Template:FeatsDescriptionJZ

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Janni Rush ( Combat )
When you leap to the attack, your blows are like bolts from on high.
Prereq: Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
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Janni Style ( Combat )
Your whirling fighting technique makes you difficult to hit.
Prereq: Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks.
Benefit: While using this style, you take only a -1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.
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Janni Tempest ( Combat )
Your gale of attacks easily throws your opponents off balance.
Prereq: Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.
Benefit: While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver.
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Jawbreaker ( Combat )
You deliver a powerful strike to the mouth, breaking teeth and bone.
Prereq: Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.
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Juke ( Combat )
You can avoid a charge, leaving your opponent vulnerable.
Prereq: Dex 13, Dodge, Mobility, Sidestep
Benefit: When an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger’s attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can’t use the benefits of Juke if you ready an action to set a weapon with the brace special quality against a charging foe.
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Just Out of Reach ( Combat )
The farther an attacker is from you, the more easily you avoid their attacks.
Prereq: Dex 13+, Dodge, Mobility
Benefit: When a foe more than 5 feet away from you makes a melee attack against you using reach, you gain a +4 dodge bonus to your AC against the attack.
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Keen Scent ( General )
Your nose is as sensitive as that of a wild predator.
Prereq: Wis 13, Sith-makar
Benefit: You gain the scent special ability.
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Ki Stand ( General )
If an opponent knocks you down, you swiftly rebound with an attack.
Prereq: Ki pool.
Benefit: While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.
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Ki Throw ( Combat )
Your physical control and mastery of momentum allows you to throw enemies.
Prereq: Improved Trip, Improved Unarmed Strike.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
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Special: A monk may gain Ki Throw as a bonus feat at 1th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
Kirin Path ( Combat )
You turn knowledge of your enemy into a flawless defense.
Prereq: Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.
Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.
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Kirin Strike ( Combat )
You have read the texts of the perfect way, and know how identify to your enemies' weak spot.
Prereq: Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).
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Kirin Style ( Combat )
Your study and your grace allows you to exploit your enemies' weaknesses.
Prereq: Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.
Benefit: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature's CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature's attacks, as well as a +2 dodge bonus to AC against that creature's attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
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Kraken Style ( Combat, Style )
You savagly twist and squeeze when grappliong.
Prereq: Wis 13+, Improved Grapple, Improved Unarmed Strike, BAB 3+
Benefit: When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.
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Kraken Throttle ( Combat, Style )
You tighten your grip around your opponent's throat.
Prereq: Wis 13+, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB 5+
Benefit: "The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2. While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent (Pathfinder RPG Core Rulebook 445). The grappled opponent can take a breath during any round in which you do not maintain the grapple."
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Kraken Wrack ( Combat, Style )
You squeeze your opponent tightly enough to crush armor other items between you.
Prereq: Wis 13+, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB 7+
Benefit: The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent. When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe’s armor or an item held in your foe’s hand. This crushing damage bypasses half of the hardness of the armor or item.
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Landing Roll ( Combat )
You have learned the technique of rolling safely away when an enemy trips you.
Prereq: Dex 13, Dodge, Mobility.
Benefit: If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.
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Leaf Singer ( General )
Your songs recount the ways and mysteries of your people.
Prereq: Cha 13, bardic performance class feature, elf or half-elf.
Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.
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Leaping Evasion ( Combat )
You leap from danger!
Prereq: Lightning Reflexes, Evasion class feature
Benefit: When you succeed at a Reflex save against a spell or effect that affects an area, as an immediate action you can attempt an Acrobatics check to jump out of the effect’s area. You must move to the nearest space you can see outside of the affected area. The DC for this Acrobatics check is equal to the number of feet you must move to escape the area, and you can’t travel farther than your normal movement. If you use this feat, you are staggered on your next turn. This movement doesn’t provoke attacks of opportunity from creatures in the area of the effect you are escaping
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Ledge Walker ( General )
You negotiate tiny ledges like a mountain goat.
Prereq: Dex 13, khazad
Benefit: You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks.
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Lie Low ( Combat )
You're even harder to see when prone than most are.
Prereq: --
Benefit: "If you have been prone since the end of your last turn, the penalty on Perception checks for others to notice you increases by 1 for every 20 feet between you and the observer, to a maximum increase of 5 at 100 feet. This stacks with the normal modifier for distance."
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Life Lure ( General )
Your channeled positive energy is irresistibly sweet to nearby undead.
Prereq: Channel positive energy class feature.
Benefit: As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.
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Light Armor Proficiency ( Combat )
You are skilled at wearing light armor.
Prereq: --
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Lightning Reflexes ( General )
You have faster ref lexes than normal.
Prereq: --
Benefit: You get a +2 bonus on all Ref lex saving throws.
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Lightning Stance ( Combat )
The speed at which you move makes it nearly impossible for opponents to strike you.
Prereq: Dex 17, Dodge, Wind Stance, BAB 11+
Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
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Lingering Performance ( General )
The effects of your bardic performance carry on, even after you have stopped performing.
Prereq: Bardic performance class feature
Benefit: "The bonuses and penalties from your bardic performance continue for 2

rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If

you begin a new bardic performance during this time, the effects of the
previous performance immediately cease."
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Lingering Spell ( Metamagic )
You spell clings to existence, slowly fading from the world.
Prereq: --
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's actual level.
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Lob Shot ( Combat )
You can make a high, arcing shot to strike your opponents from above.
Prereq: Far Shot, Point-Blank Shot
Benefit: While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can't use this feat unless you have headroom equal to at least half the attack's range.
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Low Profile ( General )
Your short stature grants you a bonus versus ranged attacks.
Prereq: Lucht or Gobber, Dex 13
Benefit: You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
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Lucky Halfling ( General )
You bring luck to those with whom you travel.
Prereq: Lucht
Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.
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Lunge ( Combat )
You can strike foes that would normally be out of reach.
Prereq: BAB 6+
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
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Maddened Tinker ( General )
You've learned to infuse your tools with some of your race's innate magic...to devastating effect. It's true. You're probably getting a little crazy, but no one should tell you that. Ever.
Prereq: Gnome, Eccentric Tinker, BAB 4+
Benefit: When wielding a tool of the trade associated with your Obsession, treat it as Magic for the purposes of overcoming DR. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
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Mage of the Wild ( General )
Your mystic connection with the wilderness enhances your spellcasting.
Prereq: Attuned to the Wild, Llyranesi, Sylvanori
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
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Magical Aptitude ( General )
You are skilled at spellcasting and using magic items.
Prereq: --
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Mantis Style ( Combat )
You have learned to target vital areas with crippling accuracy.
Prereq: Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.
Benefit: You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
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Mantis Torment ( Combat )
Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch.
Prereq: Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.
Benefit: You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.
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Mantis Wisdom ( Combat )
Your knowledge of vital areas allows you to land debilitating strikes with precision.
Prereq: Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.
Benefit: Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.
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Manyshot ( Combat )
You can fire multiple arrows at a single target.
Prereq: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
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Marid Coldsnap ( Combat )
You can summon a torrent of water to blast your enemies, chilling them to the bone.
Prereq: Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from becoming entangled.
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Marid Spirit ( Combat )
You can manipulate cold energy to protect yourself and freeze your foes.
Prereq: Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modif ier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.
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Marid Style ( Combat )
You conjure tendrils of icy water to strike your enemies from a distance.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet.
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Martial Weapon Proficiency ( Combat )
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Prereq: --
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
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.
Master Craftsman ( General )
Your superior crafting skills allow you to create simple magic items.
Prereq: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
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Maximize Spell ( Metamagic )
Your spells have the maximum possible effect.
Prereq: --
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 half the normally rolled result.
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Medium Armor Proficiency ( Combat )
You are skilled at wearing medium armor.
Prereq: Light Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Medusa's Wrath ( Combat )
You can take advantage of your opponent's confusion, delivering multiple blows.
Prereq: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, BAB 11+
Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
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Memory Reload ( General )
Your mind is adjustable in certain ways. That is, you may choose to realign it to better accomplish certain tasks. Doing so however, overrides old knowledge.
Prereq: War Golem, Int 13
Benefit: When you use this feat, you gain a +2 competence bonus on checks involving a single class skill of your choice. Once per day, you can select a different class skill to gain this feat's benefit.
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Missile Shield ( Combat )
You are skilled at def lecting ranged attacks with your shield.
Prereq: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may def lect it so that you take no damage, as if you had the Def lect Arrows feat. You must be aware of the attack and not flat-footed.
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Mobility ( Combat )
You can easily move through a dangerous melee.
Prereq: 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.
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Monkey Moves ( Combat )
You scramble around your foes, moving and striking in an erratic fashion.
Prereq: Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.
Benefit: While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.
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Monkey Shine ( Combat )
You combine acrobatics and opportunity to devastating effect against your opponent.
Prereq: Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
Benefit: While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent's space. This movement does not provoke attacks of opportunity. While you are in your opponent's space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.
Normal: You cannot enter an opponent's space.
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Monkey Style ( Combat )
Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.
Prereq: Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.
Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Normal: You take a -4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.
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Moonlight Stalker ( Combat )
You are adept at using shadows to conceal your attacks.
Prereq: Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.
Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.
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Moonlight Stalker Feint ( Combat )
You strike through the shadows so quickly that your opponent can barely react to your attacks.
Prereq: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Bluff 6 ranks, darkvision or lowlight vision racial trait.
Benefit: Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
Normal: Feinting is a standard action.
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Moonlight Stalker Master ( Combat )
You leave your opponents swinging at shadows while you slide elusively through the darkness.
Prereq: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.
Benefit: While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
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Mounted Archery ( Combat )
You are skilled at making ranged attacks while mounted.
Prereq: 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.
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Mounted Combat ( Combat )
You are adept at guiding your mount through combat.
Prereq: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
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Mounted Skirmisher ( Combat )
You are adept at attacking from upon a swift moving steed.
Prereq: Ride rank 14, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.
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Mystic Stride ( General )
Enchanted vegetation does not bar your path.
Prereq: Dex 15, Nimble Moves, woodland stride class feature.
Benefit: You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.
Normal: Woodland stride does not apply to thorns, briars, and overgrowth areas that are enchanted or magically manipulated.
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Natural Spell ( General )
You can cast spells even while in a form that cannot normally cast spells.
Prereq: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using 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 using wild shape.
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Neckbreaker ( Combat )
With a quick jerk, you snap an enemy's neck.
Prereq: Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.
Benefit: If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a -5 penalty on the attack roll. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.
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Net Adept ( Combat )
You have trained to use the net as a melee weapon.
Prereq: Exotic Weapon Proficiency (net), base attack bonus +1.
Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
Normal: A net is a ranged weapon that imposes a -4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.
Special:
Net and Trident ( Combat )
Your skill with lighter weapons allows you to wield one alongside your net.
Prereq: Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.
Benefit: You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.
Normal: A net is a two-handed ranged weapon.
Special:
Net Maneuvering ( Combat )
With sweeping movements and brute force, you can use your net to put foes at a disadvantage.
Prereq: Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.
Benefit: In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
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Special:
Net Trickery ( Combat )
You have become very proficient at using your net to hinder your enemies.
Prereq: Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.
Benefit: In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If you have an opponent entangled in your net, you can attempt to trip that opponent as long as he is within your net's reach or you control the trailing rope on your net. You also gain a +2 bonus on drag and reposition combat maneuver checks you make using your net.
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Never Stand Down ( General )
Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.
Prereq: Oruch
Benefit: +4 to saves against fear and fear-based effects.
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Nightmare Fist ( Combat )
You are even more deadly in magical darkness.
Prereq: Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.
Benefit: While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and Intimidate checks.
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Nightmare Striker ( Combat )
Your faerie fire not only illuminates your foes, but it also shows you their weaknesses.
Prereq: Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.
Benefit: While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for every 5 by which the opponent failed her save.
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Nightmare Weaver ( Combat )
You can use your ability to create magical darkness to terrorize enemies.
Prereq: Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.
Benefit: By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
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Special: This feat counts as Dazzling Display for purposes of qualifying for Deadly Stroke and Shatter Defenses.
Nimble Moves ( General )
You can move across a single obstacle with ease.
Prereq: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
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Obscuring Wings ( General )
You can use your wings to create a cloud of concealment.
Prereq: Egalrin
Benefit: By flapping your wings as a standard action, you may summon up a cloud of dust, creating the effect of a personalized obscuring mist for 1 round, centered on you. You must be touching a surface conducive to this effect, such as snow, earth or dust, etc. This effect lasts until the end of your next turn.
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One of Us ( General )
Gnomes are terrifying in groups.
Prereq: Gnome
Benefit: When around other gnomes, you believe you can do anything. More, you become better at convincing others of this fact. So long as at least one other gnome is present, you receive a +2 circumstance bonus to will saves, and a +2 bonus to all social skill checks.
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Open Up ( Combat, Teamwork )
You pull an opponent’s shield, opening your foe up to an unobstructed attack by an ally.
Prereq: Int 13+, Combat Expertise.
Benefit: When you successfully use the aid another action to improve the next attack roll against an opponent by an ally who also has this feat, that attack also ignores any Armor Class bonus granted by the opponent’s shield. This benefit affects only physical shields, not shield bonuses from spells or other sources.
Normal: The DC for any Perception check attempted by a sleeping creature is increased by 10.
Special: If both you and your ally also have the Harrying Partners teamwork feat, all of your ally’s attacks made before your next turn ignore the opponent’s Armor Class bonus from a shield.
Opening Volley ( Combat )
Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
Prereq: --
Benefit: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
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Orc Hewer ( Combat )
You are ferocious at hewing your enemies, especially orcs.
Prereq: Str 13, Cleave, Goblin Cleaver, Power Attack, khazad
Benefit: This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
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Order-Bound ( General )
You understand the ways of order, and can identify the stench of chaos by scent. Troops fear your inspections.
Prereq: Arvek Nar, Lawful alignment
Benefit: Chaos carries a certain scent to it. It's distasteful. You gain the scent ability, though it can only detect creatures with a chaotic alignment or subtype.
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Outflank ( Combat, Teamwork )
You look for every edge when flanking an enemy.
Prereq: BAB 4
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
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Pack Attack ( Combat, Teamwork )
You are skilled at surrounding your enemies.
Prereq: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.
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Painful Anchor ( General )
Paladin 8+
Prereq: Evil outsiders take damage when they attempt to connect to other planes.
Benefit: When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within 10 ft. of you, it takes damage equal to 4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
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Paired Opportunists ( Combat, Teamwork )
You know how to make an enemy pay for lax defenses.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
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Panther Claw ( Combat )
You unleash a rapid series of blows on foes that attempt to attack you when you move.
Prereq: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.
Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.
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Panther Parry ( Combat )
Your vicious strikes impair your foe's ability to attack you when you move.
Prereq: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.
Benefit: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a -2 penalty on attack and damage rolls with the triggering attack of opportunity.
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Panther Style ( Combat )
You can strike back at enemies who attack you when you move.
Prereq: Wis 13, Combat Reflexes, Improved Unarmed Strike.
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
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Parting Shot ( Combat )
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Prereq: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.
Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Normal: You cannot attack when using the withdraw action.
Special: Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat.
Pass For Human ( General )
You're easily mistaken for a human rather than a member of your own race.
Prereq: Half-sil
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
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Special: A half ling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.
Passing Trick ( Combat )
Slipping past a foe gives you the chance to feint.
Prereq: Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.
Benefit: Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in combat.
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Special: If you have the Underfoot feat and the opponent is larger than you, you gain a +2 bonus on the Bluff check this feat allows.
Penetrating Strike ( Combat )
Your attacks are capable of penetrating the defenses of some creatures.
Prereq: Weapon Focus, 12th-level fighter, proficiency with weapon.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).
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Perfect Strike ( Combat )
When wielding a monk weapon, your attacks can be extremely precise.
Prereq: 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). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Persistent Spell ( Metamagic )
You can modify a spell to become more tenacious when its targets resist its effect.
Prereq: --
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
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Persuasive ( General )
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Prereq: --
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Phalanx Formation ( Combat )
You are trained to use long weapons in tight formations.
Prereq: BAB 1+
Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Normal: Attacking a target that is beyond another creature, even an ally, can result in the target having soft cover from you.
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Piercing Spell ( Metamagic )
Your studies have helped you develop methods to overcome spell resistance.
Prereq: --
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.
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Pin Down ( Combat )
You easily block enemy escapes.
Prereq: Combat Reflexes, fighter level 11th.
Benefit: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
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Pinning Knockout ( Combat )
An opponent you have pinned is easy for you to knock out.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinning Rend ( Combat )
You tear flesh when you damage an opponent that you have pinned.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinpoint Targeting ( Combat )
You can target the weak points in your opponent's armor.
Prereq: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
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Pistol Whip ( Combat )
See National feats description.
Prereq: Exotic Weapon Proficiency (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.
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Point-Blank Master ( Combat )
You are adept at firing ranged weapons in close quarters.
Prereq: Weapon Specialization with a ranged weapon
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.
Point-Blank Shot ( Combat )
You are especially accurate when making ranged attacks against close targets.
Prereq: --
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Power Attack ( Combat )
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prereq: Str 13, BAB 1+
Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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Powerful Shape ( General )
Your wild shapes are mighty and muscular.
Prereq: Wild shape class feature, druid level 8th.
Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
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Practiced Tactician ( General )
With only a few quick gestures and commands, you can direct others in combat.
Prereq: Tactician class feature.
Benefit: You can use your tactician ability to grant allies a teamwork feat one additional time per day.
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Special: You can gain Practiced Tactician multiple times. Its effects stack.
Precise Shot ( Combat )
You are adept at firing ranged attacks into melee.
Prereq: 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.
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Preferred Spell ( General )
You find it very easy to cast one particular spell.
Prereq: Spellcraft 5 ranks, Heighten Spell.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Press to the Wall ( Combat )
You gain an advantage when your opponent can’t easily retreat.
Prereq: Step Up, BAB 3+
Benefit: If you are the only character threatening an opponent, you can treat solid, immovable objects that occupy a square (such as columns, tree trunks, and walls) and are adjacent to that opponent as allies threatening the opponent when determining whether you flank the foe.
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Prodigy ( General )
You are naturally skilled at arts, professions, and the acquisition of knowledge.
Prereq: --
Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.
Punishing Kick ( Combat )
Your kicks are so powerful you use them to push or knock back your foes.
Prereq: Con 13, Wis 13, Improved Unarmed Strike, BAB 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). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Pure Faith ( General )
Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons.
Prereq: Divine health class feature.
Benefit: You gain a +4 sacred bonus to saving throws against poison.
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Pushing Assault ( Combat )
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prereq: Str 15, Power Attack, BAB 1+
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modif ied by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
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Quarterstaff Master ( Combat )
You can wield a quarterstaff as either a two-handed or one-handed weapon.
Prereq: Weapon Focus (quarterstaff), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
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Quick Bull Rush ( Combat )
You can barrel into your opponent and follow this with an attack.
Prereq: Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.
Normal: A bull rush combat maneuver is a standard action.
Special:
Quick Channel ( General )
Your divine energies flash with dazzling speed.
Prereq: Knowledge (religion) 5 ranks, channel energy class feature.
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.
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Quick Dirty Trick ( Combat )
You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser.
Prereq: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.
Benefit: On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.
Normal: A dirty trick combat maneuver is a standard action.
Special:
Quick Drag ( Combat )
You drag your enemy and deliver a punishing blow.
Prereq: Str 13, Improved Drag, Power Attack, base attack bonus +6.
Benefit: On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.
Normal: A drag combat maneuver is a standard action.
Special:
Quick Draw ( Combat )
You can draw weapons faster than most.
Prereq: BAB 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). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
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:
Quick Reposition ( Combat )
Your opponent becomes an unwitting dance partner, following your lead while you fight.
Prereq: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.
Normal: A reposition combat maneuver is a standard action.
Special:
Quick Wild Shape ( General )
You sacrifice power for speed in changing form.
Prereq: Wild shape class feature, caster level 8th.
Benefit: You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a swift action.
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Quicken Spell ( Metamagic )
You can cast spells in a fraction of the normal time.
Prereq: --
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround 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.
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Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Quicksilver Guts ( General )
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.
Prereq: War Golem
Benefit: Your natural weapons are treated as silver weapons for the purpose of overcoming damage reduction. In addition, the quicksilver in your system makes you more flexible, and you gain a +1 bonus on Reflex saves against spells and spell-like abilities.
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Radiant Charge ( General )
When you charge, you do so with the power of faith.
Prereq: Lay on hands class feature.
Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
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Raging Brutality ( General )
You expend some of your rage to strike your opponents with a more powerful weapon blow.
Prereq: Str 13, rage class feature, Power Attack, base attack bonus +12.
Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.
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Raging Deathblow ( General )
Every killing blow gives you a surge of vitality, further fueling your rage.
Prereq: Greater rage class feature.
Benefit: While raging, whenever your attack reduces your opponent to -1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.
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Raging Hurler ( General )
An opponent can do little to evade your wrathful pitching of weapons and objects.
Prereq: Rage class feature, Throw Anything.
Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.
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Raging Throw ( General )
You expend some of your rage to throw one opponent at another.
Prereq: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.
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Ranged Disarm ( Combat )
A well-placed shot disarms your foe.
Prereq: Dex 13, Deadly Aim, base attack bonus +1
Benefit: As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt.
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Ranged Trip ( Combat )
A shot to the leg causes your foe to fall prone.
Prereq: Dex 13, Deadly Aim, base attack bonus +1
Benefit: As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt.
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Rapid Grappler ( Combat )
You are a quick hand at grappling.
Prereq: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a -5 penalty.
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Rapid Reload ( Combat )
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prereq: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a fullattack 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, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Rapid Shot ( Combat )
You can make an additional ranged attack.
Prereq: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
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Ray Shield ( Combat )
You can even deflect rays with your shield.
Prereq: Dex 15, Missile Shield, Spellbreaker.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may def lect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.
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Razortusk ( General )
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prereq: Sith-makar
Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to damage.
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Reach Spell ( Metamagic )
Your spells go farther than normal.
Prereq: --
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modif ied by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
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Reactive Arcane Shield ( General )
Your arcane shield responds to threats even if you’re caught off guard.
Prereq: Arcane Shield, arcane spellcaster, caster level 12th.
Benefit: If you are aware of an attack against you that has already been declared and you choose to use the Arcane Shield feat, the immediate action to activate the feat occurs before the attack roll against you is resolved. In addition, all adjacent allies also gain the feat’s deflection bonus to AC for 1 round.
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Rebuffing Reduction ( Combat )
Your damage reduction can turn the force of blows back on your enemies.
Prereq: Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.
Benefit: Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with the opponent.
Normal: A bull rush combat maneuver is a standard action.
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Rebuke the Horde ( General )
A far-off ancestor was a leader among some oruch clan. You possess some of this ability.
Prereq: 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.
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Redirect Attack ( Combat )
When you dodge an attack, you can deflect it toward another opponent.
Prereq: Dex 15+, Int 15+, Dodge
Benefit: Once per turn, when an opponent only you threaten fails an attack against you, you can redirect the attack to target another foe. The new target must be adjacent to you and within reach of the opponent that missed you. Attempt a combat maneuver check; if the result exceeds both the Combat Maneuver Defense of the opponent who missed you and the Armor Class of the new target, the attack strikes and deals its normal damage.
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Relentless Shot ( Combat )
You keep your aim steady on a downed foe.
Prereq: Point-Blank Shot, base attack bonus +6
Benefit: "When you successfully trip an opponent within 30 feet with a ranged attack, you threaten that opponent until your next turn. You can make attacks of opportunity against that opponent with ranged weapons. This effect ends if you attack another target or the opponent moves from its current square."
Normal: While wielding a ranged weapon, you threaten no squares and cannot make attacks of opportunity with that weapon.
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Rending Claws ( Combat )
Your claw attacks do greater harm to your enemy.
Prereq: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
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Rending Fury ( Combat )
You easily tear your enemies limb from limb with your natural attacks.
Prereq: Base attack bonus +6, rend special attack or druid 5+
Benefit: You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with one claw attack, while a girallon that has this feat must hit one target with two claw attacks to rend. You can only make this rend attack once per round.
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Repositioning Strike ( Combat )
Your critical hits can move your foes where you wish.
Prereq: Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a reposition combat maneuver to reposition an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Resilient Brute ( General )
You absorb punishment others find deadly.
Prereq: Half-orc or orc.
Benefit: Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.
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Resonant Tubing ( General )
Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.
Prereq: Perform (wind instruments) 1 ranks, War Golem
Benefit: You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the war golem body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus.
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Reward of Grace ( General )
When you lay on hands, divine energy ripples through you, granting you grace.
Prereq: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
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Reward of Life ( General )
When you lay on hands, you are also healed.
Prereq: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.
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Rhetorical Flourish ( General )
You rapidly change topics and employ confusing rhetoric to distract people from your true intent.
Prereq: Cha 13, Persuasive.
Benefit: When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a -2 penalty on your next Diplomacy check against that creature. Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a -4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.
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Ricochet Splash Weapon ( General )
Even when your thrown splash weapons miss, they are especially dangerous.
Prereq: Dex 13, Throw Anything.
Benefit: Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.
Normal: A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.
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Ride-By Attack ( Combat )
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prereq: 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.
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Righteous Healing ( General )
Your healing spells are more potent when you have a judgment active.
Prereq: Judgment class feature.
Benefit: If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess.
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Run ( General )
You are swift of foot.
Prereq: --
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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Saving Shield ( Combat )
You deflect attacks that could mean your ally's death.
Prereq: Shield Proficiency.
Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
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School Strike ( Combat )
You focus the secrets of your school of wizardry into your unarmed strike.
Prereq: Wizard school class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity.
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Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power.
Scorpion Style ( Combat )
You can perform an unarmed strike that greatly hampers your target's movement.
Prereq: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
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Scribe Scroll ( Item Creation )
You can create magic scrolls.
Prereq: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
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Sea Legs ( General )
You have a sailor's instincts for moving about while aboard seagoing vessels.
Prereq: Profession (sailor) 5 ranks.
Benefit: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
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Second Chance ( Combat )
Quick ref lexes turn missed strikes into second chances.
Prereq: Int 13, Combat Expertise, BAB 6+
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
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Seen and Unseen ( General )
Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.
Prereq: Half-sil
Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a -4 penalty on all efforts to track you through the Survival skill.
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Seize the Moment ( Combat, Teamwork )
You and your allies are poised to pounce whenever one of you scores a telling blow.
Prereq: Combat Reflexes, Improved Critical.
Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.
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Selective Channeling ( General )
You can choose whom to affect when you channel energy.
Prereq: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 3-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
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Self-Sufficient ( General )
You know how to get along in the wild and how to effectively treat wounds.
Prereq: --
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Serenity of the Sky ( General )
You gain benefits when beneath open sky.
Prereq: Egalrin, Child of the Skies
Benefit: When beneath an open sky, you receive a +2 to will saves, and may choose to reroll a failed will save once per day.
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Shadow Strike ( Combat )
You accurately strike even those you cannot clearly see.
Prereq: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
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Shadowy Dash ( General )
In dim light, you resemble little more than a shadow.
Prereq: Mul'niessa
Benefit: Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal -5 penalty for doing so.
Normal: When moving at more than half your speed and up to your normal speed, you take a -5 penalty on Stealth checks.
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Shaitan Earthblast ( Combat )
With a forceful stomp you release a blast of acid from the earth to burn your enemies.
Prereq: Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.
Benefit: While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from being staggered.
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Shaitan Skin ( Combat )
You can manipulate acid to shield yourself and disable your enemies.
Prereq: Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.
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Shaitan Style ( Combat )
You strike with the caustic forces from within the earth.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.
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Shake It Off ( General, Teamwork )
You support your allies and help them recover from crippling effects.
Prereq: --
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
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Shapeshifter Foil ( General )
Your command of shapeshifting magic can disrupt similar effects in others.
Prereq: Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.
Benefit: A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed.
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Shapeshifting Hunter ( General )
You blend your knowledge of foes and your shapeshifting abilities together.
Prereq: Favored enemy class feature, wild shape class feature.
Benefit: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.
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Shaping Focus ( General )
Your powers of shapeshifting outstrip your dabbling in the druidic faith.
Prereq: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.
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Special: This feat has no effect if you are not a multiclassed druid.
Shared Insight ( General )
You deftly direct others' attentions where you wish.
Prereq: Wis 13, half-elf.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).
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Shared Judgment ( General )
You extend the benefits of your judgment to an ally.
Prereq: Second judgment class feature.
Benefit: You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you can pronounce a single judgment and extend its effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third judgment class feature, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.
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Shared Manipulation ( General )
You can subtly bolster allies' ability to misdirect and infuriate their enemies.
Prereq: Cha 13, half-elf.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).
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Shatter Defenses ( Combat )
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prereq: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
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Shatterspell ( Combat )
Your mighty blows shatter your enemy's magic.
Prereq: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
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Shield Focus ( Combat )
You are skilled at def lecting blows with your shield.
Prereq: Shield Proficiency, BAB 1+
Benefit: Increase the AC bonus granted by any shield you are using by 1.
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Shield Master ( Combat )
Your mastery of the shield allows you to fight with it without hindrance.
Prereq: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
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Shield of Swings ( Combat )
A wild frenzy of attacks serves to bolster your defenses.
Prereq: Str 13, Power Attack, BAB 1+
Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
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Shield Proficiency ( Combat )
You are trained in how to properly use a shield.
Prereq: --
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
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.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.
Shield Slam ( Combat )
In the right position, your shield can be used to send opponents flying.
Prereq: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
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Shield Specialization ( Combat )
You have mastered the use of one type of shield.
Prereq: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
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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 shield.
Shield Wall ( Combat, Teamwork )
You form a unified defense with those around you.
Prereq: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (Core Rulebook 153).
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Shielded Caster ( General, Teamwork )
Your allies cover you while you cast complicated spells.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
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Short Circuit ( General )
Manipulate your circuits to create a burst of static.
Prereq: War Golem, War Golem Slam, BAB 7+, Con 13+
Benefit: When using your slam attack, as a swift action you may energize your circuits, delivering 1d6 of additional electricity damage to your slam attack. You may do this a number of times a day equal to your Con modifier.
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Shot on the Run ( Combat )
You can move, fire a ranged weapon, and move again before your foes can react.
Prereq: Dex 13, Dodge, Mobility, Point-Blank Shot, BAB 4+
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.
Special:
Shrug On ( Combat )
You can throw on the most important element of your armor in a flash.
Prereq: BAB 1+, medium armor proficiency
Benefit: As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus. Light armor grants no armor bonus when donned using this feat.
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Sickening Critical ( Combat )
Your critical hits cause opponents to become sickened.
Prereq: Critical Focus, BAB 11+
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Sickening Spell ( Metamagic )
You can sicken creatures with your spells.
Prereq: --
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. A sickening spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
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Sidestep ( Combat )
You can reposition yourself after a foe's missed swing.
Prereq: Dex 13, Dodge, Mobility.
Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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Special:
Silent Spell ( Metamagic )
You can cast your spells without making any sound.
Prereq: --
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.
Normal:
Special: Bard spells cannot be enhanced by this feat.
Simple Weapon Proficiency ( Combat )
You are trained in the use of basic weapons.
Prereq: --
Benefit: You make attack rolls with simple weapons without penalty.
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, and wizards are automatically proficient with all simple weapons. They need not select this feat.
Sin Seer ( General )
Unlike others who have taken the oath against undeath (see page 60), your preoccupation with the undead does not cloud your view of good and evil.
Prereq: Detect undead paladin class feature.
Benefit: You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.
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Special:
Skill Focus ( General )
Choose a skill. You are particularly adept at that skill.
Prereq: --
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Normal:
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.
Slashing Grace ( Combat )
You can stab your enemies with your sword or another slashing weapon.
Prereq: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon
Benefit: Choose one kind of one-handed or light slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
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Slayer's Knack ( Combat )
You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.
Prereq: Favored enemy class feature, base attack bonus +6.
Benefit: When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does not stack with any other effect that expands a weapon's threat range.
Normal:
Special: You can take this feat multiple times. Each time you take it, you choose a different favored enemy type.
Sling Flail ( Combat )
You can use your loaded sling to effectively strike at nearby foes.
Prereq: Weapon Focus (sling), base attack bonus +1.
Benefit: You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.
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Special: Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon.
Smash ( General )
You overcome obstacles by breaking them.
Prereq: Power Attack, giantborn
Benefit: When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or break open doors.
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Special: The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects.
Smashing Fists ( General )
The size of your fists and forearms reflects your giant heritage.
Prereq: Giantborn, BAB 4+
Benefit: When using an unarmed strike, your massive fists deal 1d6 instead of 1d3. If you are a monk, improve your damage dice by one step, instead (use the sizing rules for INA). These benefits are considered a size bonus, and do not stack with other size bonuses.
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Smell Fear ( General )
You can catch the sour scent of fear on the wind.
Prereq: Keen Scent, Sith-makar
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.
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Smoking Boulders ( Combat )
You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect.
Prereq: Giantborn, HD 6+
Benefit: When you throw a rock as part of an attack action, you can cause the boulder to erupt into a 10-foot-radius spread of heavy smoke on a successful hit (treat similarly to Obscuring Mist). The smoke lasts for 1d4 rounds. Throwing boulders may be achieved as part of a class ability (such as barbarian powers) or by treating the boulders as improvised weapons.
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Snake Fang ( Combat )
You can unleash attacks against an opponent that has dropped its guard.
Prereq: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Benefit: While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.
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Snake Sidewind ( Combat )
Your sensitive twisting movements make you difficult to anticipate combat.
Prereq: Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks
Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved this round.
Special:
Snake Style ( Combat )
You watch your foe's every movement and then punch through its defense.
Prereq: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.
Special:
Snap Shot ( Combat )
With a ranged weapon, you can take advantage of any opening in your opponent's defenses.
Prereq: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
Special:
Snapping Turtle Clutch ( Combat )
Your unarmed style allows you to turn your opponent's attack into an opportunity.
Prereq: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a -2 penalty.
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Snapping Turtle Shell ( Combat )
Your guarding hand is almost magical in its skill at def lecting incoming blows.
Prereq: Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a -4 penalty on critical confirmation rolls against you.
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Snapping Turtle Style ( Combat )
Your deft unarmed style allows you to shield your body from harm.
Prereq: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
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Snatch Arrows ( General )
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Prereq: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Def lect Arrows feat you may choose to catch the weapon instead of just def lecting it. Thrown weapons can immediately be thrown back as an attack against 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.
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Sneaking Precision ( General )
Your knowledge of your enemies' vulnerable spots is especially punishing.
Prereq: Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.
Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.
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Sociable ( General )
You have a way of helping others to get along.
Prereq: Cha 13, half-elf.
Benefit: As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).
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Sorcerous Bloodstrike ( Combat )
You can regain power when you kill a creature.
Prereq: Cha 13, sorcerer bloodline class feature.
Benefit: Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today.
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Sorcerous Strike ( General )
The power flowing through your veins also flows through your unarmed strike.
Prereq: Sorcerer bloodline class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.
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Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying bloodline power.
Spell Bane ( General )
While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.
Prereq: Bane class feature.
Benefit: While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.
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Spell Bluff ( General )
You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.
Prereq: Bluff 5 ranks, Spellcraft 5 ranks.
Benefit: If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook.
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Spell Focus ( General )
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Prereq: --
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Normal:
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 ( General )
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prereq: 1st-level wizard.
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. 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.
Special:
Spell Penetration ( Combat )
Your spells break through spell resistance more easily than most.
Prereq: --
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
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Spellbreaker ( General )
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
Prereq: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Special:
Spellsong ( General )
You can blend the power of your performance and spellcasting.
Prereq: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
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Spinning Throw ( General )
You whirl your foe around and then let go.
Prereq: Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefit: On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. If your bull rush succeeds, you can move that opponent to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull rush allows. The target is then knocked prone. If the bull rush fails, you can use the Ki Throw feat as normal. If you also have the Improved Ki Throw feat, a successful bull rush allows you to push the opponent into a space secondary targets occupy. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space.
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Special: Per the Ki Throw feat, a monk can use ki to affect creatures larger than himself with this feat.
Spirit of the Skies ( General )
The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.
Prereq: Egalrin, Guardian of the Skies, Child of the Skies
Benefit: When you are beneath an open sky, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
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Spirit of the Wild ( Combat )
Your mystic connection with one type of wilderness has grown even stronger.
Prereq: Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualif ies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
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Spirited Charge ( General )
Your mounted charge attacks deal a tremendous amount of damage.
Prereq: 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).
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Spontaneous Metafocus ( Combat )
You can focus to combine one of your known spells and metamagic feats.
Prereq: Cha 13, one metamagic feat, able to spontaneously cast spells.
Benefit: Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead of at the slower casting time.
Normal:
Special: You can take this feat multiple times. Each time you select this feat, choose a new spell that you can cast spontaneously; the feat applies to that spell.
Spring Attack ( Combat )
You can deftly move up to a foe, strike, and withdraw before he can react.
Prereq: Dex 13, Dodge, Mobility, BAB 4+
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Special:
Stabbing Shot ( Combat )
You can clear the way to continue using your bow.
Prereq: Rapid Shot
Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits-whether or not it does damage-your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a -2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.
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Special:
Stage Combatant ( Combat )
You are a master of stage and nonlethal combats.
Prereq: Weapon Focus, base attack bonus +5
Benefit: When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.
Normal: When making attacks that deal no damage or nonlethal damage, you take a -4 penalty on attack rolls.
Special:
Staggering Critical ( General )
Your critical hits cause opponents to slow down.
Prereq: Critical Focus, BAB 13+
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Stalwart ( Combat )
You adopt a defensive stance that allows you to absorb and redirect hits.
Prereq: Diehard, Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/-, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
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Stand Still ( General )
You can stop foes that try to move past you.
Prereq: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
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Steady Shot ( General )
You are a sniper of uncanny precision.
Prereq: BAB +1, Weapon focus in the chosen weapon
Benefit: Choose dragonspitter, thunderbelcher, or a specific type of crossbow. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles, if these are ever implemented.
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Stealth Synergy ( General, Teamwork )
Working closely with an ally, you are able to move like twin shadows.
Prereq: --
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
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Stealthy ( General )
You are good at avoiding unwanted attention and slipping out of bonds.
Prereq: --
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Special:
Steamroller ( General )
You pick off targets with great precision.
Prereq: Improved Strength 13 Bull Rush, War Golem Slam, War Golem
Benefit: When you hit an opponent with a slam attack as part of a charge, you might also initiate a bull rush as a free action. This does not require you to move into your opponent's square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.
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Steel Soul ( Combat )
You are especially resistant to magic.
Prereq: khazad-mornir, khazad-aul
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf 's hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Special:
Step Up ( Combat )
You can close the distance when a foe tries to move away.
Prereq: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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Special:
Step Up and Strike ( Combat )
When a foe tries to move away, you can follow and make an attack.
Prereq: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
Special:
Stick Together ( Combat, Teamwork )
You stick close to your allies in combat.
Prereq:
Benefit: When an adjacent ally with this feat moves, you can move up to your speed as an immediate action, as long as your movement ends adjacent to that ally. If you do so, you are staggered on your next turn. This movement provokes attacks of opportunity as normal.
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Special:
Still Spell ( General )
You can cast spells without moving.
Prereq: --
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.
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Special:
Stone Sense ( General )
You can feel movement in the very earth and stones around you.
Prereq: Improved Stonecunning, Perception 10 ranks.
Benefit: You gain tremorsense to a range of 10 feet.
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Special:
Stone Singer ( General )
Your songs are in accordance with the ways and lands of your people.
Prereq: Cha 13, bardic performance, khazad-aul
Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.
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Stone-Faced ( General )
Rocks show more expression than you.
Prereq: Khazad
Benefit: You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.
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Storm Lashed ( Combat )
Storms do not faze you.
Prereq: Khazid-mornir
Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects. (High winds in this case count as any wind strong enough to give you a penalty to perception checks).
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Strangler ( General )
Throttling the life out of enemies is second nature to you.
Prereq: Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
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Special:
Strengthened Wings ( Combat )
Fly in medium and heavier armor
Prereq: Egalrin, HD 5+, Str 13
Benefit: You may fly in medium or heavy armor, and with up to a medium load. Your speed is still reduced by encumbrance or total weight. This also improves your glide ability.
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Special:
Strike Back ( General )
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prereq: BAB 11+
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
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Special:
Strong Comeback ( Combat )
You learn quickly from past mistakes.
Prereq: --
Benefit: Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll.
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Special:
Stunning Assault ( Combat )
You powerful but imprecise attacks can stun your enemies.
Prereq: Str 13, Power Attack, base attack bonus +16.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Special:
Stunning Critical ( Combat )
Your critical hits cause opponents to become stunned.
Prereq: Critical Focus, Staggering Critical, BAB 17+
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Stunning Fist ( Combat )
You know just where to strike to temporarily stun a foe.
Prereq: Dex 13, Wis 13, Improved Unarmed Strike, BAB 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 turn). A stunned character drops everything held, can't take actions, 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.
Normal:
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Stunning Pin ( Combat )
You can render a pinned foe temporarily incapacitated.
Prereq: Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Benefit: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
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Special:
Sundering Strike ( General )
Your critical hits can sunder your foes' weapons.
Prereq: Str 13, Improved Sunder, Power Attack, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Normal: You must perform a sunder combat maneuver to sunder an opponent's weapon.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Sure Grasp ( General )
Your quick ref lexes and skill at climbing keep you from falling to your doom.
Prereq: Climb 1 rank.
Benefit: Roll twice while climbing or when making a Ref lex save to avoid falling, and take the higher result.
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Special:
Surge of Success ( Combat )
Your success drives your further actions.
Prereq: Human.
Benefit: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.
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Special:
Swap Places ( Combat, Teamwork )
You are skilled at changing places with your ally during a chaotic melee.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.
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Swift Aid ( Combat )
With a quick but harmless swipe, you can aid an ally's assault.
Prereq: Int 13, Combat Expertise, BAB 6+
Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Normal: Aid another is a standard action.
Special:
Sword and Pistol ( General )
You effortlessly pair melee and ranged weaponry.
Prereq: Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.
Normal: Making a ranged attack provokes attacks of opportunity.
Special:
Taara's Own ( General )
Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.
Prereq: Mul'niessa
Benefit: Taara has a tight grip on your soul, tighter than most. Because of this hold, you receive a +2 versus any death spells and magical drain effects.
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Special:
Taleteller's Kin ( Combat )
You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.
Prereq: Lucht, Knowledge (Local) 1
Benefit: You receive a +3 to all Knowledge (local) rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll Knowledge (local) twice and take the higher of the two rolls.
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Special:
Tandem Trip ( Combat, Teamwork )
You know how to work together to trip your foes.
Prereq: --
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
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Special:
Tantrum ( General )
Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.
Prereq: Bluff 1 rank, rage class feature, gnome.
Benefit: You may use the Bluff skill to feint while raging. The effect of the feint lasts only until the first time you hit the target.
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Special:
Taunt ( General )
You may be small, but your remarks cut others down to size.
Prereq: Cha 13, Gnome, Gobber, or Lucht
Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
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Special:
Team Pickpocketing ( Combat )
You distract a mark with friendly conversation while your partner robs the victim blind.
Prereq: Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.
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Special:
Team Up ( Combat )
When you are ganging up against an enemy, you can aid an ally with a quick feint.
Prereq: Int 13, Combat Expertise, Gang Up, base attack bonus +6.
Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
Normal: Aid another is a standard action.
Special:
Teleport Tactician ( General )
You are highly alert for enemies using teleportation to approach you or flee from you.
Prereq: Combat Reflexes, Disruptive, Spellbreaker.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.
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Special:
Tenacious Survivor ( General )
Your spirit lingers long after any other's would have passed on.
Prereq: Con 13, Diehard, Endurance, half-oruch or oruch
Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.
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Special:
Territorial Defender ( General )
You know how to defend your territory.
Prereq: Combat reflexes, sith-makar, BAB 5+
Benefit: As a full-round action, you may set up a defended area. This has two effects. First, it increases your threatened area by 5 feet. At 10 BAB, this is increased to 10 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. The second effect gives you a +2 to intimidation checks made against creatures who enter this area. This does not stack with Combat Patrol, but otherwise works similarly.
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Terror of the Wild ( Combat )
Creatures of the wild see you as a threat.
Prereq: Sith-makar
Benefit: You may posture or put on a display of prowess as a full-round action. Make an Intimidate check to demoralize all animals or magical beasts within 30 feet who can see your display.
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Special:
Terrorizing Display ( Combat )
Your battle prowess frightens friend and foe alike.
Prereq: Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.
Benefit: When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat.
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Thanatopic Spell ( General )
Your spells can pierce wards against negative energy and even affect undead targets.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply. Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to remove negative levels after 24 hours. A thanatopic spell uses up a spell slot two levels higher than the spell's actual level.
Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.
Special:
Theurgy ( General )
You can blend the power of arcane and divine magic.
Prereq: Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.
Benefit: You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy. When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher as a swift action. The caster level for that divine spell increases by +1. When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).
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Special:
Thoughtful Discernment ( General )
Thinking back, you discover a lie in what you once thought to be words of truth.
Prereq: Discern lies class feature.
Benefit: Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts like the discern lies spell, but instead of affecting a creature, it affects a single statement a creature has made. For example, if the king told you, "My daughter is in the monster's dungeon" before you left to find her, as long as the king said that to you within the past day, you can use this feat to determine whether or not the king deliberately and knowingly lied to you when he made that statement.
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Threnodic Spell ( Combat )
You can convert mind-affecting magic to necromantic power capable of controlling undead.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell's actual level.
Normal: Undead are immune to mind-affecting effects.
Special:
Throw Anything ( Combat )
You are used to throwing things you have on hand.
Prereq: --
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
Special:
Throw Back Arrows ( Combat )
When you catch arrows and other ranged ammunition, you can immediately hurl them at your enemies.
Prereq: Dex 17, Deflect Arrows, Improved Unarmed Strike, Snatch Arrows
Benefit: "When using the Snatch Arrows feat, you can throw a caught piece of ranged ammunition (such as an arrow, bolt, or sling bullet, but not a firearm bullet) as though it were a thrown weapon with a range increment of 20 feet (even though it isn't your turn). The thrown ammunition deals the normal amount of damage for its type plus your Strength modifier, and you don't take a penalty for throwing a weapon that isn't designed to be thrown. This attack provokes attacks of opportunity as normal. You must have at least one hand free (holding nothing) to use this feat."
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Thundering Spell ( Combat )
You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Prereq: --
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inf lict damage do not benefit from this feat.
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Tiger Claws ( Combat )
You can sacrifice multiple attacks to make a single devastating strike.
Prereq: Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.
Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.
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Tiger Pounce ( Combat )
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.
Prereq: Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.
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Tiger Style ( General )
Your unarmed fighting style emulates the strength and ferocity of a tiger.
Prereq: Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.
Special:
Tiny Pest ( Combat )
You move like a tiny, obnoxious monkey.
Prereq: Improved Trip, Lucht, BAB 1+
Benefit: You can trip opponents of up to two sizes larger than you.
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Special:
Tiring Critical ( Combat )
Your critical hits cause opponents to become fatigued.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Touch of Serenity ( General )
With a single touch you can reduce the threat of even the most savage of foes.
Prereq: Wis 18, Improved Unarmed Strike, BAB 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). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Normal:
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Toughness ( Combat )
You have enhanced physical stamina.
Prereq: --
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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Tower Shield Proficiency ( General )
You are trained in how to properly use a tower shield.
Prereq: Shield Proficiency.
Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
Normal: A character using a shield with which he 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.
Toxic Recovery ( Combat )
Your system recuperates from the effects of poisons with astonishing speed.
Prereq: Khazad
Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.
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Trample ( General )
While mounted, you can ride down opponents and trample them under your mount.
Prereq: 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.
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Trap Wrecker ( General )
You can smash traps instead of disarming them.
Prereq: Power Attack, Disable Device 1 rank, oruch or half-oruch
Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.
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Trapper's Setup ( General )
You have an instinct for waiting until just the right moment to spring a hazard or trap.
Prereq: Craft (traps) 5 ranks.
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.
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Traveler's Burden ( General )
Your backpack is probably bigger than you are.
Prereq: Lucht
Benefit: You are treated as though benefiting from a continuous Ant Haul spell. This is a supernatural ability.
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Traveler's Step ( Combat )
Your feet are light despite the number of miles you travel.
Prereq: Lucht, HD 3+
Benefit: When walking within natural settings, you may choose to leave no trail. This otherwise functions as the druid's ability, Trackless Step.
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Tribal Unity ( General )
Am'shere has taught you to survive as a group.
Prereq: Sith-makar
Benefit: You have faith in your kin, and in your ability to defend yourselves from the outside world. So long as at least one other sith-makar is present, you receive a +2 circumstance bonus to will saves, and a +2 bonus to intimidate checks.
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Trick Riding ( Combat )
You are not only skilled at controlling a horse in combat; you can make it look like art.
Prereq: Ride 9 ranks, Mounted Combat.
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
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Trick Shooter ( Combat )
Your uncanny aim allows you to disable your opponents without harming them.
Prereq: Dex 13, Deadly Aim, base attack bonus +1
Benefit: You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty.
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Special:
Tripping Staff ( Combat )
You can make a trip attack with your quarterstaff.
Prereq: Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.
Benefit: You treat quarterstaves as if they had the trip special feature.
Normal:
Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.
Tripping Strike ( Combat )
The force intrinsic to your critical hits can knock your foes down.
Prereq: Int 13, Combat Expertise, Improved Trip, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.
Normal: You must perform a trip combat maneuver to trip an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Tripping Twirl ( General )
You can make a trip attack with a quarterstaff on all adjacent enemies.
Prereq: Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.
Benefit: As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
Normal:
Special: If you are a magus with the staff magus archetype, you can use spellstrike on any one trip combat maneuver you make with the staff.
Turn Undead ( Combat )
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prereq: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
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Twin Thunders ( Combat )
When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.
Prereq: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.
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Twin Thunders Flurry ( Combat )
Your dual bludgeoning strikes are especially deadly when you are fighting giants.
Prereq: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your offhand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.
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Twin Thunders Master ( Combat )
With thunderous simultaneous strikes, you can batter a mighty giant into submission.
Prereq: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modif ier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.
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Twitchy ( General )
Living around bombs has honed your instincts.
Prereq: Gobber
Benefit: You gain a +1 bonus to Perception and Sense Motive checks, and a +2 bonus to initiative checks.
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Special:
Two-handed Thrower ( Combat )
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
Prereq: Str 15.
Benefit: Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a twohanded weapon is a full-round action.
Special:
Two-Weapon Defense ( Combat )
You are skilled at defending yourself while dual-wielding.
Prereq: 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.
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Special:
Two-weapon Feint ( Combat )
You use one weapon to distract your enemy while slipping another past his defenses.
Prereq: Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
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Two-Weapon Fighting ( Combat )
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prereq: 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. See Two-Weapon Fighting in Chapter 8.
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 offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Special:
Two-Weapon Rend ( General )
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prereq: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
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Ultimate Mercy ( General )
By using lay on hands, you can bring the dead back to life.
Prereq: Cha 19, Greater Mercy, lay on hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
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Ultimate Resolve ( General )
Your aura of resolve does not fall with you.
Prereq: Aura of resolve class feature.
Benefit: Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
Normal: The aura of resolve affects each ally within 1 feet, and ends when you fall unconscious.
Special:
Uncanny Alertness ( General )
Your research into arcana and the nature of reality has given you heightened senses.
Prereq: Alertness.
Benefit: This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.
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Uncanny Concentration ( Combat )
You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.
Prereq: Combat Casting.
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
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Under and Over ( Combat )
You can slip under a foe trying to grab you, knocking him off balance.
Prereq: Agile Maneuvers, Small size or smaller.
Benefit: If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.
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Underfoot ( General )
You slip under and around your larger foes.
Prereq: Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
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Unhinged Rage ( General )
You're scary. Even for a gobber.
Prereq: Rage class feature, Charisma 13+, Gobber
Benefit: When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of unhinged menace. All opponents within 30' of you when you initiate your rage must make Will saves (DC 10 + one-half your level of barbarian + your Charisma modifier) or be shaken for the duration of the encounter. While raging, if you drop an opponent below 0 hp, you may force another save.
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Unit Tactics ( General )
With you as part of the battle, your allies react more quickly.
Prereq: Arvek Nar, Knowledge (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. You receive a +2 to your initiative. As a nonaction at the beginning of combat, you may shift this bonus to any ally within 30', after initiative is rolled.
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Unsanctioned Detection ( Combat )
You can focus your ability to detect evil for more practical or mundane purposes
Prereq: Detect evil class feature.
Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.
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Unseat ( General )
You are skilled at unseating your mounted opponents.
Prereq: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+
Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
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Unsettled Tinker ( General )
Okay, now you're just obsessed.
Prereq: Gnome, Eccentric Tinker, BAB 4+
Benefit: You receive a +2 to damage rolls for tools of the trade associated with your Obsession. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.
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Up Shields ( General )
You've trained to work as part of a military shield unit.
Prereq: 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.
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Urban Forager ( General )
You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities
Prereq: Knowledge (local) 1 rank, Survival 1 rank
Benefit: You may use the Survival skill to forage and track in urban locations using the following table: http://www.d20pfsrd.com/feats/General-feats/urban-forager
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Vermin Heart ( General )
You have a special bond with things that creep, crawl, skitter, and sting.
Prereq: Wild empathy class feature.
Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.
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Versatile Channeler ( Combat )
You can choose to channel positive and negative energy.
Prereq: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
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Vicious Stomp ( Combat )
You take advantage of the moment to brutally kick an enemy when he is down.
Prereq: Combat Reflexes, Improved Unarmed Strike.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
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Vital Strike ( General )
You make a single attack that deals significantly more damage than normal.
Prereq: BAB 6+
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Voice of the Sibyl ( General )
Your voice is strangely compelling.
Prereq: Cha 15.
Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).
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Volley Fire ( Combat, Teamwork )
You have trained to work in ranks of archers to rain arrows down upon your foes.
Prereq: Point-Blank Shot
Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don't provide cover against your attacks.
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War Golem Slam ( General )
You gain a slam attack.
Prereq: War Golem
Benefit: You can make a slam attack for 1d6 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the slam is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.
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War Singer ( General )
Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.
Prereq: Cha 13, bardic performance class feature, oruch, half-oruch
Benefit: When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs.
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Warden of the Woods ( General )
You protect the wild against what is unnatural.
Prereq: Llyranesi, sylvanori, spellcaster level 1+
Benefit: When facing an abberation, that abberation suffers a -2 penalty to saves versus your spells.
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Warning Shot ( Combat )
An intentional near-miss demonstrates your frightening skill at range.
Prereq: Point-Blank Shot, Precise Shot, Weapon Focus, proficiency with the selected weapon
Benefit: As a standard action, you can make a ranged touch attack using a ranged weapon with which you have Weapon Focus. If successful, instead of dealing damage or applying any other effects of the attack, you may attempt an Intimidate check to demoralize the target as a free action. The target doesn't need to be within 30 feet, nor does it need to be able to see or hear you.
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Warrior Priest ( Combat )
Your religion is both a shield and a weapon in battle.
Prereq: Ability to cast divine spells, domain or mystery class feature.
Benefit: You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
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Wave Strike ( Combat )
You present a serene facade until you unsheathe your weapon and strike in one fluid motion.
Prereq: Weapon expertise class feature or Quick Draw, Bluff 1 rank.
Benefit: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.
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Weapon Finesse ( Combat )
You are trained in using your agility in melee combat, as opposed to brute strength.
Prereq: --
Benefit: With a light weapon, elven curve blade, 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.
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Special: Natural weapons are considered light weapons.
Weapon Focus ( Combat )
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prereq: Proficiency with selected weapon, BAB 1+
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
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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.
Weapon Specialization ( General )
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prereq: 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.
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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.
Weathered Warrior ( Combat )
You have a steady hand in any weather.
Prereq: Endurance
Benefit: In areas of strong or severe wind or when affected by wind effects or spells that penalize ranged attacks, you take only half the ranged attack penalty. You can make ranged attacks in windstorm-level winds at a –4 penalty.
Normal: Strong and severe winds impose –2 and –4 penalties on ranged attack rolls, respectively. Making ranged attacks in windstorms is impossible.
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Well-Prepared ( Combat )
Somehow, you always seem to have the right tools or supplies close at hand.
Prereq: Lucht, Gobber
Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at least a day to resupply and "acquire" new items. You must pay for these items normally.
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Special: At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.
Whip Mastery ( Combat )
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.
Prereq: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.
Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.
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Whirlwind Attack ( Combat )
You can strike out at every foe within reach.
Prereq: 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 highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
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Widen Spell ( General )
You can cast your spells so that they occupy a larger space.
Prereq: --
Benefit: You can alter a burst, emanation, 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.
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Wild Speech ( Combat )
You speak with the tongue of men and beasts.
Prereq: Druid level 6th, wild shape class feature.
Benefit: When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.
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Wind Stance ( Monster )
Your erratic movements make it difficult for enemies to pinpoint your location.
Prereq: Dex 15, Dodge, BAB 6+
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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Wingover ( General )
This creature can make turns with ease while flying.
Prereq: Egalrin HD 5+
Benefit: Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 2 Fly skill check and expending 1 feet of movement.
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Witch Knife ( General )
You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.
Prereq: Witch class.
Benefit: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.
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Word of Healing ( General )
Using the same divine energy as your lay on hands ability, you can heal others at a distance.
Prereq: Lay on hands class feature.
Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benef its of your mercies as normal.
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