
the selected weapon. This bonus stacks with other bonuses on damage rolls,
including the one from Weapon Specialization (see below).
Special: You
can gain Greater Weapon Specialization multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
A fighter
may select Greater Weapon Specialization as one of his fighter bonus
feats.
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell
has a higher spell level than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually increases the effective level of
the spell that it modifies. All effects dependent on spell level (such as saving
throw DCs and ability to penetrate a lesser globe of invulnerability) are
calculated according to the heightened level. The heightened spell is as
difficult to prepare and cast as a spell of its effective level.
IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power
Attack.
Benefit: When you perform a bull rush you do not provoke an
attack of opportunity from the defender. You also gain a +4 bonus on the opposed
Strength check you make to push back the defender.
Special: A fighter
may select Improved Bull Rush as one of his fighter bonus feats.
IMPROVED
COUNTERSPELL [GENERAL]
Benefit: When counterspelling, you may use a
spell of the same school that is one or more spell levels higher than the target
spell.
Normal: Without this feat, you may counter a spell only with
the same spell or with a spell specifically designated as countering the target
spell.
IMPROVED CRITICAL [GENERAL]
Choose one type of
weapon.
Prerequisite: Proficient with weapon, base attack bonus
+8.
Benefit: When using the weapon you selected, your threat range is
doubled.
Special: You can gain Improved Critical multiple times. The
effects do not stack. Each time you take the feat, it applies to a new type of
weapon.
This effect doesn’t stack with any other effect that expands
the threat range of a weapon.
A fighter may select Improved Critical as one
of his fighter bonus feats.
IMPROVED DISARM
[GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit:
You do not provoke an attack of opportunity when you attempt to disarm an
opponent, nor does the opponent have a chance to disarm you. You also gain a +4
bonus on the opposed attack roll you make to disarm your
opponent.
Normal: See the normal disarm rules.
Special: A
fighter may select Improved Disarm as one of his fighter bonus feats.
A monk
may select Improved Disarm as a bonus feat at 6th level, even if she does not
meet the prerequisites.
IMPROVED FAMILIAR [GENERAL]
This feat allows
spellcasters to acquire a new familiar from a nonstandard list, but only when
they could normally acquire a new familiar.
Prerequisites: Ability to
acquire a new familiar, compatible alignment, sufficiently high level (see
below).
Benefit: When choosing a familiar, the creatures listed below
are also available to the spellcaster. The spellcaster may choose a familiar
with an alignment up to one step away on each of the alignment axes (lawful
through chaotic, good through evil).
Familiar
|
Alignment
|
Arcane Spellcaster Level
|
|
Shocker lizard
|
Neutral
|
5th
|
|
Stirge
|
Neutral
|
5th
|
|
Formian worker
|
Lawful neutral
|
7th
|
|
Imp
|
Lawful evil
|
7th
|
|
Pseudodragon
|
Neutral good
|
7th
|
|
Quasit
|
Chaotic evil
|
7th
|
Improved familiars otherwise use the rules for regular familiars,
with two exceptions: If the creature’s type is something other than
animal, its type does not change; and improved familiars do not gain the ability
to speak with other creatures of their kind (although many of them already have
the ability to communicate).
The list in the table above presents only a
few possible improved familiars. Almost any creature of the same general size
and power as those on the list makes a suitable familiar. Nor is the
master’s alignment the only possible categorization. For instance,
improved familiars could be assigned by the master’s creature type or
subtype, as shown below.
|
Familiar
|
Type/Subtype
|
Arcane Spellcaster Level
|
|
Celestial hawk1
|
Good
|
3rd
|
|
Fiendish Tiny viper snake2
|
Evil
|
3rd
|
|
Air elemental, Small
|
Air
|
5th
|
|
Earth elemental, Small
|
Earth
|
5th
|
|
Fire elemental, Small
|
Fire
|
5th
|
|
Shocker lizard
|
Electricity
|
5th
|
|
Water elemental, Small
|
Water
|
5th
|
|
Homunculus3
|
Undead
|
7th
|
|
Ice mephit
|
Cold
|
7th
|
|
1 Or other celestial animal from the standard familiar list.
|
|
2 Or other fiendish animal from the standard familiar list.
|
|
3 The master must first create the homunculus, substituting ichor or
another part of the master’s body for blood if necessary.
|
IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat
Expertise.
Benefit: You can make a Bluff check to feint in combat as a
move action.
Normal: Feinting in combat is a standard action.
A
fighter may select Improved Feint as one of his fighter bonus
feats.
IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13,
Improved Unarmed Strike.
Benefit: You do not provoke an attack of
opportunity when you make a touch attack to start a grapple. You also gain a +4
bonus on all grapple checks, regardless of whether you started the
grapple.
Normal: Without this feat, you provoke an attack of
opportunity when you make a touch attack to start a grapple.
Special:
A fighter may select Improved Grapple as one of his fighter bonus feats.
A
monk may select Improved Grapple as a bonus feat at 1st level, even if she does
not meet the prerequisites.
IMPROVED INITIATIVE
[GENERAL]
Benefit: You get a +4 bonus on initiative
checks.
Special: A fighter may select Improved Initiative as one of
his fighter bonus feats.
IMPROVED OVERRUN
[GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When
you attempt to overrun an opponent, the target may not choose to avoid you. You
also gain a +4 bonus on your Strength check to knock down your
opponent.
Normal: Without this feat, the target of an overrun can
choose to avoid you or to block you.
Special: A fighter may select
Improved Overrun as one of his fighter bonus feats.
IMPROVED PRECISE SHOT
[GENERAL]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base
attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus
granted to targets by anything less than total cover, and the miss chance
granted to targets by anything less than total concealment. Total cover and
total concealment provide their normal benefits against your ranged
attacks.
In addition, when you shoot or throw ranged weapons at a grappling
opponent, you automatically strike at the opponent you have
chosen.
Normal: See the normal rules on the effects of cover and
concealment. Without this feat, a character who shoots or throws a ranged weapon
at a target involved in a grapple must roll randomly to see which grappling
combatant the attack strikes.
Special: A fighter may select Improved
Precise Shot as one of his fighter bonus feats.
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 [GENERAL]
Prerequisite:
Shield Proficiency.
Benefit: When you perform a shield bash, you may
still apply the shield’s shield bonus to your AC.
Normal:
Without this feat, a character who performs a shield bash loses the
shield’s shield bonus to AC until his or her next turn.
Special:
A fighter may select Improved Shield Bash as one of his fighter bonus
feats.
IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power
Attack.
Benefit: When you strike at an object held or carried by an
opponent (such as a weapon or shield), you do not provoke an attack of
opportunity (see Sunder, page 158).
You also gain a +4 bonus on any attack
roll made to attack an object held or carried by another
character.
Normal: Without this feat, you provoke an attack of
opportunity when you strike at an object held or carried by another
character.
Special: A fighter may select Improved Sunder as one of his
fighter bonus feats (see page 38).
IMPROVED TRIP
[GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit:
You do not provoke an attack of opportunity when you attempt to trip an opponent
while you are unarmed. You also gain a +4 bonus on your Strength check to trip
your opponent.
If you trip an opponent in melee combat, you immediately get a
melee attack against that opponent as if you hadn’t used your attack for
the trip attempt.
Normal: Without this feat, you provoke an attack of
opportunity when you attempt to trip an opponent while you are
unarmed.
Special: At 6th level, a monk may select Improved Trip as a
bonus feat, even if she does not have the prerequisites.
A fighter may select
Improved Trip as one of his fighter bonus feats.
IMPROVED TURNING
[GENERAL]
Prerequisite: Ability to turn or rebuke
creatures.
Benefit: You turn or rebuke creatures as if you were one
level higher than you are in the class that grants you the
ability.
IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites:
Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In
addition to the standard single extra attack you get with an off-hand weapon,
you get a second attack with it, albeit at a –5 penalty.
Normal:
Without this feat, you can only get a single extra attack with an off-hand
weapon.
Special: A fighter may select Improved Two-Weapon Fighting as
one of his fighter bonus feats.
A 6th-level ranger who has chosen the
two-weapon combat style is treated as having Improved Two-Weapon Fighting, even
if he does not have the prerequisites for it, but only when he is wearing light
or no armor.
IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You are
considered to be armed even when unarmed —that is, you do not provoke
attacks or opportunity from armed opponents when you attack them while unarmed.
However, you still get an attack of opportunity against any opponent who makes
an unarmed attack on you.
In addition, your unarmed strikes can deal lethal
or nonlethal damage, at your option.
Normal: Without this feat, you
are considered unarmed when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.
Special: A monk
automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She
need not select it.
A fighter may select Improved Unarmed Strike as one of
his fighter bonus feats.
INVESTIGATOR [GENERAL]
Benefit: You
get a +2 bonus on all Gather Information checks and Search checks.
IRON
WILL [GENERAL]
Benefit: You get a +2 bonus on all Will saving
throws.
LEADERSHIP [GENERAL]
Prerequisite: Character level
6th.
Benefits: Having this feat enables the character to attract loyal
companions and devoted followers, subordinates who assist her. See the table
below for what sort of cohort and how many followers the character can
recruit.
Leadership Modifiers: Several factors can affect a
character’s Leadership score, causing it to vary from the base score
(character level + Cha modifier). A character’s reputation (from the point
of view of the cohort or follower he is trying to attract) raises or lowers his
Leadership score:
|
Leader’s Reputation
|
Modifier
|
|
Great renown
|
+2
|
|
Fairness and generosity
|
+1
|
|
Special power
|
+1
|
|
Failure
|
–1
|
|
Aloofness
|
–1
|
|
Cruelty
|
–2
|
Other modifiers may apply when the character tries to attract a
cohort:
|
The Leader . . .
|
Modifier
|
|
Has a familiar, special mount, or animal companion
|
–2
|
|
Recruits a cohort of a different alignment
|
–1
|
|
Caused the death of a cohort
|
–2*
|
|
* Cumulative per cohort killed.
|
Followers have different priorities from cohorts. When the character
tries to attract a new follower, use any of the following modifiers that
apply.
|
The Leader . . .
|
Modifier
|
|
Has a stronghold, base of operations, guildhouse, or the like
|
+2
|
|
Moves around a lot
|
–1
|
|
Caused the death of other followers
|
–1.
|
Leadership Score
|
Cohort Level
|
—— Number of Followers by Level ——
|
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1 or lower
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
2
|
1st
|
—
|
—
|
—
|
—
|
—
|
—
|
|
3
|
2nd
|
—
|
—
|
—
|
—
|
—
|
—
|
|
4
|
3rd
|
—
|
—
|
—
|
—
|
—
|
—
|
|
5
|
3rd
|
—
|
—
|
—
|
—
|
—
|
—
|
|
6
|
4th
|
—
|
—
|
—
|
—
|
—
|
—
|
|
7
|
5th
|
—
|
—
|
—
|
—
|
—
|
—
|
|
8
|
5th
|
—
|
—
|
—
|
—
|
—
|
—
|
|
9
|
6th
|
—
|
—
|
—
|
—
|
—
|
—
|
|
10
|
7th
|
5
|
—
|
—
|
—
|
—
|
—
|
|
11
|
7th
|
6
|
—
|
—
|
—
|
—
|
—
|
|
12
|
8th
|
8
|
—
|
—
|
—
|
—
|
—
|
|
13
|
9th
|
10
|
1
|
—
|
—
|
—
|
—
|
|
14
|
10th
|
15
|
1
|
—
|
—
|
—
|
—
|
|
15
|
10th
|
20
|
2
|
1
|
—
|
—
|
—
|
|
16
|
11th
|
25
|
2
|
1
|
—
|
—
|
—
|
|
17
|
12th
|
30
|
3
|
1
|
1
|
—
|
—
|
|
18
|
12th
|
35
|
3
|
1
|
1
|
—
|
—
|
|
19
|
13th
|
40
|
4
|
2
|
1
|
1
|
—
|
|
20
|
14th
|
50
|
5
|
3
|
2
|
1
|
—
|
|
21
|
15th
|
60
|
6
|
3
|
2
|
1
|
1
|
|
22
|
15th
|
75
|
7
|
4
|
2
|
2
|
1
|
|
23
|
16th
|
90
|
9
|
5
|
3
|
2
|
1
|
|
24
|
17th
|
110
|
11
|
6
|
3
|
2
|
1
|
|
25 or higher
|
17th
|
135
|
13
|
7
|
4
|
2
|
2
|
Leadership Score: A character’s base Leadership score
equals his level plus any Charisma modifier. In order to take into account
negative Charisma modifiers, this table allows for very low Leadership scores,
but the character must still be 6th level or higher in order to gain the
Leadership feat. Outside factors can affect a character’s Leadership
score, as detailed above.
Cohort Level: The character can attract a
cohort of up to this level. Regardless of a character’s Leadership score,
he can only recruit a cohort who is two or more levels lower than himself. The
cohort should be equipped with gear appropriate for its level. A character can
try to attract a cohort of a particular race, class, and alignment. The
cohort’s alignment may not be opposed to the leader’s alignment on
either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership
penalty if he recruits a cohort of an alignment different from his
own.
Cohorts earn XP as follows:
The cohort does not count as a party
member when determining the party’s XP.
Divide the cohort’s level
by the level of the PC with whom he or she is associated (the character with the
Leadership feat who attracted the cohort).
Multiply this result by the total
XP awarded to the PC and add that number of experience points to the
cohort’s total.
If a cohort gains enough XP to bring it to a level one
lower than the associated PC’s character level, the cohort does not gain
the new level—its new XP total is 1 less than the amount needed attain the
next level.
Number of Followers by Level: The character can lead
up to the indicated number of characters of each level. Followers are similar to
cohorts, except they’re generally low-level NPCs. Because they’re
generally five or more levels behind the character they follow, they’re
rarely effective in combat.
Followers don’t earn experience and thus
don’t gain levels. However, when a character with Leadership attains a new
level, the player consults the table above to determine if she has acquired more
followers, some of which may be higher level than the existing followers. (You
don’t consult the table to see if your cohort gains levels, however,
because cohorts earn experience on their own.)
LIGHTNING REFLEXES
[GENERAL]
Benefit: You get a +2 bonus on all Reflex saving
throws.
MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus
on all Spellcraft checks and Use Magic Device checks.
MANYSHOT
[GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base
attack bonus +6
Benefit: As a standard action, you may fire two arrows
at a single opponent within 30 feet. Both arrows use the same attack roll (with
a –4 penalty) to determine success and deal damage normally (but see
Special).
For every five points of base attack bonus you have above +6, you
may add one additional arrow to this attack, to a maximum of four arrows at a
base attack bonus of +16. However, each arrow after the second adds a cumulative
–2 penalty on the attack roll (for a total penalty of –6 for three
arrows and –8 for four).
Damage reduction and other resistances apply
separately against each arrow fired.
Special: Regardless of the number
of arrows you fire, you apply precision-based damage only once. If you score a
critical hit, only the first arrow fired deals critical damage; all others deal
regular damage.
A fighter may select Manyshot as one of his fighter bonus
feats.
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
[GENERAL]
Choose a type of martial weapon. You understand how to use that
type of martial weapon in combat.
Benefit: You make attack rolls with
the selected weapon normally.
Normal: When using a weapon with which
you are not proficient, you take a –4 penalty on attack
rolls.
Special: Barbarians, fighters, paladins, and rangers are
proficient with all martial weapons. They need not select this feat.
You can
gain Martial Weapon Proficiency multiple times. Each time you take the feat, it
applies to a new type of weapon.
A cleric who chooses the War domain
automatically gains the Martial Weapon Proficiency feat related to his
deity’s favored weapon as a bonus feat, if the weapon is a martial one. He
need not select it.
MAXIMIZE SPELL [METAMAGIC]
Benefit: All
variable, numeric effects of a spell modified by this feat are maximized. Saving
throws and opposed rolls are not affected, nor are spells without random
variables. A maximized spell uses up a spell slot three levels higher than the
spell’s actual level.
An empowered, maximized spell gains the separate
benefits of each feat: the maximum result plus one-half the normally rolled
result.
MOBILITY [GENERAL]
Prerequisites: Dex 13,
Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or within a threatened area.
A condition that makes you lose your Dexterity bonus to Armor Class (if any)
also makes you lose dodge bonuses.
Dodge bonuses stack with each other,
unlike most types of bonuses.
Special: A fighter may select Mobility
as one of his fighter bonus feats.
MOUNTED ARCHERY
[GENERAL]
Prerequisites: Ride 1 rank, Mounted
Combat.
Benefit: The penalty you take when using a ranged weapon while
mounted is halved: –2 instead of –4 if your mount is taking a double
move, and –4 instead of –8 if your mount is
running.
Special: A fighter may select Mounted Archery as one of his
fighter bonus feats.
MOUNTED COMBAT [GENERAL]
Prerequisite:
Ride 1 rank.
Benefit: Once per round when your mount is hit in combat,
you may attempt a Ride check (as a reaction) to negate the hit. The hit is
negated if your Ride check result is greater than the opponent’s attack
roll. (Essentially, the Ride check result becomes the mount’s Armor Class
if it’s higher than the mount’s regular AC.)
Special: A
fighter may select Mounted Combat as one of his fighter bonus
feats.
NATURAL SPELL [GENERAL]
Prerequisites: Wis 13, wild
shape ability.
Benefit: 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
[GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and
Sense Motive checks.
NIMBLE FINGERS [GENERAL]
Benefit: You get
a +2 bonus on all Disable Device checks and Open Lock checks.
PERSUASIVE
[GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and
Intimidate checks.
POINT BLANK SHOT [GENERAL]
Benefit: You get
a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30
feet.
Special: A fighter may select Point Blank Shot as one of his
fighter bonus feats.
POWER ATTACK [GENERAL]
Prerequisite: Str
13.
Benefit: On your action, before making attack rolls for a round,
you may choose to subtract a number from all melee attack rolls and add the same
number to all melee damage rolls. This number may not exceed your base attack
bonus. The penalty on attacks and bonus on damage apply until your next
turn.
Special: If you attack with a two-handed weapon, or with a
one-handed weapon wielded in two hands, instead add twice the number subtracted
from your attack rolls. You can’t add the bonus from Power Attack to the
damage dealt with a light weapon (except with unarmed strikes or natural weapon
attacks), even though the penalty on attack rolls still applies. (Normally, you
treat a double weapon as a one-handed weapon and a light weapon. If you choose
to use a double weapon like a two-handed weapon, attacking with only one end of
it in a round, you treat it as a two-handed weapon.)
A fighter may select
Power Attack as one of his fighter bonus feats.
PRECISE SHOT
[GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can
shoot or throw ranged weapons at an opponent engaged in melee without taking the
standard –4 penalty on your attack roll.
Special: A fighter may
select Precise Shot as one of his fighter bonus feats.
QUICK DRAW
[GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: You
can draw a weapon as a free action instead of as a move action. You can draw a
hidden weapon (see the Sleight of Hand skill) as a move action.
A character
who has selected this feat may throw weapons at his full normal rate of attacks
(much like a character with a bow).
Normal: Without this feat, you may
draw a weapon as a move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you can draw a hidden
weapon as a standard action.
Special: A fighter may select Quick Draw
as one of his fighter bonus feats.
QUICKEN SPELL
[METAMAGIC]
Benefit: Casting a quickened spell is a free action. You
can perform another action, even casting another spell, in the same round as you
cast a quickened spell. You may cast only one quickened spell per round. A spell
whose casting time is more than 1 full round action cannot be quickened. A
quickened spell uses up a spell slot four levels higher than the spell’s
actual level. Casting a quickened spell doesn’t provoke an attack of
opportunity.
Special: This feat can’t be applied to any spell
cast spontaneously (including sorcerer spells, bard spells, and cleric or druid
spells cast spontaneously), since applying a metamagic feat to a spontaneously
cast spell automatically increases the casting time to a full-round
action.
RAPID RELOAD [GENERAL]
Choose a type of crossbow (hand, light,
or heavy).
Prerequisite: Weapon Proficiency (crossbow type
chosen).
Benefit: The time required for you to reload your chosen type
of crossbow is reduced to a free action (for a hand or light crossbow) or a move
action (for a heavy crossbow). Reloading a crossbow still provokes an attack of
opportunity.
If you have selected this feat for hand crossbow or light
crossbow, you may fire that weapon as many times in a full attack action as you
could attack if you were using a bow.
Normal: A character without this
feat needs a move action to reload a hand or light crossbow, or a full-round
action to reload a heavy crossbow.
Special: You can gain Rapid Reload
multiple times. Each time you take the feat, it applies to a new type of
crossbow.
A fighter may select Rapid Reload as one of his fighter bonus
feats.
RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank
Shot.
Benefit: You can get one extra attack per round with a ranged
weapon. The attack is at your highest base attack bonus, but each attack you
make in that round (the extra one and the normal ones) takes a –2 penalty.
You must use the full attack action to use this feat.
Special: A
fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level
ranger who has chosen the archery combat style is treated as having Rapid Shot,
even if he does not have the prerequisites for it, but only when he is wearing
light or no armor.
RIDE-BY ATTACK [GENERAL]
Prerequisites: Ride
1 rank, Mounted Combat.
Benefit: When you are mounted and use the
charge action, you may move and attack as if with a standard charge and then
move again (continuing the straight line of the charge). Your total movement for
the round can’t exceed double your mounted speed. You and your mount do
not provoke an attack of opportunity from the opponent that you
attack.
Special: A fighter may select Ride-By Attack as one of his
fighter bonus feats.
RUN [GENERAL]
Benefit: When running, you
move five times your normal speed (if wearing light or no armor and carrying no
more than a light load) or four times your speed (if wearing medium or heavy
armor or carrying a medium or heavy load). If you make a jump after a running
start (see the Jump skill description), you gain a +4 bonus on your Jump check.
While running, you retain your Dexterity bonus to AC.
Normal: You move
four times your speed while running (if wearing light or no armor and carrying
no more than a light load) or three times your speed (if wearing medium or heavy
armor or carrying a medium or heavy load), and you lose your Dexterity bonus to
AC.
SCRIBE SCROLL [ITEM CREATION]
Prerequisite: Caster level
1st.
Benefit: You can create a scroll of any spell that you know.
Scribing a scroll takes one day for each 1,000 gp in its base price. The base
price of a scroll is its spell level x its caster level x 25 gp.
To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw
materials costing one-half of this base price.
Any scroll that stores a spell
with a costly material component or an XP cost also carries a commensurate cost.
In addition to the costs derived from the base price, you must expend the
material component or pay the XP when scribing the
scroll.
SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus
on all Heal checks and Survival checks.
SHIELD PROFICIENCY
[GENERAL]
Benefit: You can use a shield and take only the standard
penalties.
Normal: When you are using a shield with which you are not
proficient, you take the shield’s armor check penalty on attack rolls and
on all skill checks that involve moving, including Ride
checks.
Special: Barbarians, bards, clerics, druids, fighters,
paladins, and rangers automatically have Shield Proficiency as a bonus feat.
They need not select it.
SHOT ON THE RUN
[GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot,
base attack bonus +4.
Benefit: When using the attack action with a
ranged weapon, you can move both before and after the attack, provided that your
total distance moved is not greater than your speed.
Special: A
fighter may select Shot on the Run as one of his fighter bonus
feats.
SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be
cast with no verbal components. Spells without verbal components are not
affected. A silent spell uses up a spell slot one level higher than the
spell’s actual level.
Special: Bard spells cannot be enhanced by
this metamagic feat.
SIMPLE WEAPON PROFICIENCY
[GENERAL]
Benefit: You make attack rolls with simple weapons
normally.
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
Special: All
characters except for druids, monks, rogues, and wizards are automatically
proficient with all simple weapons. They need not select this feat.
SKILL
FOCUS [GENERAL]
Choose a skill.
Benefit: You get a +3 bonus on all
checks involving that skill.
Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a
new skill.
SNATCH ARROWS [GENERAL]
Prerequisites: Dex 15,
Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the
Deflect Arrows feat you may catch the weapon instead of just deflecting it.
Thrown weapons can immediately be thrown back at the original attacker (even
though it isn’t your turn) or kept for later use.
You must have at
least one hand free (holding nothing) to use this feat.
Special: A
fighter may select Snatch Arrows as one of his fighter bonus feats.
SPELL
FOCUS [GENERAL]
Choose a school of magic.
Benefit: Add +1 to the
Difficulty Class for all saving throws against spells from the school of magic
you select.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new school of
magic.
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level
1st.
Benefit: Each time you take this feat, choose a number of spells
equal to your Intelligence modifier that you already know. From that point on,
you can prepare these spells without referring to a spellbook.
Normal:
Without this feat, you must use a spellbook to prepare all your spells,
except read magic.
SPELL PENETRATION [GENERAL]
Benefit:
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome
a creature’s spell resistance.
SPIRITED CHARGE
[GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By
Attack.
Benefit: When mounted and using the charge action, you deal
double damage with a melee weapon (or triple damage with a
lance).
Special: A fighter may select Spirited Charge as one of his
fighter bonus feats.
SPRING ATTACK [GENERAL]
Prerequisites: Dex
13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the
attack action with a melee weapon, you can move both before and after the
attack, provided that your total distance moved is not greater than your speed.
Moving in this way does not provoke an attack of opportunity from the defender
you attack, though it might provoke attacks of opportunity from other creatures,
if appropriate. You can’t use this feat if you are wearing heavy
armor.
You must move at least 5 feet both before and after you make your
attack in order to utilize the benefits of Spring Attack.
Special: A
fighter may select Spring Attack as one of his fighter bonus
feats.
STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all
Hide checks and Move Silently checks.
STILL SPELL
[METAMAGIC]
Benefit: A stilled spell can be cast with no somatic
components.
Spells without somatic components are not affected. A stilled
spell uses up a spell slot one level higher than the spell’s actual
level.
STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13,
Improved Unarmed Strike, base attack bonus +8.
Benefit: You must
declare that you are using this feat before you make your attack roll (thus, a
failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by
your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character
level + your Wis modifier), in addition to dealing damage normally. A defender
who fails this saving throw is stunned for 1 round (until just before your next
action). A stunned character can’t act, loses any Dexterity bonus to AC,
and takes a –2 penalty to AC. You may attempt a stunning attack once per
day for every four levels you have attained (but see Special), and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and
creatures immune to critical hits cannot be stunned.
Special: A 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.
A fighter may select
Stunning Fist as one of his fighter bonus feats.
TOUGHNESS
[GENERAL]
Benefit: You gain +3 hit points.
Special: A
character may gain this feat multiple times. Its effects stack.
TOWER
SHIELD PROFICIENCY [GENERAL]
Prerequisite: Shield
Proficiency.
Benefit: You can use a tower shield and suffer only the
standard penalties.
Normal: A character who is using a shield with
which he or she is not proficient takes the shield’s armor check penalty
on attack rolls and on all skill checks that involve moving, including
Ride.
Special: Fighters automatically have Tower Shield Proficiency as
a bonus feat. They need not select it.
TRACK [GENERAL]
Benefit:
To find tracks or to follow them for 1 mile requires a successful Survival
check. You must make another Survival check every time the tracks become
difficult to follow.
You move at half your normal speed (or at your normal
speed with a –5 penalty on the check, or at up to twice your normal speed
with a –20 penalty on the check). The DC depends on the surface and the
prevailing conditions, as given on the table below:
Surface
|
Survival DC
|
Surface Survival
|
DC
|
|
Very soft ground
|
5
|
Firm ground
|
15
|
|
Soft ground
|
10
|
Hard ground
|
20
|
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud)
that holds deep, clear impressions of footprints.
Soft Ground: Any
surface soft enough to yield to pressure, but firmer than wet mud or fresh snow,
in which a creature leaves frequent but shallow footprints.
Firm Ground:
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or
exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty
floors). The creature might leave some traces (broken branches or tufts of
hair), but it leaves only occasional or partial footprints.
Hard Ground:
Any surface that doesn’t hold footprints at all, such as bare rock or
an indoor floor. Most streambeds fall into this category, since any footprints
left behind are obscured or washed away. The creature leaves only traces (scuff
marks or displaced pebbles).
Several modifiers may apply to the Survival
check, as given on the table below.
Condition
|
Survival DC Modifier
|
|
Every three creatures in the group being tracked
|
–1
|
|
Size of creature or creatures being tracked:1
|
|
|
Fine
|
+8
|
|
Diminutive
|
+4
|
|
Tiny
|
+2
|
|
Small
|
+1
|
|
Medium
|
+0
|
|
Large
|
–1
|
|
Huge
|
–2
|
|
Gargantuan
|
–4
|
|
Colossal
|
–8
|
|
Every 24 hours since the trail was made
|
+1
|
|
Every hour of rain since the trail was made
|
+1
|
|
Fresh snow cover since the trail was made
|
+10
|
|
Poor visibility:2
|
|
|
Overcast or moonless night
|
+6
|
|
Moonlight
|
+3
|
|
Fog or precipitation
|
+3
|
|
Tracked party hides trail (and moves at half speed)
|
+5
|
|
1 For a group of mixed sizes, apply only the modifier for the largest size
category.
|
|
2 Apply only the largest modifier from this category.
|
If you fail a Survival check, you can retry after 1 hour (outdoors) or
10 minutes (indoors) of searching.
Normal: Without this feat, you can
use the Survival skill to find tracks, but you can follow them only if the DC
for the task is 10 or lower. Alternatively, you can use the Search skill to find
a footprint or similar sign of a creature’s passage using the DCs given
above, but you can’t use Search to follow tracks, even if someone else has
already found them.
Special: A ranger automatically has Track as a
bonus feat. He need not select it.
This feat does not allow you to find or
follow the tracks made by a subject of a pass without trace
spell.
TRAMPLE [GENERAL]
Prerequisites: Ride 1 rank,
Mounted Combat.
Benefit: When you attempt to overrun an opponent while
mounted, your target may not choose to avoid you. Your mount may make one hoof
attack against any target you knock down, gaining the standard +4 bonus on
attack rolls against prone targets.
Special: A fighter may select
Trample as one of his fighter bonus feats.
TWO-WEAPON DEFENSE
[GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit:
When wielding a double weapon or two weapons (not including natural weapons
or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are
fighting defensively or using the total defense action, this shield bonus
increases to +2.
Special: A fighter may select Two-Weapon Defense as
one of his fighter bonus feats.
TWO-WEAPON FIGHTING [GENERAL]
You can
fight with a weapon in each hand. You can make one extra attack each round with
the second weapon.
Prerequisite: Dex 15.
Benefit: Your
penalties on attack rolls for fighting with two weapons are reduced. The penalty
for your primary hand lessens by 2 and the one for your off hand lessens by
6.
Normal: If you wield a second weapon in your off hand, you can get
one extra attack per round with that weapon. When fighting in this way you
suffer a –6 penalty with your regular attack or attacks with your primary
hand and a –10 penalty to the attack with your off hand. If your off-hand
weapon is light the penalties are reduced by 2 each. (An unarmed strike is
always considered light.)
Special: A 2nd-level ranger who has chosen
the two-weapon combat style is treated as having Two-Weapon Fighting, even if he
does not have the prerequisite for it, but only when he is wearing light or no
armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus
feats.
WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus
+1.
Benefit: With a light weapon, rapier, whip, or spiked chain made
for a creature of your size category, you may use your Dexterity modifier
instead of your Strength modifier on attack rolls. If you carry a shield, its
armor check penalty applies to your attack rolls.
Special: A fighter
may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons
are always considered light weapons.
WEAPON FOCUS [GENERAL]
Choose one
type of weapon. You can also choose unarmed strike or grapple (or ray, if you
are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus
+1.
Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take the feat, it applies to a new type
of weapon.
A fighter may select Weapon Focus as one of his fighter bonus
feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization
feat for that weapon.
WEAPON SPECIALIZATION [GENERAL]
Choose one type
of weapon for which you have already selected the Weapon Focus feat. You can
also choose unarmed strike or grapple as your weapon for purposes of this feat.
You deal extra damage when using this weapon.
Prerequisites:
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter
level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make
using the selected weapon.
Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a
new type of weapon.
A fighter may select Weapon Specialization as one of his
fighter bonus feats.
WHIRLWIND ATTACK [GENERAL]
Prerequisites:
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack
bonus +4.
Benefit: When you use the full attack action, you can give
up your regular attacks and instead make one melee attack at your full base
attack bonus against each opponent within reach.
When you use the Whirlwind
Attack feat, you also forfeit any bonus or extra attacks granted by other feats,
spells, or abilities.
Special: A fighter may select Whirlwind Attack
as one of his fighter bonus feats.
WIDEN SPELL
[METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread
shaped spell to increase its area. Any numeric measurements of the spell’s
area increase by 100%.A widened spell uses up a spell slot three levels higher
than the spell’s actual level.
Spells that do not have an area of one
of these four sorts are not affected by this feat.