[A]  [B]  [C]  [D]  [E]  [F]  [G]  [H]  [I]  [J]  [K]  [L]
[M] [N]  [O]  [P]  [Q]  [R]  [S]  [T]  [UVW] [XYZ]

A

Alertness [General]

You have finely tuned senses.

Benefit: You get a +2 bonus on all Listen and Spot checks.

Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm's reach.

Ambidexterity [General, Fighter]

You are equally adept at using either hand.

Prerequisite: Dex 15+

Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.

Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.

Special: This feat helps offset the penalty for fighting with two weapons.

Armor Prof. (Heavy) [General]

You are proficient with heavy armor.

Prerequisite: Armor Prof. (Medium)

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters, paladins, and clerics have this feat for free.

Armor Prof. (Light) [General]

You are proficient with light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: All classes except wizards, sorcerers, and monks have this feat for free.

Armor Prof. (Medium) [General]

You are proficient with medium armor.

Prerequisite: Armor Prof. (Light)

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters, barbarians, paladins, rangers, clerics, druids, and bards have this feat for free. Wizards, sorcerers, rogues, and monks do not.

Arrow Cutting [General, Fighter]

You can parry aside incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.

Prerequisite: Dex 13+, Weapon Focus (Chosen Weapon), Expertise

Benefit: When you would normally be hit with a ranged weapon, you may use a AoO, if you have one available, to make a Reflex save against a DC of 20 (If the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat footed. Exceptionally large ranged weapons can't be deflected. Example: Large Boulder.

Arrow Jab [General, Fighter]

You can, with arrow in hand, strike out and hit opponents adjacent to you.

Prerequisites: Dex 15+, Quick Draw, Martial Weapon: Bow

Benefit: During your turn you can use one of your attacks to make a melee attack with an arrow (1d4, x2 crit, tiny, piercing). This arrow is jabbed into your opponent, not fired from your bow, and draws no attacks of opportunity. With this feat you threaten a 5' space around you as with normal melee weapons, and can make attacks of opportunity with an arrow. You are considered proficient with the arrow as a melee weapon, and the arrow is always wielded in the dominant hand with the bow in the off-hand. You can not fight with an arrow in both hands without incurring the normal two-weapon penalties.

Normal: A character using a ranged weapon does not threaten space therefore can not make attacks of opportunity. Characters who use an arrow as a melee weapon normally incur a -4 penalty to their attack roll for being non-proficient.

Special: This feat also applies to crossbow bolts.

Arterial Strike [General]

Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.

Prerequisite: BAB +4, sneak attack ability

Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 points of your sneak attack damage to deliver a wound that won't stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss. That is, two successful arterial strikes do an additional 2 points of damage per round. Blood loss, whether from one wound or several, stops when the victim receives one successful Heal check or any form of magical healing. Creatures not subject to sneak attack are immune to this effect.

B

Blind-fight [General, Unarmed]

You know how to fight in melee without being able to see your foes.

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker does't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness and poor visibility.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Blindsight. 5' Radius [General, Unarmed]

You sense opponents in the darkness.

Prerequisite: Wis 19+, BAB +4, Blind-fight

Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern noncorporeal beings. You can't hide from someone with blindsight (at least not without a barrier between you and the viewer).

C

Chariot Archery [General, Fighter]

You are skilled at using ranged weapons from a chariot.

Prerequisite: Chariot Combat

Benefit: The penalty you suffer when using a ranged weapon from the chariot is halved: -2 instead of -4 if your chariot is taking a double move, and -4 instead of -8 if your mounts are running.

Chariot Charge [General, Fighter]

You are skilled at charging with a chariot.

Prerequisite: Chariot Sideswipe

Benefit: When aboard a chariot and using the charge action, you deal double damage with a melee weapon (or triple with a lance or longspear).

Chariot Combat [General, Fighter]

You are skilled in chariot combat.

Prerequisite: Handle Animal 1+

Benefit: Once per round when either of your steeds is hit, you may make a Handle Animal check to negate the hit. The hit is negated if your Handle Animal check is greater than the attack roll (essentially the Handle Animal check becomes the steed's regular AC).

Chariot Trample [General, Fighter]

You are trained in using your chariot to knock down opponents.

Prerequisite: Chariot Combat

Benefit: When you attempt to overrun an opponent with your chariot, the target may not choose to avoid you. If you knock down the target, your steeds may each make one hoof attack against the opponent, gaining the standard +4 bonus on attack rolls against prone targets. The wheels of the chariot do a additional 2d6 points of damage automatically, but you must succeed in a Handle Animal check (DC varies by the size of opponent: Small 10, Medium 15, Large 20) or upend the chariot.

Chariot Sideswipe [General, Fighter]

You are skilled at using your chariot's scythe blades against foes.

Prerequisite: Chariot Combat

Benefit: With a charge action, you can maneuver your chariot close to your foe, attack, sideswipe with the chariot's scythes (assuming it has any), and move away again (continuing the straight line of the charge). Your total movement for the round can't exceed double your chariot's speed. Neither you, nor your steeds, provoke attacks of opportunity from the opponent that you sideswipe.

Chink in the Armor [General]

You are an expert at slipping a weapon between armor plates or into seams.

Prerequisite: Expertise

Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, spells, or magic items that provide an armor bonus.

Circle Kick [General, Unarmed]

Kick multiple opponents with same attack action.

Prereq: Dex 15+, BAB +3, Improved Unarmed Strike

Benefit:  The first successful unarmed kick attack roll during your action allows you to make a second attack roll against a different opponent within the area that you threaten. This feat may only be used as part of a full-attack action and can be used as one of the attacks in multiple attacks or flurry of blows.  The attack bonus used for the free strike is the same as the attack which triggered it.

Note:  Note that only the first successful kick attack prompts the circle kick. 

Cleave [General, Fighter]

You can follow through with powerful blows.

Prerequisite: Str 13+, Power Attack

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Note: You may not use this feat as part of a AoO.

Close-Quarter Fighting [General, Fighter, Unarmed]

You are skilled at close-quarter combat and resisting grappling.

Prerequisite: BAB +3

Benefit:  When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of oppurtunity even if the attacking creature has the improved grab ability. This feat does not give any additional attacks of oppurtunity beyond the usual.

Combat Agility [General, Fighter]

You have a knack for dodging non-melee attacks made by adjacent foes.

Prerequisite: Dodge, Lightning Reflexes

Benefit: Whenever an opponent within 5 feet makes an attack, casts a spell, or uses an ability that requires you to make a Reflex save (such as a breath weapon or lightning bolt spell), you gain a +4 competence bonus to your Reflex save. If an adjacent opponent within 5 feet of your tries to hit you with a ranged attack or ranged touch attack, you gain a +4 dodge bonus to your AC. Regular touch attacks are not affected by this feat, and you must be able to see your foe for the feat to be effective.

Combat Reflexes [General, Fighter]

You can respond quickly and repeatedly to opponents who let their defenses down.

Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round: the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.

Normal: A character not capable of this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: A rogue with the Combat Reflexes feat still can still only apply his opportunist ability, if he has it, to one attack of oppurtunity per round.

D

Dash [General]

You move faster than normal for your race.

Prereq: Run

Benefit:  If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster than it normally would be.

Death Blow [General, Fighter]

You waste no time dealing with downed foes.

Prereq: BAB +2, Improved Initiative

Benefit:  You can perform a coup de grace as a standard action instead of a full action.

Deflect Arrows [General, Unarmed]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.

Prerequisite: Dex 13+, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may use a AoO, if you have one available, to make a Reflex save against a DC of 20 (If the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat footed. Exceptionally large ranged weapons can't be deflected. Example: Large Boulder.

Dirty Fighting [General]

You are skilled at the brutal and effective fighting tactics of the streets and back alleys.

Prerequisite: BAB +2

Benefit: The first successful melee attack you make against each opponent in a fight inflicts an additional +1d4 points of damage.  This feat may only be used as part of a full attack action.

Special: This extra damage follows the same guidelines as sneak attack and ranger favored enemy damage in that certain types of creatures (constructs, undead, etc.) are immune to it. This benefit may only be gained if the character makes a Knowledge (Monster Lore) (DC 15 + creature rarity) in order to know the creatures weakness. The creatures own race is automatic.

Dodge [General, Fighter]

You are adept at dodging blows.

Prerequisite: Dex 13+

Benefit: Durring your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

Double-jointed [General]

You can contort your body in ways other people cannot.

Benefit:  You receive a +3 to your escape bonds checks.  You may also perform feats of contortions and can fit in smaller spaces than other people.

Dual Strike [General, Fighter]

Your combat teamwork makes you a more dangerous opponent.

Prerequisite: BAB +3, Combat Reflexes

Benefit: If you and an ally of yours both have this feat and are flanking an opponent you both get a +4 flanking bonus (instead of the standard +2 flanking bonus).

E

Eagle Claw Attack [General, Unarmed]

Your unarmed attacks shatters objects, including your opponent's shield and weapons.

Prerequisite: Dex 15+, BAB +2, Improved Unarmed Strike, Sunder

Benefit: You can strike a opponent's weapon or shield with a unarmed strike.

Endurance [General]

You are capable of amazing feats of stamina.

Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.

Epic Weapon Focus [Epic]

You have mastered your chosen weapon.

Prerequisites: Epic Level, Weapon Focus.

Benefit: You gain an additional +1 to all attack rolls you make using the selected weapon. This benefits stack with the bonus gained from the Weapon Focus feat.

Epic Weapon Specialization [Epic]

You have the capacity to do extraordinary damage with your chosen weapon.

Prerequisites: Epic Weapon Focus, Weapon Specialization.

Benefit: You gain a additional +2 to all damage rolls you make using the selected weapon. These benefits stack with the bonuses gained from Weapon Specialization feat.  If the weapon is a ranged weapon, the target must be within 30 feet to apply the damage bonus.

Epic Weapon High Mastery [Epic]

Your skill with the weapon has reached legendary status.

Prerequisites: Epic Weapon Specilization, Overwhelming Critical, Expertise.

Benefit: In your skilled hands (and your hands alone), the selected weapon deals damage as if it were one size larger. This higher damage-rating only applies when performing a full attack action.  If the weapon is a ranged weapon, the target must be within 1 range category to apply the higher damage rating.  This bonus stacks with all other mastery bonuses.

Epic Weapon Grand Mastery [Epic]

Your skill with the weapon is unmatched.

Prerequisites: Str 27, Epic Weapon High Mastery, Devastating Critical

Benefit: If you take a full attack action, you gain one extra attack at your highest attack bonus, in addition to all other attacks. Furthermore, you gain an additional +4 deflection bonus to your armour class when facing an opponent who wields the same weapon as you have weapon grand mastery in, regardless if you are currently wielding your mastered weapon.

Exotic Weapon Prof. [General, Fighter]

Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat.

Prerequisite: BAB +1, Weapon Prof. in weapon category

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Special: You can gain this feet multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.

Note: You must have profiency in the category that the weapon belongs to before taking this feat. Thus, if it is a variation of a flail, then the character must be proficient in flails.

Expertise [General, Fighter]

You are trained at using your combat skill for defense as well as offense.

Prerequisite: Int 13+

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.

Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.

Note: You don’t have to attack, but you do have to choose the attack or full attack action. That is, you can declare an attack or full attack, claim the AC bonus, and then not make the attacks to which you are entitled. You cannot use Expertise with the total defense action (or any other action except attack or full attack). The use of this feat is not stackable with the bonus from fighting defensively.

Expert Parry [General, Fighter]

You are trained in a advance parrying technique.

Prerequisite: BAB +4, Expertise, Light-Footed

Benefits: Once per round, you may attempt to parry a known attacker with your full attack bonus. This attempt counts as a AoO.

Expert Tactician [General, Fighter]

Your tactical skill works to your advantage.

Prerequisite: BAB +3, Dex 13+, Combat Reflexes

Benefit: When opponent is denied his Dexterity modifier to his AC (such as flat-footed), you are allowed an extra attack (or something that can be done as a partial action that is considered a attack: such as a spell, melee attack, such as disarm or grapple). The attack must be against the opponent who is denied his Dex modifier. You gain only one additional attack regardless of how many opponents lose their Dexterity modifiers.

Extra Stunning Attacks [General, Unarmed]

You gain additional stunning attacks when fighting unarmed.

Prerequisite: BAB +2, Stunning Fist

Benefit: You gain the ability to make three extra stunning attacks per day. Can be taken multiple times and is stackable.

Eyes in the Back of Your Head [General, Unarmed]

Your superior battle sense helps minimize the threat of flanking attacks.

Prerequisite: Wis 19+, BAB +3

Benefit: Your opponents don't get +2 to hit when flanking. 

F

Far Shot [General, Fighter]

You can get greater distance out of a ranged weapon.

Prerequisite: Point Blank Shot

Benefit: When you use a projectile weapon, such as a bow, its range increments increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

Fast Armor [General, Fighter]

You get in and out of armor with amazing grace and alacrity.

Prerequisite: Dex 13+.

Benefit: A character with this feat can don or remove any sort of armor in 5 rounds, and neither requires assistance nor gains any benefit if another character assists her. A character using the Fast Armor feat cannot "don hastily", she's already donning it plenty fast!

Fast Track [General]

Prerequisite: Track feat gained as a virtual feat.

Benefit: The character no longer suffers a -5 penalty to Wilderness Lore checks for tracking when moving at normal speed.

Favored Enemy Strike [General]

Prerequisite: At least one favored enemy.

Benefit: Inflict an additional 1d6 damage each time you hit a selected favored enemy. Do not multiply this damage in critical hits. Stacks with Sneak Attack.

Special: You may gain this feat multiple times. Each time, you select another of your favored enemies that the feat may be used on.

Feign Weakness [General, Unarmed]

You capitalize on your foe's perceptions of your unarmed status.

Prerequisite:  BAB +2, Improved Unarmed Strike

Benefit: When you make a unarmed attack, a successful Bluff check versus opponents Sense Motive check lures your foe into attempting a AoO because he thinks your unarmed. This allows you to make your unarmed attack against your drawn out foe, who is considered flat-footed, before they get to make a AoO. Your foe does not get to take his AoO. Using a tiny weapon incurs a -2 penalty on your Bluff check, a small weapon a -6 penalty on your Bluff check. Disguised weapons such as a war fan give no penalty.

Bluffing in this way against a non-humanoid is difficult because its harder to read a strange creature's body language, you suffer a -4 penalty. Against a creature of animal intelligence (1 or 2) it's even harder; you suffer a -8 penalty. Against a non-intelligent creature, it's impossible.

When opposing a Feign Weakness attempt, the target's base attack bonus (modified by Wisdom) replaces the Sense Motive skill roll if it is more favorable. For example, a 3rd-level fighter with a 14 wisdom would roll 1d20+5 in resisting a Feign Weakness (the base attack bonus of 3 plus the wisdom bonus of 2).

Fists of Iron [General, Unarmed]

You have learned the secrets of imbuing your unarmed attacks with extra force.

Prerequisite:  BAB +2, Improved Unarmed Strike

Benefit: Declare that you are using this feat before you make your attack roll (thus a miss ruins the attempt). You deal a extra 1d4 damage when making a successful unarmed attack. You may use this feat a number of times per day equal to 3 + your Wisdom modifier.

Special: You may gain this feat multiple times. The number of times per day stacks. 

Fleet of Foot [General]

You run so niumbly that you can turn corners without losing momentum.

Prereq: Run

Benefit:  When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or if you're carrying a load heavier than light.

Normal: Without this feat, you can run or charge only in a straight line. 

Flick of the Wrist [General, Fighter]

With a single motion, you can draw a light weapon and make a devastating attack.

Prereq: Dex 17+, Quick Draw

Benefit:  If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat works only once per combat.

Note: A possible combination with Expert Tactician might be the following:

  1. You have suprise and catch your opponent flat-footed. You sneak attack, and use Expert Tactician to do another sneak attack.
  2. You win initiative and since your opponent has not acted yet, he's still considered flat-footed. So you make your normal attack which is a sneak attack, and then using Expert Tactian again to make another sneak attack against him with the weapon previously drawn. Your opponent takes his turn.
  3. You use Flick of the Wrist to draw a weapon with your free hand and attack instantly doing sneak attack damage, then immediately attack again using Expert Tactician with a normal attack. 

Force-Sensitive [General]

You are sensitive to the web of magic that flows through all things. Though you are not neccessarily a sorcerer or wizard, you are capable of using this network of energy to perform amazing abilities.

Benefit:  You gain the following benefits:

  1. You may learn Force-Sensitive-based skills as class skills.
  2. You gain one hero point when this feat is selected. There is no limit to how many hero points you can have at any particular time.
  3. You are more adept at calling on this web of magic to use a hero point.
  4. A character with this feat can make a Wisdom check at DC 20 to avoid being surprised. A successful check allows you to act during the surprise round, even if you would otherwise be surprised.
  5. This feat is required for many Force prestige classes.

Normal: Without this feat, you cannot gain any ranks in Force skills or select any other Force-based feats. Also, your maximum allowed total of hero points is 5.

Special: Not everyone who takes this feat beleives in the webwork of magical energy. A character can gain the benefit of this feat and its associated skills without understanding that he or she is drawing on this energy. Such characters instead attribute their success to luck, a special knack, or some other reason when they take advantage of this feat.

G

Grasshopper Strike [General, Unarmed]

You confuse your foes by leaping around in combat, seemingly never touching the ground or standing still.

Prerequisite: Halfling, Flurry of blows ability, BAB +4, Spring Attack, Tumble 5+, Jump 5+

Benefit: You can take 10 on Jump and Tumble checks, even in the heat of combat, allowing you to jump as part of your move without making a roll.

Great Cleave [General, Fighter]

You can wield a melee weapon with such power that you strike multiple times as you fell your foes.

Prerequisite: Str 13+, Power Attack, Cleave, BAB +4.

Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.

Note: You may not use this feat as part of a AoO.

Great Fortitude [General]

You are tougher than normal.

Benefit: You get a +2 bonus to all Fortitude saving throws.

H

Haft Fighting [General, Fighter]

You are skilled with using the haft of a polearm or spear to strike at foes too close to use the weapon properly.

Prerequisite: Weapon Prof.

Benefit: When using any rigid weapon with reach (spears or polearms, but not whips or spiked chains) you may attack adjacent enemies with the haft of the weapon instead of your normal attack. This does 1d6 damage, x2 crit on a 20. The shaft of a weapon cannot be enchanted, and the haft of an enchanted weapon has no special properties.

Hammer Fist [General, Unarmed]

You are trained in a unarmed fighting style that emphasizes a two-handed strike.

Prerequisite: Dwarf, Flurry of blows ability, Str 13+

Benefit: You add one and a half your Str bonus to your damage when you hit with a unarmed strike. This extra damage does not apply if you make a flurry of blows attack or if you are holding anything in either hand. You must use both hands to make the unarmed attack.

Hamstring [General]

You can wound an opponents' legs, hampering his or her movement.

Prerequisite: BAB +4, sneak attack ability

Benefit: If you hit with a sneak attack, you may choose to forgo +2d6 points of your sneak attack damage to reduce your opponent's land speed by half. Other forms of movement (fly, burrow, and so forth) aren't affected. The speed reduction ends when the target receives healing (whether a successful Heal check or any magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped.

Hold the Line [General, Fighter]

You are trained in defensive techniques against charging opponents.

Prereq: BAB +2, Combat Reflexes

Benefit: Grants a AoO vs. charging opponents before they get their charge attack. This does not grant additional AoO beyond the usual.

I

Improved Ambidexterity [General, Fighter]

Prerequisite: Ambidexterity

Benefit: You may use your full strength modifier for damage with weapons in each hand.

Normal: You may use only one half your full strength modifier for damage with a weapon in your off-hand.

Improved Bullrush [General, Fighter]

You know how to push opponents back.

Prerequisite: Str 13+, Power Attack

Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender.

Improved Critical [General, Fighter]

You know how to hit where it hurts with a specific chosen weapon.

Prerequisite: Weapon Focus, BAB +8 or higher.

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).

Note: "Keen" magic weapons also double their normal non-magical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).

Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

Improved Disarm [General, Fighter]

You know how to effectively disarm opponents in melee.

Prerequisite: Int 13+, Expertise.

Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

Improved Haft Fighting [General, Fighter]

Prerequisite: Haft Fighting, Two-Weapon Fighting.

Benefit: Weapons which may be used by the Haft Fighting feat (spears and polearms) may also be used as double weapons, where the primary weapon is the standard weapon head (same statistics as the original weapon) and the off-hand weapon is the haft (statistics listed in the Haft Fighting feat). When used this way, the weapon has its reach reduced by 5'. The normal penalties for two-weapon fighting apply.

Improved Initiative [General]

You can react quickly.

Benefit: You get a +4 bonus on initiative checks.

Improved Low Blow [General]

You are especially good at using the Low Blow feat.

Prerequisite: Low Blow

Benefit: Using the Low Blow feat does not provoke an attack of oppurtunity when you move into an opponent's square to perform the attack.

Improved Mobility [General, Fighter]

You are agile and use greater mobility to help you control the battlefield.

Prerequisite: Mobility

Benefit: When taking this feat you can add 5 feet to your base speed in combat.

Special: This feat does not stack with the Dash feat. This feat can not be used when wearing armor heavier than light, nor when encumbered.

Improved Overrun [General, Fighter]

You are trained in knocking over opponents that are smaller than you.

Prerequisite: Improved Bull Rush, Improved Trip

Benefit: When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent, you immediately get a AoO against your opponent with the normal +4 modifier for a prone target. This feat does not grant additional AoO beyond the usual.

Improved Shield Bash [General, Fighter]

Note: When forcing a opponent to move with a bull rush, the two of you do not provoke AoO from each other.

A definitely working tactic with a reach weapon, Monkey Grip feat, and a shield, would be to wait for your attacker to close to an ajunct square then attack him. The bull rush would drive him 5 feet back, you can then take your 5 feet move straight back and he would provoke an AoO if he wanted to close with you again. Great defensive style (though tumbling opponents could defeat it).

Improved Sunder [General, Fighter]

You are adept at knowing how to attack your enemies weapons.

Prerequisite: BAB +2, Sunder

Benefit: When you strike a opponent's weapon, you inflict double damage.

Improved Trip [General, Fighter]

You are trained in following up with attack when you trip an opponent in melee.

Prerequisite: Int 13+, Expertise

Benefit: If you trip an opponent in melee combat, you immediately get a AoO against that opponent with the same attack bonus as the attack that tripped him. For example, at 11th level, Tordeck gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a AoO against his opponent with a base attack of +6. Finally, he takes his last attack at +1.

Improved Two-weapon Fighting [General, Fighter]

You are an expert in fighting with two weapons.

Prerequisite: Two-Weapon fighting, Ambidexterity, BAB +9

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon at your best attack bonus, albeit at a -5 penalty (this does not count the penalty for using two weapons).

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Improved Unarmed Strike [General, Unarmed]

You are very skilled at fighting unarmed.

Benefit: You are considered to be armed even when unarmed; that is, armed opponents do not get AoO when you attack them while unarmed. However, you still get an AoO against any opponent who makes an unarmed attack on you.

Special: A monk fighting unarmed automatically gains the benefit of this feat.

Instant Stand [General, Unarmed]

The character can get to his feet as a free action

Requirements:  Balance 4+, Tumble 4+

Benefit:  If the character makes a successful tumble check against DC 20 he may get to his feet from a prone position as a free action.

Iron Skin [General, Unarmed]

You have hardened your skin to resist attacks.

Requirements:  Purity of body ability, Con 15+, BAB +4

Benefit:  You have a natural armour bonus of +1. This is cumulative with any natural armour you may already have. This feat can only be taken once.

Iron Will [General]

You have a stronger will than most.

Benefit: You get a +2 bonus to all Will saving throws.

J

Jack of All Trades [General]

You've picked up a smattering of even the most obscure skills.

Prerequisite: Character Level 8+

Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don't have. You must, however, still follow the rules for gaining ranks in a skill as per your class.

K

Knockdown [General, Fighter]

Your mighty blows can knock opponents off their feat.

Prerequisite: Str 15+, BAB +2, Improved Trip

Benefit: Whenever you deal 10 or more points of damage with a single blow, you may follow up by making a trip attack attempt as a free action against the same target. You may not take a free attack of oppurtunity if you successfully trip the opponent.

L

Leadership [General]

You are a capable and charismatic leader of people.

Benefit: You gain the ability to have a cohort.

Note: If you want multiple cohorts, you take this feat multiple times.

Lightning Fists [General, Unarmed]

Your skill and agility allow you to attempt a series of blindingly fast blows.

Prerequisite: Dex 15+, BAB +3, Flurry of blow ability

Benefit: You can make two extra attacks in a round as a full attack option. All attacks made this round suffer a -5 attack penalty.

Note: This feat is not stackable with flurry of blows.

Lightning Reflexes [General]

You have faster than normal reflexes.

Benefit: You get a +2 bonus to all Reflex saving throws.

Light-Footed [General]

A person with this feat is especially light on her feet, especially in a fight. For those fighters who can "float like a butterfly and sting like a bee," this is the butterfly part.

Prerequisite: Dex 15+, Mobility

Benefit: Any time you are allowed to take a 5 ft. step, such as when you take the full-attack option, you can take an additional 5 ft. step. You do not provoke an opportunity of attack when you do this.

Normal: A character is usually only allowed a single 5 ft. step.

Light Sleeper [General]

Prerequisite: Alertness

Benefit: This character will awaken at a disturbance, a significant advantage to a small party on the trail where companions would quickly fatigue from alternating watch duty through the night. This provides an automatic listen check when asleep, where others may not get one.

Low Blow [General]

You can get underfoot and attack creatures larger than you.

Prerequisite: Dodge, Mobility, BAB +4

Benefit: As a full round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack modifier against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5 foot square from which you entered the opponent's square. Using this feat provokes attacks of oppurtunity normally.

M

Mantis Leap [General, Unarmed]

You deliver a powerful attack after making a jump.

Prerequisite: Leap of the Clouds ability, Jump 5+

Benefit: Choose a opponent who is within the maximum distance you can reach with a successful Jump check. Make a normal Jump check; if you are successful, you can make a normal charge attack as part of the same action. If it is successful, you inflict normal damage plus your Str modifier multiplied by 2. If your attack is a kick, you inflict double normal damage instead.

Martial Weapon Prof. [General]

You are proficient with a category of martial weapons.

Benefit: Choose a type of martial weapon category, such as bow. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon category. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. A sorcerer or wizard who casts the spell Tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.

Mobility [General, Fighter]

You are skilled at dodging past opponents and avoiding blows.

Prerequisite: Dex 13+, Dodge

Benefit: You get a +4 dodge bonus to Armor Class against AoO caused when you move out of or within a threatened area.

Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses.

Monkey Grip [General, Fighter]

You use a wider variety of sizes of weapons.

Prereq: Str 13+, BAB +3, Weapon Focus

Benefit: You can use one melee weapon that is one size larger than you in one hand with a -2 attack penalty.  This feat does not allow you to use two such weapons, one in each hand. This feat may be taken multiple times with different weapons each time. 

Mounted Archery [General, Fighter]

You are skilled at using ranged weapons from horseback.

Prerequisite: Mounted Combat

Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat [General, Fighter]

You are skilled at fighting from horseback.

Prerequisite: Ride 1+

Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's regular AC).

Multicultural [General]

You blend in well with members of another race.

Prerequisite: Speak Language (your chosen race)

Benefit: Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race.

NO

Nobody's Fool [General]

You naturally think of things in the most efficient way possible and tend to react to situations more gracefully and rapidly than most people.

Prerequisite: Wis 13+.

Benefit: You gain a +2 bonus to all Sense Motive and Gather Information checks.

Off Hand Parry [General, Fighter]

You can use off-hand weapon for defense against melee attacks.

Prerequisite: BAB +3, Two-Weapon Fighting, Ambidexterity, Weapon Prof.

Benefit: When fighting with two weapons and using the full attack action, on your action you may decide to attack normally or sacrifice all your off-hand attacks for the round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer penalties on your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus stacks with the dodge bonus. You can only use bladed or hafted weapons of a size category smaller than you for this feat. If using this feat with the special parry found in these house rules, then you may attempt that parry with your off-hand at a +2 bonus beyond the usual.

P

Pain Touch [General, Unarmed]

You can cause intense pain to a victim of a stunning attack.

Prerequisite: Wis 19+, BAB +2, Stunning Fist

Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for a additional round, following the normal stunning effects of the 1st round.  Creatures which are immune to stunning attacks are also immune to this feat, as are any creatures which are one or more size categories larger than the feat user.

Pebble Underfoot [General, Unarmed]

You have learned a special combat technique useful for bringing down creatures much larger than you.

Prerequisite: Gnome, Flurry of blows ability, Improved Trip

Benefit: When fighting a creature at least two sizes larger than you, you gain a +4 bonus on opposed checks when you try to trip your opponent. If you fail to trip the creature, it cannot immediately attempt to trip you.

Phalanx Fighting [General, Fighter]

You are trained in fighting in close formation with your allies.

Benefit: If you are using a large shield and a light weapon, you gain a +1 armor bonus that stacks with the bonus provided by armor and shield.

In addition, if you are within 5 feet of an ally who is also using a large shield and light weapon and who also knows this feat, you may form a shield wall. A shield wall provides one quarter cover (+2 AC and +1 on Reflex saves) to all eligible characters participating in the shield wall.

Pin Shield [General, Fighter]

When wielding two weapons, you can use one to get the opponent's shield out of the way.

Prerequisite: BAB +4, Two-Weapon Fighting

Benefit: This feat may only be used agaisnt a foe within one size of you, who is using a shield. Make a off hand attack agaisnt the shield, using normal rules for striking a weapon. If your attack is successful, you momentarily pin the opponent's shield with your off hand weapon, allowing a AoO with your primary weapon at a full attack bonus. Your opponent gains no benefit from the shield, but you must be using two weapons to do this technique.

Point Blank Shot [General, Fighter]

You are skilled at making well-placed shots with ranged weapons at close range.

Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack [General, Fighter]

You can make exceptionally powerful melee attacks at the expense of some accuracy.

Prerequisite: Str 13+

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.

Power Critical [General, Fighter]

Your prowess at striking vital areas is uncanny.

Prerequisite: BAB +12, Improved Critical

Benefit: Once per day, you can declare a single melee attack with your chosen weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat.

Special: This can be taken multiple times. Each time it is taken, it applies to a different weapon that the player has Improved Critical in. This feat may only apply to melee weapons. You may use this ability only once per day per kind of weapon to which it applies.

Power Lunge [General, Fighter]

Your ferocious attack may catch a opponent unprepared.

Prerequisite: BAB +3, Power Attack

Prerequisite: When charging, you double the Strength modifer to damage.  This attack provokes a AoO.

Precise Shot [General, Fighter]

You are skilled at timing and aiming ranged attacks.

Prerequisite: Point Blank Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty. Cover bonuses if any still apply (such as cover from allies in between target and you).

Normal: Without Precise Shot, shooting or throwing weapons at an opponent has equal chances of being fired at either (modified by size).

Precise Strike [General, Fighter]

Due to long hours of study of anatomy and weapon theories, you know exactly where and how to strike for the most damage.

Prerequisite: Int 13+, BAB +2, Weapon Finesse, Knowledge (Monster) 3

Benefit: Apply Intelligence modifier to damage instead of Strength modifier. This benefit may only be gained for the creature types that the character has Knowledge (Monster Lore) in and the weapon the character has Weapon Finesse in. The character must make a Knowledge (DC 15 + creature rarity) in order to find the creatures weakness. The creatures own race is automatic. You can gain this feat multiple times. It's effects do not stack. Each time you gain it, you gain it for another weapon with which you have also have Weapon Finesse.

Pressing Attack [General, Fighter]

You may follow an opponent who tries to step back from an area you threaten.

Prerequisite: BAB +2, Combat Reflexes

Benefit: The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You suffer AoO as usual if moving more than 5 feet in the round. You may only use this feat once per round.

Prone Attack [General, Unarmed]

You attack from a prone position without penalty.

Prerequisite: Dex 15+, BAB +2, Lightning Reflexes

Benefit: You suffer no penalty for your prone attacks when in melee and can regain your feat as a free action on a successful prone attack. Opponents still get the usual benefits agaisnt you if you are prone.

Q

Quick Draw [General, Fighter]

You can draw weapons with startling speed

Prerequisite: BAB +1, Weapon Prof.

Benefit: You can draw a weapon as a free action instead of as a move-equivalent action.

Note: This feat is particularly useful to fighters of 6th level or higher because the feat makes drawing a weapon a free action. That means the fighter can draw a weapon and still make a full attack action.

Quicker Than the Eye [General]

Your hands can move so quickly that observers don't see what you've done.

Prerequisite: Dex 19+, Lightning Reflexes

Benefit: While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC (unless he has Uncanny Dodge).

Note: Quicker than the Eye does not give you an extra partial action. A successful bluff with this feat just means that certain foes may or may not see what you do the rest of the round. When used in conjunction with Expert Tactician, these are the order of actions.

  1. Move equivelent - Quicker Than the Eye. If successful, the person loses their Dex bonus triggering Expert Tactician.
  2. Expert Tactician - Sneak Attack at full BAB. This ends Dex denial since the Quicker Than the Eye is only good for one action.
  3. Standard Action - Attack at full BAB, non-sneak attack unless flanked.

R

Ranged Expertise [General, Fighter]

You are trained at using your ranged combat skill for defense as well as offense.

Prerequisite: Int 13+, Point Blank Shot

Benefit: When using an attack action or full attack action with a ranged weapon, the character can take a penalty of as much as -5 on the attack roll and add the same number (up to +5) to his or her Armor Class against ranged attacks. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.

Rapid Reload [General, Fighter]

You reload a crossbow more quickly than normal.

Prerequisite: BAB +2, Weapon Prof.

Benefit: You can reload crossbows one step faster, but can only use this feat once per round. Doing so still provokes a AoO.

Rapid Shot [General, Fighter]

You can use ranged weapons with exceptional speed.

Prerequisite: Dex 13+, Point Blank Shot

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action to use this feat.

Note: This feat applies to crossbows if the time it takes to reload is a free action.

Rapid Strike [General, Fighter]

The user can attack more quickly and fluidly with a weapon at the expense of some accuracy.

Prerequisite: BAB +2, Dex 15+, Weapon Focus, Weapon Finnesse

Benefit: That character may make an extra attack with a single weapon type that he has weapon finesse in. This extra attack is made with her highest base attack bonus, but it, and every other attack, recieves a -2 penalty to hit.

Special: You can only gain this feat once. This feat is not stackable with Flurry of Blows or Lightning Fists.

Remain Conscious [General, Fighter]

You have a tenacity of will that supports you even when things look bleak.

Prerequisite: BAB +2, Endurance, Iron Will, Toughness

Benefit: You do not pass out when reduced to negative hp's, and can take partial actions each round until death. You automatically make your save when subjected to massive damage. Additionally, if you are brought to negative hit points, you have a 50% chance to stabilize at the end of each round. Damage that exceeds your hit points and drops you past the point of death still kills you.

Ride-by-Attack [General, Fighter]

You are skilled at fast attack from horseback

Prerequisite: Mounted Combat

Benefit: When you are mounted and use the charge action, you may move and attack as 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 do not provoke an attack of opportunity from the opponent that you attack.

Riposte [General, Fighter]

You are skilled in counter-attacking foes who attack you and miss.

Prerequisite: Expert Parry, Light-Footed

Benefits: When you are using Expertise to increase your AC, and an opponent standing in your threatened area attacks you and misses, you get to make a AoO against him. This bonus attack has an attack modifier equal to the number of points of base attack modifier you used with Expertise to improve your AC. It gains no other modifiers to hit of any kind. Damage is calculated normally. This may only be used as part of a full attack option.

Run [General]

You are fleet of foot.

Benefit: When running, you move five times your normal speed instead of four times the speed. If you make a running jump, increase the distance or height you clear by one-fourth, but not past the maximum.

S

Sharp Shooting [General, Fighter]

Your skill with ranged weapons lets you score hits others would miss due to a opponent's cover.

Prerequisite: BAB +3, Precise Shot

Benefit: You gain a +2 bonus to your ranged attacks against targets with some degree of cover. This feat has no effect against foes with no cover or total cover.

Shield Expert [General, Fighter]

You use a shield as an off-hand weapon while retaining its armor bonus.

Prerequisite: BAB +3, Shield Proficiency

Benefit: You can make a off-hand shield bash without losing the armor bonus for the shield.

Shield Prof. [General]

You are proficient with shields.

Benefit: You can use a shield and suffer only the standard penalties.

Normal: A character who is using a shield with which he or she is not proficient suffers the shield's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers have this feat for free. Monks, rogues sorcerers and wizards do not.

Shot on the Run [General, Fighter]

You are highly trained in skirmish ranged weapon tactics.

Prerequisite: Point Blank Shot, Mobility

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Signature Item [General]

The character designates an item that is nearly impossible to lose.

Requirements:  Wis 15+, Level 10th+

Benefits:  The character must pick an item that he has owned for an extended period of time and uses regularly (it cannot belong to someone else).  The character must have it personalized.  Once this is done the item gains special abilities.  First, it makes all saving throws as if it were the wielder, if they are better than those for the item.  Secondly, if the item is ever stolen the character may make a wisdom check vs. DC 25 to get a vision once per day of where the item is.  The character may have one weapon, one piece of armor, one shield, and one miscellaneous magic item designated as a signature item, each requires a feat in order to buy.

Signature Mount [General]

The character links with a chosen mount much like the link between paladins and their mounts.

Requirements:  Wis 15+, Ride +13, Handle Animal +13

Benefit:  The character must capture and tame a mount of no more than 10 Hit Dice and must give something to the mount that personalizes it (such as a new saddle).  The mount gains +1 HD for every five levels of its master (rounded down).  It has the improved evasion and share saving throws abilities of a paladin's mount.  If the character loses his special mount he can make a wisdom check vs. DC 25 once a month to see if it still lives.  The character is given vague information (general location, the fact it is on another plane, and if it is magically hidden), but no specifics. 

Simple Weapon Prof. [General]

You are skilled with all types of simple weapons.

Benefit: You make attack rolls with simple weapons normally.

Normal: A character who uses a weapon without being proficient with it suffers a –4 penalty on attack rolls.

Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. A wizard who casts the spell Tenser's transformation on herself gains proficiency with all simple weapons for the duration of the spell.

Skill Focus [General]

You have a special knack with a specific skill. 

Benefit: Choose a single skill which you are especially trained with, you gain a bonus of +3 on all skill checks with that skill.

Special: This feat may be taken multiple times.  Its effects do not stack, Each time you must chose a different skill.

Snatch Arrows [General, Unarmed]

You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisite: Dex 15+, BAB +3, Deflect Arrows

Benefit: Same condition as Deflect Arrow feat. In addition the martial artist may throw back thrown weapons that are caught as a AoO.

Snatch Weapon [General, Fighter]

You can disarm an opponent, then pluck the weapon from midair.

Prerequisite: Improved Disarm

Benefit: If you succeed in disarming an opponent an you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon (-10 base modifer to attack if two medium weapons, +4 to offset penalty if wielder has Ambidexterity feat, +2 to offset penalty if wielder has Two-Weapon Fighting feat, +2 to offset penalty if off-hand weapon is light).

Normal: After a successful disarm attempt, the weapon winds up at the defender's feet, unless you attempted the disarm attack while unarmed.

Spear and Shield Style [General, Fighter]

You have trained in the use of a two-handed spear and shield together. The shield is slung over the shoulder and maneuvered with the offhand, that simultaneously holds the spear.

Prerequisite: Shield Proficiency.

Benefit: You can use a two-handed spear (halfspear, shortspear, longspear) together with a large shield, despite the fact that such weapons normally can't be used together.

Spirited Charge [General, Fighter]

You are trained at making a devastating mounted charge.

Prerequisite: 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).

Spring Attack [General, Fighter]

You are trained in fast melee attacks and fancy footwork

Prerequisite: Mobility, BAB +4

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, even if the defender has reach. You can't use this feat if you are in heavy armor. If you move more than 5 feet, you may only use a single attack, just as normal.

Staggering Blow [General, Unarmed]

When you hit a stunned opponent with a unarmed strike, you can stagger him.

Prerequisite: Str 15+, BAB +4, Stunning Fist

Benefit: If you make a successful unarmed strike against a stunned opponent, your opponent must make a successful Fortitude save against the same DC as that of your stunning attack. If he fails this saving throw, he is staggered for a number of rounds equal to half your level.

Steady Hand [General, Fighter]

A favorite with snipers, steady hand allows the character to better aim a missile weapon.

Requirements:  BAB +6, Far Shot

Benefit:  Aiming a missile weapon takes one full round. For every attack the character can normally make a round, he may eliminate a range increment penalty to his next shot.  This does not give the character a bonus, it simply eliminates range penalties.  So a 20th level fighter with an attack bonus +20/+15/+10/+5, could aim a bow to get no penalty for the first five range increments (the automatic first one and the next four).  If he was trying to fire a bow at a target 6 range increments away, he would have one range increment that wasn't eliminated, giving him a -2 range increment penalty total. If the character uses a crossbow, it must be loaded before he can aim.  When using this feat, the character gets a single shot in the round with the penalty reduction indicated.

Stunning Fist [General, Unarmed]

You know how to strike your opponents with stunning blows when fighting unarmed.

Prerequisite: Dex 13+, Improved Unarmed Strike, Wis 13+, BAB +8

Benefit: Declare that you are using the feat before you make your attack roll (thus a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + One-half your level + Wisdom modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Soft Strike [General, Fighter]

Your great knowledge in the use of a weapon has allowed you to learn to fight non-lethally with it. The skill is in gauging your blows and pulling your punches.

Prerequisite: Expertise

Benefit: You may use a melee weapon which deals normal damage to deal subdual damage at no attack penalty.

Normal: Using a melee weapon which deals normal damage to deal subdual damage inccurs a -4 attack penalty.

Sunder [General, Fighter]

You are skilled at attacking your opponents weapons.

Prerequisite: Str 13+, Power Attack

Benefit: When you strike at an opponent's weapon, you do not provoke an attack of opportunity.

Switch Hands [General, Fighter]

You are skilled at throwing your opponent off by quickly changing your attack handiness mid-melee.

Prerequisite: Ambidexterity

Benefit: In melee and while using a single weapon, you may swap your weapon to your empty hand as a free action and then make a partial-action attack with a +2 circumstance bonus to hit. You may not receive this bonus more than once in a single melee against the same foe (though you may still swap handiness on consecutive rounds).

T

Throw Anything [General]

In your hands, any weapon becomes a deadly ranged weapon.

Prerequisite: Dex 15+, BAB +2

Benefit: You can throw any weapon which you can use, regardless of whether it is intended as a ranged weapon.  Range increment is 10 ft.

Toughness [General, Fighter]

You are tougher than normal.

Benefit: You gain a number of hps equal to the greater of 3 or your Fortitude save +1. Additionally, using the optional death and dying rules, those with toughness get 1 additional point applied to their disabled range, and death limit.

Note: The bonus hit points from this feat is set each time the feat is gained. Thus, if a character was to gain it when his Fort save was +3, he would gain a total of 4 hit points from this purchase of the feat (no matter what his Fort save might be later). If he was to gain the feat again at a later time, he would gain hit points for that purchase of the feat based on his Fort save then.

Special: A character may gain this feat multiple times.

Track [General]

You can find and follow the trails of other creatures across most types of terrain.

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check). The DC depends on the surface and the prevailing conditions.

Surface DC Surface DC
Very soft 5 Firm 15
Soft 10 Hard 20
Condition DC Mod.
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:*
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:**
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
*For a group of mixed sizes, apply only the modifier for the largest size category.
**Apply only the largest modifier from this category.

If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.

Special: A ranger receives Track as a bonus feat. This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.

Trample [General, Fighter]

You are trained in using your mount to knock down your opponents.

Prerequisite: Mounted combat

Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets.

Two Weapon Fighting [General, Fighter]

You can fight with a weapon in each hand, making one extra attack each round with the second weapon.

Benefit: Your penalties for fighting with two weapons are reduced by 2

Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.

UVW

Unorthodox Flurry [General, Unarmed]

You are trained in a monastic tradition that uses nontraditional weapons.

Prerequisite: Flurry of blows ability, BAB +4

Benefit: Choose one light or tiny weapon. You become proficient with that weapon and can use it as a special monk weapon.

Weapon Finesse [General]

You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light or tiny weapon. Alternatively , you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you're at least Medium-size.

Prerequisite: Prof. with weapon, BAB +1 or higher.

Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Weapon Focus [General, Fighter]

Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray", in which case you are especially good with rays, such as the one produced by the ray of frost spell.

Prerequisite: Prof. with weapon, BAB +1 or higher.

Benefit: You add +1 to all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Weapon Specialization [General, Fighter]

The character is especially good at inflicting damage with a single weapon type.

Prerequisite:  BAB +4, Weapon Focus

Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon.

Whirlwind Attack [General, Fighter]

You can strike nearby opponents in an amazing spinning attack.

Prerequisite: BAB +4, Expertise, Spring Attack.

Benefit: When you perform the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within 5 feet.

XYZ

Zen Archery [General, Unarmed]

Your intuition guides your hand when you use a ranged weapon.

Prerequisite: Wis 13+, BAB +3

Benefit: You may use your Wisdom instead of Dexterity with ranged attacks within 30 ft. 

Zen Initiative [General, Unarmed]

The character has uncanny insight into his opponents tactics.

Benefit: He may use his Wisdom modifier to initiative rolls instead of his Dexterity modifier. The Wisdom bonus does not stack with the Dexterity bonus.

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