Core Rulebook | Feats

Feats

Acrobatic

Description: You are skilled at leaping, jumping, and flying.

Benefits

You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Acrobatic Steps

Description: You can easily move over and through obstacles.

Prerequisites

Description: Dex 15, Nimble Moves.

Benefits

Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

Agile Maneuvers

Description: You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefits

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Normal

You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Alertness

Description: You often notice things that others might miss.

Benefits

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Alignment Channel

Description: Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.

Prerequisites

Description: Ability to channel energy.

Benefits

Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

Animal Affinity

Description: You are skilled at working with animals and mounts.

Benefits

You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Arcane Armor Mastery

Description: You have mastered the ability to cast spells while wearing armor.

Prerequisites

Description: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.

Benefits

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.

Arcane Armor Training

Description: You have learned how to cast spells while wearing armor.

Prerequisites

Description: Light Armor Proficiency, caster level 3rd.

Benefits

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Arcane Strike

Description: You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisites

Description: Ability to cast arcane spells.

Benefits

As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Armor Proficiency, Heavy

Description: You are skilled at wearing heavy armor.

Prerequisites

Description: Light Armor Proficiency, Medium Armor Proficiency.

Benefits

See Armor Proficiency, Light.

Normal

See Armor Proficiency, Light.

Special

Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.

Armor Proficiency, Light

Description: You are skilled at wearing light armor.

Benefits

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.

Armor Proficiency, Medium

Description: You are skilled at wearing medium armor.

Prerequisites

Description: Light Armor Proficiency.

Benefits

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.

Athletic

Description: You possess inherent physical prowess.

Benefits

You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Augment Summoning

Description: Your summoned creatures are more powerful and robust.

Prerequisites

Description: Spell Focus (conjuration).

Benefits

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Bleeding Critical

Description: Your critical hits cause opponents to bleed profusely.

Prerequisites

Description: Critical Focus, base attack bonus +11.

Benefits

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blind-Fight

Description: You are skilled at attacking opponents that you cannot clearly perceive.

Benefits

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blinding Critical

Description: Your critical hits blind your opponents.

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