Feats

From Tenebrae

Jump to: navigation, search

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