From Tenebrae
This page lists available feats on our MUX. It's organized into Core Pathfinder Feats, House Feats, and Feats from Other Sources. Each header has links underneath where you may view the feats.
Note that there may be some changes and restrictions due to house rules and clarifications. The main ones to know are just that we do not allow Leadership or Improved Familiar.
Contents |
Core
Below are feats allowed from the CRB. Note, some of them have modifications. Eventually, these modifications will be listed below whenever Lahar has the time...
| Core Feats | |||
| Feat | Type | Prerequesite | Benefit |
| Acrobatic | |
+2 bonus on Acrobatics and Fly checks | |
| Agile Maneuvers | Combat | |
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 | Combat | Armor Proficiency, Light, caster level 3rd | Reduce your arcane spell failure chance by 10% |
| Arcane Armor Mastery | Combat | Arcane Armor Training, Armor Proficiency, Medium, caster level 7th | Reduce your arcane spell failure chance by 20% |
| Arcane Strike | Combat | 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 | Combat | |
Reroll miss chances for concealment |
| Catch Off-Guard | Combat | |
No penalties for improvised melee weapons |
| Channel Smite | Combat | Channel energy class feature | Channel energy through your attack |
| Combat Casting | |
+4 bonus on concentration checks for defensive casting | |
| Combat Expertise | Combat | Int 13 | Trade attack bonus for AC bonus |
| Improved Disarm | Combat | Combat Expertise | +2 bonus on disarm attempts, no attack of opportunity |
| Greater Disarm | Combat | Improved Disarm, base attack bonus +6 | Disarmed weapons are knocked away from your enemy |
| Improved Feint | Combat | Combat Expertise | Feint as a move action |
| Greater Feint | Combat | Improved Feint, base attack bonus +6 | Enemies you feint lose their Dex bonus for 1 round |
| Improved Trip | Combat | Combat Expertise | +2 bonus on trip attempts, no attack of opportunity |
| Greater Trip | Combat | Improved Trip, base attack bonus +6 | Enemies you trip provoke attacks of opportunity |
| Whirlwind Attack | Combat | Dex 13, Combat Expertise, Spring Attack, base attack bonus +4 | Make one melee attack against all foes within reach |
| Combat Reflexes | Combat | |
Make additional attacks of opportunity |
| Stand Still | Combat | 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 | Combat | Base attack bonus +9 | +4 bonus on attack rolls made to confirm critical hits |
| Bleeding Critical | Combat | Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target takes 2d6 bleed |
| Blinding Critical | Combat | [http://paizo.com/pathfinderRPG/prd/feats.html#__critical-focus Critical Focus, base attack bonus +15 | Whenever you score a critical hit, the target is blinded |
| Critical Mastery | Combat | Any two critical feats, 14th-level fighter | Apply two effects to your critical hits |
| Deafening Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is deafened |
| Sickening Critical | Combat | Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target is sickened |
| Staggering Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is staggered |
| Stunning Critical | Combat | Staggering Critical, base attack bonus +17 | Whenever you score a critical hit, the target is stunned |
| Tiring Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is fatigued |
| Exhausting Critical | Combat | Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted |
| Deadly Aim | Combat | Dex 13, base attack bonus +1 | Trade ranged attack bonus for damage |
| Deceitful | |
+2 bonus on Bluff and Disguise checks | |
| Defensive Combat Training | Combat | |
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 | Combat | 6th-level fighter | Increases the DC to cast spells adjacent to you |
| Spellbreaker | Combat | Disruptive, 10th-level fighter | Enemies provoke attacks if their spells fail |
| Dodge | Combat | Dex 13 | +1 dodge bonus to AC |
| Mobility | Combat | Dodge | +4 AC against attacks of opportunity from movement |
| Spring Attack | Combat | Mobility, base attack bonus +4 | Move before and after melee attack |
| Wind Stance | Combat | Dex 15, Dodge, base attack bonus +6 | Gain 20% concealment if you move |
| Lightning Stance | Combat | 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 | Combat | 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 | Combat | Proficiency with weapon, base attack bonus +8 | Double the threat range of one weapon |
| Improved Initiative | Combat | |
+4 bonus on initiative checks |
| Improved Unarmed Strike | Combat | |
Always considered armed |
| Deflect Arrows | Combat | Dex 13, Improved Unarmed Strike | Avoid one ranged attack per round |
| Snatch Arrows | Combat | Dex 15, Deflect Arrows | Catch one ranged attack per round |
| Improved Grapple | Combat | Dex 13, Improved Unarmed Strike | +2 bonus on grapple attempts, no attack of opportunity |
| Greater Grapple | Combat | Improved Grapple, base attack bonus +6 | Maintain your grapple as a move action |
| Scorpion Style | Combat | Improved Unarmed Strike | Reduce target's speed to 5 ft. |
| Gorgon's Fist | Combat | Scorpion Style, base attack bonus +6 | Stagger a foe whose speed is reduced |
| Medusa's Wrath | Combat | Gorgon's Fist, base attack bonus +11 | Make 2 extra attacks against a hindered foe |
| Stunning Fist | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Stun opponent with an unarmed strike |
| Improvised Weapon Mastery | Combat | Catch Off-Guard or Throw Anything, base attack bonus +8 | Make an improvised weapon deadly |
| Intimidating Prowess | Combat | |
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 | |
| Lightning Reflexes | |
+2 bonus on Reflex saves | |
| Improved Lightning Reflexes | Lightning Reflexes | Once per day, you may reroll a Reflex save | |
| Lunge | Combat | 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 | Combat | Ride 1 rank | Avoid attacks on mount with Ride check |
| Mounted Archery | Combat | Mounted Combat | Halve the penalty for ranged attacks while mounted |
| Ride-By Attack | Combat | Mounted Combat | Move before and after a charge attack while mounted |
| Spirited Charge | Combat | Ride-By Attack | Double damage on a mounted charge |
| Trample | Combat | Mounted Combat | Overrun targets while mounted |
| Unseat | Combat | 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 | Combat | |
+1 attack and damage on targets within 30 feet |
| Far Shot | Combat | Point-Blank Shot | Decrease ranged penalties by half |
| Precise Shot | Combat | Point-Blank Shot | No penalty for shooting into melee |
| Improved PreciseShot | Combat | Dex 19, Precise Shot, base attack bonus +11 | No cover or concealment chance on ranged attacks |
| Pinpoint Targeting | Combat | Improved Precise Shot, base attack bonus +16 | No armor or shield bonus on one ranged attack |
| Shot on the Run | Combat | Dex 13, Mobility, Point-Blank Shot, base attack bonus +4 | Make ranged attack at any point during movement |
| Rapid Shot | Combat | Dex 13, Point-Blank Shot | Make one extra ranged attack |
| Manyshot | Combat | Dex 17, Rapid Shot, base attack bonus +6 | Shoot two arrows simultaneously |
| Power Attack | Combat | Str 13, base attack bonus +1 | Trade melee attack bonus for damage |
| Cleave | Combat | Power Attack | Make an additional attack if the first one hits |
| Great Cleave | Combat | Cleave, base attack bonus +4 | Make an additional attack after each attack hits |
| Improved Bull Rush | Combat | Power Attack | +2 bonus on bull rush attempts, no attack of opportunity |
| Greater Bull Rush | Combat | Improved Bull Rush, base attack bonus +6 | Enemies you bull rush provoke attacks of opportunity |
| Improved Overrun | Combat | Power Attack | +2 bonus on overrun attempts, no attack of opportunity |
| Greater Overrun | Combat | Improved Overrun, base attack bonus +6 | Enemies you overrun provoke attacks of opportunity |
| Improved Sunder | Combat | Power Attack | +2 bonus on sunder attempts, no attack of opportunity |
| Greater Sunder | Combat | Improved Sunder, base attack bonus +6 | Damage from sunder attempts transfers to your enemy |
| Quick Draw | Combat | Base attack bonus +1 | Draw weapon as a free action |
| Rapid Reload | Combat | 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 | Combat | Shield Proficiency | Keep your shield bonus when shield bashing |
| Shield Slam | Combat | Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6 | Free bull rush with a bash attack |
| Shield Master | Combat | Shield Slam, base attack bonus +11 | No two-weapon penalties when attacking with a shield |
| Shield Focus | Combat | Shield Proficiency, base attack bonus +1 | Gain a +1 bonus to your AC when using a shield |
| Greater Shield Focus | Combat | [http://paizo.com/pathfinderRPG/prd/feats.html#__shield-focus Shield Focus, 8th-level fighter | Gain a +1 bonus to your AC when using a shield |
| Tower Shield Proficiency | Combat | 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 | Combat | Base attack bonus +1 | Take a 5-foot step as an immediate action |
| Strike Back | Combat | Base attack bonus +11 | Attack foes that strike you while using reach |
| Throw Anything | Combat | |
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 | Combat | Dex 15 | Reduce two-weapon fighting penalties |
| Double Slice | Combat | Two-Weapon Fighting | Add your Str bonus to off-hand damage rolls |
| Two-Weapon Rend | Combat | Double Slice, Improved Two-Weapon Fighting, base attack bonus +11 | Rend a foe hit by both your weapons |
| Improved Two-Weapon Fighting | Combat | Dex 17, Two-Weapon Fighting, base attack bonus +6 | Gain additional off-hand attack |
| Greater Two-Weapon Fighting | Combat | Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 | Gain a third off-hand attack |
| Two-Weapon Defense | Combat | Two-Weapon Fighting | Gain +1 shield bonus when fighting with two weapons |
| Vital Strike | Combat | Base attack bonus +6 | Deal twice the normal damage on a single attack |
| Improved Vital Strike | Combat | Vital Strike, base attack bonus +11 | Deal three times the normal damage on a single attack |
| Greater Vital Strike | Combat | Improved Vital Strike, base attack bonus +16 | Deal four times the normal damage on a single attack |
| Weapon Finesse | Combat | |
Use Dex instead of Str on attack rolls with light weapons |
| Weapon Focus | Combat | Proficiency with weapon, base attack bonus +1 | +1 bonus on attack rolls with one weapon |
| Dazzling Display | Combat | Weapon Focus | Intimidate all foes within 30 feet |
| Shatter Defenses | Combat | Dazzling Display, base attack bonus +6 | Hindered foes are flat-footed |
| Deadly Stroke | Combat | Greater Weapon Focus, Shatter Defenses, base attack bonus +11 | Deal double damage plus 1 Con bleed |
| Greater Weapon Focus | Combat | Weapon Focus, 8th-level fighter | +1 bonus on attack rolls with one weapon |
| Penetrating Strike | Combat | Weapon Focus, 12th-level fighter | Your attacks ignore 5 points of damage reduction |
| Greater Penetrating Strike | Combat | Penetrating Strike, 16th-level fighter | Your attacks ignore 10 points of damage reduction |
| Weapon Specialization | Combat | Weapon Focus, 4th-level fighter | +2 bonus on damage rolls with one weapon |
| Greater Weapon Specialization | Combat | Weapon Specialization, 12th-level fighter | +2 bonus on damage rolls with one weapon |
| Item Creation Feats | ||
| Feat | Prerequesites | Benefit |
| 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 |
| Metamagic Feats | ||
| Feat | Prerequisites | Benefits |
| 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 |
House
| House Feats | |||
| Feat | Type | Requirements | Benefit |
| Adamantine Body | Armored Body | War golem, 1st level only | Adamantine plating |
| Blood of the Dark Fae | General | Oruch, 13 Con, BAB 4+ | You call upon a near-forgotten heritage to seal your wounds at the cost of part of your sanity. |
| Connections | General | You've established connections with an organization or group | |
| Firearm Mastery | Combat | Dex 15, EWP (Firearms), Point Blank Shot, Rapid Reload (Firearms) | You are a blur with your firearm. |
| Goblin Accuracy | Combat | Gobber | Elven Accuracy but for goblins with guns |
| Horse Lord | General | Arvek Nar, Handle Animal 1 | A prized trait among the Arvek Nar's military, you possess a unique connection to their favored mount-of-war |
| Horse Lord, Improved | General | Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5 | Roll twice to avoid your own mount being hit in combat |
| Goblin Accuracy | Combat | Elven Accuracy but for goblins with guns | |
| Mithril Body | Armored Body | War Golem, 1st only | Mithril plating |
| Mithril Fluidity | Armored Body | War Golem, Mithril Body | Reduce ACP and raise AC |
| Never Stand Down | General | Oruch | You draw on the strength of your people, and stand fearless in the face of the enemy |
| Rebuke the Horde | General | Oruch, 13 Cha | A far-off ancestor was a chieftain of some kind, and other oruch respond in kind |
| Pistol Whip | Combat | EWP (Firearms), Int 13, BAB: 3+ | Perform an attack with the end of your firearm, possibly knocking an opponent prone |
| Steady Shot | BAB 1, Weapon Focus in chosen weapon | Add 1/2 dex modifier to damage with a specific type of weapon | |
| Unit Tactics | General | Arvek Nar, K/military theory 5 | Your military leadership enables your allies to respond more quickly |
| Up Shields | General | Arvek Nar, BAB 1, Proficiency with Tower Shield | Trained in the arvek military tradition, you may employ your shield to offer aid and cover to an adjacent ally |
Adamantine Body (Armored Body)
- Description: At the cost of mobility, A War Golem’s body can be layered with adamantine to provide formidable protection and some degree of damage reduction.
- Prerequisite: War-Golem, 1st Level Only
- Benefit: Your armor bonus increases to +8 and you gain DR 2/Adamantine. Your base land speed is decreased to 20’ and you are considered to be wearing heavy armor. You have a +1 maximum dexterity bonus to AC and a –5 armor check penalty whenever it is applicable. Your arcane spell failure chance is at 35%.
- Special: War golems who take this feat may not utilize druidic supernatural class abilities or spell like abilities. War-Golems who take this feat may not access special abilities forbidden to those wearing heavy armor.
Blood of the Dark Fae
- Description: The power of the dark and ancient fae sings in your veins. In times of emergency, you can draw on this power to heal yourself.
- Prerequisite: Oruch, 13 Con, BAB 4+
- Benefit: As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.
Connections
- Prerequisites: membership in a Faction or Organization, or an established Associate
- As a member of a given organization or faction, you have some degree of influence and access to resources. Alternately, you know someone well who is willing to aid you in useful ways, perhaps to repay a debt or due to friendship ... or fear. Whatever the source of your connections, the feat permits you to use your relationship to derive assistance on a reliable basis.
- Note that this feat makes no determination of the nature of the relationship or regard, and that lacking this feat is not evidence of lack of status. A noble may have no Connections feats, while the noble's stable-hand may have learned to use his proximity to the noble to his constant benefit.
- Benefit: Each time you select this feat, pick two skills related to your connections. You receive a +2 connections bonus to both skills (+4 at level 10) when organization/guy can reasonably help you. Reasonably generally means you are nearby (for example, near one of their bases) and have time to spare (an afternoon, a day, generally not rushed for time).
- In addition, one of the two skills is chosen to be your Reputation skill. This skill can be used as Diplomacy for topics and folks related to the skill, somewhat flavored by the type of connection you have.
- Special: You may take this feat additional times, either selecting new skills from the same connection, or additional connections. It's possible to take the same skill from two different sources, particularly as different Reputation skills, but probably not advisable.
Goblin Accuracy
- Prerequisite: Gobber
- Benefit: This is Elven Accuracy, but for goblins with guns. See the Elven Accuracy entry.
Firearm Mastery
- Prerequisites: Dex 15, EWP (Firearms), Rapid Reload (Firearms)
- You reload your firearm with lightning swiftness. You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
Horse Lord
- Prerequisite: Arvek Nar, Handle Animal 1
- Benefit: A trait considered desirable by the arvek nar, this trait, should it develop or be born within an individual, is highly prized among their armies, and you receive a +2 to all diplomacy checks with others of your kind. An individual with this trait possesses a unique connection with the horse, and receives a +2 to Handle Animal/Wild Empathy checks with this creature. In addition, they may Speak with Animals (horse only) at will.
Horse Lord, Improved
- Prerequisite: Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5
- Benefit: You and your mount move as one.
- Should you have an equine as a mount, treat its intelligence as 3 higher for the purpose of the number of tricks it may learn. In addition, whenever you use Mounted Combat to avoid damage, roll twice, and take the better of the two results.
Mithral Body (Armored Body)
- Description: A War Golem’s body can be crafted with a layer of mithril that provides some protection without sacrificing gracefulness or speed.
- Prerequisites: War Golem, 1st level only
- Benefit: Your armor is increased to +5 and you are considered to be wearing light armor. Younow have a +5 maximum dexterity bonus to AC, a-2 penalty on skill checks that require an armor check and an arcane spell failure of 15%.
- Special: War Golems must take this feat at 1st level. War-Golem Druids who take this feat cannot cast druid spells or use their druid supernatural class abilities. War Golems with this feat do not gain access to any class feature prohibited to characters who wear light armor.
Mithral Fluidity (Armored Body)
- Description: Your movements are fluid and smoother then most other War Golems.
- Prerequisites: War-Golem, Mithral Body
- Benefit: The maximum dexterity bonus applied to War-Golems with the Mithral Body feat is increased by 1. In addition, the armor check penalties are decreased by 1.
- Special: This feat can be taken multiple times. However, penalties cannot be reduced below 0.
Never Stand Down
- Description:Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.
- Prerequisites: Oruch
- Benefit: +4 to saves against fear and fear-based effects. This does not stack with bravery.
Pistol Whip
- Prerequisites: EWP (Firearms), Int 13, BAB: 3+
- Benefit: You may perform an attack with the butt or handle of your firearm as a standard action. When you do, you are considered to be proficient with the firearm as a melee weapon and gain a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of size, the critical multiplier of this attack is 20/×2. If the attack hits, make a combat maneuver check to knock the target prone as a free action. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Rebuke the Horde
- Description: A far-off ancestor was a leader among some oruch clan. You possess some of this ability.
- Prerequisites: Oruch, 13 Cha
- Benefit: You make Intimidate and Diplomacy rolls at a +2 bonus when dealing with other oruch or half-oruch (+4 at 10 ranks), though not the mogareg. In addition, you may make an Intimidation or Diplomacy roll against other oruch or half-oruch as a swift action as part of combat.
Steady Shot
- Description: You pick off targets with great precision.
- Prerequisite: BAB +1, Weapon focus in the chosen weapon
- Benefit: Choose Pistol or Rifle. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles.
- Special: Fighters may select this as a bonus feat.
- Note: This is crossbow sniper, but for guns.
Unit Tactics
- Prerequisite: Arvek Nar, K/military theory 5+
- Benefit: Even for an arvek nar, you are trained in the arts of organized warfare and the organization and movement of troops across the field is almost innate. Allies who begin their position within 30' of you at the beginning of combat receive a +1 to their initiatitve. This bonus does not include you.
Up Shields
- Prerequesite: Arvek Nar, proficiency with heavy or tower shield, BAB 1
- Benefit: When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.
Other Sources
APG
The following feats are conditionally approved from the APG. Note, some of these are modified to adjust to our custom races. These feats are marked with a **. Due to the quirks of coding some feats versus others, some will require special action after chargen or advancement. These feats are marked with a ***. For details, visit House Rules and Clarifications. Tenebrae Racial Feats is a summary of all racial feats.
| General Feats from the APG | |||
| Feat | Type | Requirements | Benefit |
| Allied Spellcaster | Teamwork | Caster level 1st | +2 bonus on level checks to overcome spell resistance |
| Arcane Blast | Arcane spellcaster, caster level 10th | Sacrifice a spell to make a ray attack | |
| Arcane Shield | Arcane spellcaster, caster level 10th | Sacrifice a spell to gain deflection bonus to AC | |
| Aspect of the Beast | Wild shape class feature | Gain one of four bestial advantages | |
| Bashing Finish | Combat | Shield Master, Two-Weapon Fighting, base attack bonus +11 | Make a free shield bash after a critical hit |
| Bloody Assault | Combat | Power Attack, base attack bonus +6 | Trade melee attack bonus for bleed damage |
| Bodyguard | Combat | Combat Reflexes | Use attack of opportunity to add a bonus to adjacent ally's AC |
| In Harm's Way | Combat | Bodyguard | Take the damage of a successful attack upon an adjacent ally |
| Bull Rush Strike | Combat | Improved Bull Rush, base attack bonus +9 | Attempt a bull rush on a successful critical hit |
| Charge Through | Combat | Improved Overrun, base attack bonus +1 | Make overrun as free action while charging |
| Cockatrice Strike | Combat | Medusa's Wrath, base attack bonus +16 | Turn a target to stone with a critical hit |
| Combat Patrol | Combat | Combat Reflexes, Mobility, base attack bonus +5 | Increase threatened area for attack of opportunity |
| Coordinated Defense | Teamwork | |
+2 bonus to CMD |
| Coordinated Maneuvers | Teamwork | |
+2 bonus on combat maneuver checks |
| Cosmopolitan | |
Read and speak two additional languages | |
| Covering Defense | Combat | Shield Focus, base attack bonus +6 | Provide cover to an ally with total defense |
| Crippling Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target's speed is halved |
| Crossbow Mastery | Combat | Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot | Reload crossbow as free action and make full attacks |
| Dazing Assault | Combat | Power Attack, base attack bonus +11 | Trade melee attack bonus to daze opponents |
| Deepsight | Darkvision 60 feet | Your darkvision has a range of 120 feet | |
| Disarming Strike | Improved Disarm, base attack bonus +9 | Attempt a disarm on a successful critical hit | |
| Disrupting Shot | Dex 13, Point-Blank Shot, 6th-level fighter | Ranged attacks increase enemy's DC to cast spells | |
| Diviner's Delving | Spell Focus (divination) | +2 bonus on caster level checks with divinations | |
| Eldritch Claws*** | Str 15, natural weapons, base attack bonus +6 | Natural weapons treated as magic and silver | |
| Elemental Fist | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Deal 1d6 energy damage with an unarmed strike |
| Elemental Focus | |
+1 bonus on save DCs for one energy type | |
| Greater Elemental Focus | Elemental Focus | +1 bonus on save DCs for one energy type | |
| Elven Accuracy** | Combat | llyranesi, mul'niessa, sylvanori | Reroll miss chance due to concealment when using a bow |
| Enforcer | Combat | Intimidate 1 rank | Demoralize opponent as free action when you inflict nonlethal damage |
| Extra Rage Power | Rage power class feature | Gain one additional rage power | |
| Extra Rogue Talent | Rogue talent class feature | Gain one additional rogue talent | |
| Fast Healer | Con 13, Diehard, Endurance | Regain additional hit points when healing | |
| Favored Defense | Favored enemy class feature | Bonus to CMD and AC when attacked by favored enemy | |
| Fight On** | Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul | Gain temporary hit points when reduced to 0 | |
| Focused Shot | Combat | Int 13, Precise Shot | Add Int modifier on damage rolls with bows or crossbows |
| Following Step | Combat | Dex 13, Step Up | Move up to 10 feet as an immediate action |
| Step Up and Strike | Combat | Following Step, base attack bonus +6 | Follow adjacent creature and attack as an immediate action |
| Furious Focus | Combat | Str 13, Power Attack, base attack bonus +1 | Do not take the Power Attack penalty on the first attack each round |
| Dreadful Carnage | Combat | Str 15, Furious Focus, base attack bonus +11 | Make a free Intimidate check when you knock down a foe |
| Gang Up | Combat | Combat Expertise | Flank an opponent if at least two allies are adjacent to it |
| Team Up | Combat | Gang-Up, base attack bonus +6 | Aid another as a move action with two adjacent allies |
| Gnome Trickster | Cha 13, gnome, gnome magic racial trait | Use Mage Hand and Prestidigitation once per day | |
| Go Unnoticed | Dex 13, gnome, gobber, halfling | Make Stealth check against flat-footed opponents during first round of combat | |
| Groundling | Cha 13, gnome, gnome magic racial trait | Speak with burrowing animals as spell-like ability | |
| Heroic Defiance | Diehard, base Fortitude save +8 | Once per day, delay onset of harmful condition for 1 round | |
| Heroic Recovery | Diehard, base Fortitude save +4 | Once per day, gain new saving throw against harmful condition requiring Fort save | |
| Improved Blind-Fight | Combat | Perception 10 ranks, Blind-Fight | Ignore miss chance for less than total concealment |
| Greater Blind-Fight | Combat | Perception 15 ranks, Improved Blind-Fight | Total concealment is considered normal concealment |
| Improved Dirty Trick | Combat | Combat Expertise | +2 bonus on dirty trick attempts, no attack of opportunity |
| Greater Dirty Trick | Combat | Improved Dirty Trick, base attack bonus +6 | Dirty trick penalty lasts 1d4 rounds |
| Improved Drag | Combat | Power Attack | +2 bonus on drag attempts, no attack of opportunity |
| Greater Drag | Combat | Improved Drag, base attack bonus +6 | Enemies you drag provoke attacks of opportunity |
| Improved Reposition | Combat | Combat Expertise | +2 bonus on reposition attempts, no attack of opportunity |
| Greater Reposition | Combat | Improved Reposition, base attack bonus +6 | Enemies you reposition provoke attacks of opportunity |
| Improved Stonecunning** | Wis 13, khazad-aul, stonecunning racial trait | +4 bonus on Perception checks to notice unusual stonework | |
| Stone Sense** | Perception 10 ranks, Improved Stonecunning, khazad-aul | Gain tremorsense 10 ft. | |
| Ironguts** | Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch | +2 on saves against nausea, sickening, and ingested poisons | |
| Ironhide** | Con 13; half-orc, oruch, sith'makar, khazad-mornir | +1 natural armor bonus to AC | |
| Keen Scent** | Wis 13, sith'makar | Gain the scent special ability | |
| Smell Fear** | Keen Scent, sith'makar | +4 on Perception checks to detect frightened creatures | |
| Ki Throw | Combat | Improved Trip, Improved Unarmed Strike | Throw opponent into adjacent square with a trip attack |
| Improved Ki Throw | Combat | Improved Bull Rush, Ki Throw | Throw opponent into occupied square as a bull rush |
| Leaf Singer** | Cha 13, bardic performance, and race: llyranesi, mulniessa, sylvanori, or half-elf | Gain benefits to bardic performance in forests and against fey | |
| Lingering Performance | Bardic performance class ability | Bardic performance continues for 2 rounds after you stop performing | |
| Low Profile | Combat | Dex 13, Small size or smaller | +1 dodge bonus to AC against ranged attacks |
| Lucky Halfling | Halfling | You may roll saving throw for an ally once per day | |
| Master Alchemist | Craft (alchemy) 5 ranks | +2 on Craft (alchemy) checks, and you can create alchemical items and poisons faster | |
| Missile Shield | Combat | Dex 13, Shield Focus | Deflect one ranged attack per round with shield |
| Ray Shield | Combat | Dex 15, Missile Shield, Spellbreaker | Deflect one ranged touch attack per round with shield |
| Mounted Shield | Combat | Mounted Combat, Shield Focus | Apply shield bonus to mount's AC |
| Paired Opportunists | Teamwork | |
+4 bonus on attacks of opportunity |
| Parry Spell | Spellcraft 15 ranks, Improved Counterspell | Reflect a counterspelled spell back on its caster | |
| Parting Shot | Combat | Shot on the Run, base attack bonus +6 | Make a ranged attack when withdrawing |
| Perfect Strike | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Roll twice for attacks with monk weapons and take the better roll |
| Point-Blank Master | Combat | Weapon Specialization with a ranged weapon | Do not provoke attacks of opportunity while firing one ranged weapon |
| Preferred Spell | Spellcraft 5 ranks, Heighten Spell | Spontaneously cast a specific spell | |
| Punishing Kick | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Knock down or push back foes with unarmed strikes |
| Pushing Assault | Combat | Str 15, Power Attack, base attack bonus +1 | Push a foe back with a two-handed weapon |
| Raging Vitality | Con 15, rage class feature | +2 bonus to Con when raging, and continue raging if unconscious | |
| Razortusk** | sith'makar | Gain bite attack | |
| Rending Claws*** | Combat | Str 13, two claw attacks, base attack bonus +6 | Deal 1d6 extra damage if both claws hit |
| Repositioning Strike | Combat | Improved Repostion, base attack bonus +9 | Attempt a reposition attack on a successful critical hit |
| Saving Shield | Combat | Shield Proficiency | Grant shield bonus to an adjacent ally |
| Second Chance | Combat | Combat Expertise, base attack bonus +6 | Exchange later attacks to reroll missed first attack |
| Improved Second Chance | Combat | Second Chance, base attack bonus +11 | Take a –5 penalty on later attacks to reroll missed attack |
| Shadow Strike | Combat | Base attack bonus +1 | Deal precision damage against targets with concealment |
| Shared Insight | Wis 13, half-elf | Grant friendly creatures a +2 bonus on Perception checks | |
| Shield of Swings | Combat | Str 13, Power Attack, base attack bonus +1 | Reduce damage with a two handed weapon to gain a +4 shield bonus |
| Shield Specialization | Combat | Shield Focus, 4th-level fighter | +2 bonus to AC against criticals with one type of shield |
| Greater Shield Specialization | Combat | Greater Shield Focus, Shield Specialization, 12th-level fighter | +2 bonus to AC against criticals, and negate critical hit once per day |
| Shielded Caster | Teamwork | |
+4 bonus on concentration checks |
| Sidestep | Combat | Dex 13, Dodge, Mobility | Make 5-foot step immediately after an opponent misses |
| Improved Sidestep | Combat | Dex 15, Sidestep | Sidestep without using your 5-foot step on your next turn |
| Smash** | Combat | Power Attack, giantborn | Ignore 5 points of hardness when breaking an object |
| Sociable** | Cha 13, half-elf | Grant friendly creatures a +2 bonus on Diplomacy checks | |
| Spider Step | Acrobatics 6 ranks, Climb 6 ranks, 6th-level monk | Walk on walls or ceilings for half your slow fall distance | |
| Cloud Step | Spider Step, 12th-level monk | Air walk for half your slow fall distance | |
| Stabbing Shot** | Combat | Rapid Shot | Use arrow as a melee attack to push enemies back |
| Steel Soul** | khazad-mornir, khazad-aul | +4 racial bonus on saves against spells and spell-like abilities | |
| Stone-Faced** | khazad-aul | +4 bonus on Bluff checks to lie or conceal motives | |
| Stone Singer** | Cha 13, bardic performance, khazad-aul | Gain benefits to bardic performance underground and against earth creatures | |
| Stunning Assault | Combat | Power Attack, base attack bonus +16 | Trade melee attack bonus to stun opponents |
| Sundering Strike | Combat | Improved Sunder, base attack bonus | +9 Attempt a sunder attack on a successful critical hit |
| Swift Aid | Combat | Combat Expertise, base attack bonus | +6 Attempt to aid another as a swift action |
| Taunt | Cha 13, Small size or smaller | Demoralize opponents with Bluff instead of Intimidate | |
| Teleport Tactician | Combat | Combat Reflexes, Disruptive, Spellbreaker | Teleporting creatures provoke attacks of opportunity |
| Touch of Serenity | Combat | Wis 18, Improved Unarmed Strike, base attack bonus +8 | Foes hit by unarmed strikes cannot attack or cast spells |
| Trick Riding | Combat | Ride rank 9, Mounted Combat | Automatically pass simple Ride skill checks |
| Mounted Skirmisher | Combat | Ride rank 14, Trick Riding | Make a full attack if mount moves its speed or less |
| Tripping Strike | Combat | Improved Trip, base attack bonus +9 | Attempt a trip attack on a successful critical hit |
| Under and Over | Combat | Agile Maneuvers, Small size or smaller | Failed grapples against you cause attacker to fall prone |
| Underfoot | Combat | Dodge, Mobility, Small size or smaller | +4 on Acrobatics checks to move past larger opponents |
| Vermin Heart | Wild empathy class feature | Target vermin with spells as if they were animals | |
| War Singer** | Cha 13, bardic performance, half-orc or oruch | Gain benefits to bardic performance on battlefields and against orcs | |
| Well-Prepared** | gobber, halfling | Retrieve a specific mundane item from your person | |
| Metamagic Feats from the APG | |||
| Feat | Type | Requirements | Benefit |
| Dazing Spell | Metamagic | |
Daze creature with spell damage |
| Disruptive Spell | Metamagic | |
Target of spell must make concentration check to cast a spell in the next round |
| Ectoplasmic Spell | Metamagic | |
Spell fully affects incorporeal and ethereal creatures |
| Elemental Spell | Metamagic | |
Inflict energy damage instead of regular spell damage |
| Focused Spell | Metamagic | |
Increase save DC of spell for one target in a group |
| Lingering Spell | Metamagic | |
Instantaneous area effect spell lasts for 1 round |
| Persistent Spell | Metamagic | |
Creatures who saved against a spell must save again |
| Reach Spell | Metamagic | |
Increase spell range to higher range category |
| Sickening Spell | Metamagic | |
Sicken creature with spell damage |
| Thundering Spell | Metamagic | |
Deafen creature with spell damage |
- ** Racial feat. Due to our custom races and themes, the racial requirements have probably been modified or expanded.
- *** Requires special instruction during chargen or advancement. Usually this means it must be +requested from staff at the end. This is just due to the quirkiness of coding some feats versus others. For details, visit House Rules and Clarifications.
Other Paizo
| Feats from Other Paizo Sources | |||
| Feat | Type | Requirements | Benefit |
| Coordinated Charge | Combat, Teamwork | You have at least two other teamwork feats, base attack bonus +10 | You are an expert at leading your allies into the fray. |
| Combat Medic | Teamwork | Heal 5 ranks | You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. |
| Cavalry Formation | Combat, Teamwork | Mounted Combat | You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. |
| Duck and Cover | Teamwork | |
Your allies assist you in avoiding certain attacks. |
| Enfilading Fire | Combat, Teamwork | Point-Blank Shot, Precise Shot, one other teamwork feat. | Your ranged attacks take advantage of the flanking maneuvers of allies. |
| Feint Partner | Teamwork | Bluff 1 rank | When ally successfully feints, opponent loses Dex bonus against your next attack |
| Improved Feint Partner | Teamwork | Combat Reflexes, Feint Partner, base attack bonus +6 | When ally successfully feints, you gain attack of opportunity against opponent |
| Ferocious Tenacity | Combat | Oruch or half-orc, rage class feature | You spit in the face of death |
| Improved Natural Attack | General | Natural weapon ranger combat style, Razortusk, or Artificer with slam attacks | You go RHAR! |
| Rapid Reload* | Combat | Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). | You reload your crossbow or firearm with rapid speed. |
| Seize the Moment | Teamwork, Combat | Combat Reflexes, Improved Critical. | You and your allies are poised to pounce whenever one of you scores a telling blow. |
| Shake It Off | Teamwork | |
You support your allies and help them recover from crippling effects. |
| Stealth Synergy | Teamwork | |
Working closely with an ally, you are able to move like twin shadows. |
| Storm Lashed | General | Khazid-mornir | The winds do not move you. |
| Tandem Trip | Teamwork, Combat | You know how to work together to trip your foes. | |
| Urban Forager | General | Knowledge (local) 1 rank, Survival 1 rank | You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities |
- * Instead of selecting a specific firearm, you may select "firearms."
Other 3.5
We also allow some feats from 3.5. Many of these are from the Complete books. WotC doesn't allow us to post information regarding these feats, so you will need to find it on your own. These feats are: Danger Sense, Practiced Spellcaster, Short Haft, Steady Shot, Dive for Cover, Double Wand Wielder, Wandstrike, Natural Bond
Tenebrae Racial Feats
Tenebrae's races have access to the following racial feats, with additional requirements or modifications noted in parentheses. These feats are from various sources (the APG, Bestiary). Note that this list replaces the listed racial requirements--this is because of our custom races and setting. It is not something we are looking to change, though you may see additional options from other sources added as we move forward.
| Tenebrae Racial Feats | |
| House Race | Racial Feats |
| Arvek Nar | Horse Lord (House), Improved Horse Lord (House), Up Shields (House), Unit Tactics (House) |
| Egalrin* | Flyby Attack, Wingover |
| Giantborn | Fight On, Smash, Ironguts |
| Gnomes | Gnome Trickster, Groundling, Go Unnoticed |
| Gobbers | Go Unnoticed, Well-Prepared, Goblin Accuracy (House) |
| Halflings | Lucky Halfling, Well-Prepared, Go Unnoticed |
| Half-elf | Leaf Singer, Shared Insight, Sociable |
| Half-orc | Ferocious Tenacity***, Fight On, Iroguts, Ironhide, War Singer |
| Khazad-Mornir | Fight On, Iroguts, Steel Soul, Ironhide, Storm Lashed** |
| Khazad-Aul | Fight On, Iroguts, Stone-Faced, Stone Singer, Steel Soul, Ironhide, Stone Sense |
| Llyranesi, Mulniessa, and Sylvanori |
Elven Accuracy, Leaf Singer |
| Oruch | Blood of the Dark Fae (House), Ferocious Tenacity***, Fight On, War Singer, Iroguts, Ironhide, Never Stand Down (House), Rebuke the Horde (House) |
| Sith'makar | Keen Scent, Razortusk, Smell Fear, Ironhide |
* All available at 9 hd or later
** Pre-req is only khazid-mornir, skill req removed
*** Pre-reqs are oruch or half-orc, rage class feature