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List of Feats


The player characters gain a new special ability each time they gain three levels. These capacities are called feats. Many feats have prerequisites, such as being a spellcaster, having a certain feat or having a sufficient base attack bonus (BAB). Here is the list of feats that can be taken by most characters. Refer to the Character Class pages to review feats that are reserved to a particular class.



Feats associated with ranged combat


Point Blank Shot: +1 bonus on ranged attacks when target is within 3 squares. This bonus applies both to the attack roll and the damage roll.

Precise Shot: No -4 penalty when shooting at a target involved in melee combat. Requires: Point Blank Shot.

Improved Precise Shot: Your ranged attacks ignore both cover and light concealment. In addition, when shooting at a grappling combatant, you do not need to roll to determine which of the grappling combatants is targeted by your attack. Requires: Precise Shot, BAB 11, Dex 13.

Marksman: You gain a +1 bonus on all ranged attack rolls, including ranged touch attacks. Requires: Point Blank Shot, Level 3, Dex 13.

Far Shot: The character's maximum range with ranged weapons increases by 50%. The maximum range for a ranged attack without any penalty also increases by 50%. Requires: Point Blank Shot.

Defensive Archery: You no longer provoke attacks of opportunity (AOOs) from enemies when shooting or when reloading a crossbow. Requires: Point Blank Shot.

Rapid Shot: You can take a -2 penalty on all attack rolls for the round in order to gain an extra ranged attack at full BAB as part of a full attack action. Requires: Dex 13, Point Blank Shot.

Rapid Crossbow Reload: Reload light crossbow as free action, heavy crossbow as move action. Requires: Weapon Group Proficiency (Crossbows).

Zen Archery: For all ranged attack rolls, including touch attacks, you use your Wisdom modifier if it is higher than your Dexterity modifier. Requires: Wis 13.


Feats associated with two-weapon fighting


Two-Weapon Fighting: Reduced penalties for wielding several weapons. Requires: Dex 13.

Improved Two-Weapon Fighting: Additional attack with two or more weapons. Requires: Two-Weapon Fighting, BAB 6.

Greater Two-Weapon Fighting: Additional attack with two or more weapons. Requires: Improved Two-Weapon Fighting, BAB 11.

Perfect Two-Weapon Fighting: Additional attack with two or more weapons. Requires: Greater Two-Weapon Fighting, BAB 16.

Two-Weapon Defence: +1 shield bonus to AC with 2 or more weapons & no shield. Requires: Two-Weapon Fighting.

Improved Two-Weapon Defence: +2 shield bonus to AC with two or more weapons. Requires: Two-Weapon Defence, BAB 6.

Greater Two-Weapon Defence: +3 shield bonus to AC with two or more weapons. Requires: Improved Two-Weapon Defence, BAB 11.

Two-Weapon Pounce: You can charge with a weapon in each hand to make one attack with the right-hand weapon and one attack with each off-hand weapon. These attacks do not benefit from a +2 attack roll bonus. Requires: Two-Weapon Fighting, BAB 6.


Feats associated with combat tactics


Die Hard: Your character automatically stabilises when knocked unconscious and dying. In addition, at the end of every battle, the character automatically recovers 1d8 Hit Points plus one point per level.

Improved Bull Rush: +4 on the special Strength check to push someone or resist someone else's push, and you perform bull rush attempts as a move action instead of a standard action. Bull Rush attempts will not trigger AOOs even if you don't have this feat. Requires: Str 13.

Greater Bull Rush: Once per round, you can perform a bull rush attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift bull rush attempt and follow it with the full attack action. Requires: Str 13, Improved Bull Rush, BAB 6.

Improved Trip: +4 on the special Strength check to trip someone or resist someone else's trip attempt, and you perform trip attempts as a move action instead of a standard action. Trip attempts will not trigger attacks of opportunity even if you don't have this feat. Snakes, small flying creatures, oozes and incorporeal creatures are immune to tripping. Requires: Str 13.

Greater Trip: Once per round, you can perform a trip attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift trip attempt and follow it with the full attack action. With Greater Trip, you can also set your character to perform a swift trip attempt as part of a Ready Versus Approach action, prior to the normal Ready attack. Finally, you can set your character to perform a free trip attempt prior to all attacks of opportunity. Requires: Str 13, Improved Trip, BAB 6.

Improved Grapple: +4 on all Grapple checks, and you perform grapple attempts as a move action instead of a standard action. Even if you don't have this feat, Grapple attempts will not trigger attacks of opportunity and there will not be a -4 penalty for attempts to damage the enemy while grappling. Requires: Str 13.

Greater Grapple: Once per round, you can perform a grapple attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift grapple attempt and follow it with the full attack action. Requires: Str 13, Improved Grapple, BAB 6.

Improved Disarm: +4 on the special Attack Roll to disarm someone or resist someone else's disarm attempt, and you perform disarm attempts as a move action instead of a standard action. A successful disarm attempt means that the target receives the Disarmed condition. Characters with the Disarmed condition cannot perform any physical attack (including melee attacks, ranged attacks and AOOs), or use Combat Manoeuvres, or use their inventory, until they have rearmed themselves. Rearming is a move action that triggers AOOs, unless you have the feat Improved Draw. Characters with the Disarmed condition lose any Shield bonus to AC (including the base Shield AC bonus, any Shield enhancement bonus and the bonuses from feats like Shield Expertise and Shield Mastery). They retain magic benefits like Energy Resistance or Fortification. They also lose any AC bonus originating from feats associated with the character's weapons, including Two-Weapon Defence, Improved Two-Weapon Defence, Greater Two-Weapon Defence, Two-Handed Weapon Defence and Improved Two-Handed Weapon Defence. Note that disarmed equipment has no definite location. It may have been flung to the floor, or the victim may still be holding it in an entangled or disengaged state. Disarm attempts will not trigger attacks of opportunity even if you don't have the feat Improved Disarm.

Greater Disarm: Once per round, you can perform a disarm attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift disarm attempt and follow it with the full attack action. With Greater Disarm, you can also set your character to perform a swift disarm attempt as part of a Ready Versus Approach action, prior to the normal Ready attack. Finally, you can set your character to perform a free disarm attempt prior to all attacks of opportunity. Requires: Improved Disarm, BAB 6.

Improved Sunder: +4 on the special Attack Roll to sunder a target or resist someone else's sunder attempt, and you perform sunder attempts as a move action instead of a standard action. A successful sunder attempt reduces the enemy's AC by one point until the end of combat. The effect is cumulative. Sunder will not trigger attacks of opportunity even if you don't have this feat. Only slashing and bludgeoning weapons can be used to sunder.

Greater Sunder: Once per round, you can perform a sunder attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift sunder attempt and follow it with the full attack action. With Greater Sunder, you can also set your character to perform a swift sunder attempt as part of a Ready Versus Approach action, prior to the normal Ready attack. Finally, you can set your character to perform a free sunder attempt prior to all attacks of opportunity. Requires: Improved Sunder, BAB 6.

Improved Feint: You gain a +4 bonus on the Attack Roll to attempt a feint or resist someone else's feint attempt, and the target loses its Dexterity bonus to AC against attacks from everyone, not just attacks from the character who performed the feint. Feint attempts only require a move action, even without the feat Improved Feint. A successful Feint attempt means that the target receives the Feint or Improved Feint condition for one round (it expires at the start of the next round of the character who performed the feint). With the standard feint, the victim loses its Dexterity bonus to AC against all attacks from the character who performed the feint. With the improved feint, the victim loses its Dexterity bonus to AC against all attacks from everyone. Creatures who have lost their Dexterity bonus to AC are vulnerable to Sneak attacks. They also lose any Dodge bonus to AC. A feint requires opposed attack rolls. Unlike Disarm or Sunder, a two-handed weapon does not provide a bonus. For these special opposed attack rolls, both participants may use their Intelligence modifier, instead of their Strength modifier (or Dexterity modifier with Weapon Finesse). The ability offering the highest modifier is used.

Greater Feint: Once per round, you can perform a feint attempt as a Swift Combat Manoeuvre, meaning that the attempt does not require spending a standard action or a move action. You may not perform more than one Swift Combat Manoeuvre per round, even if you have several feats that allow you to take Swift Combat Manoeuvres. You could use this feat to perform a swift feint attempt and follow it with the full attack action. With Greater Feint, you can also set your character to perform a swift feint attempt as part of a Ready Versus Approach action, prior to the normal Ready attack. Finally, you can set your character to perform a free feint attempt prior to all attacks of opportunity. Requires: Improved Feint, BAB 6.

Combat Reflexes: You can take more than one attack of opportunity against enemies every round. Each round, you can perform an additional number of attacks of opportunity equal to your Dexterity modifier (minimum 1). You can also make attacks of opportunity even if you are Flat Footed. Requires: Dex 13.

Improved Initiative: +4 on initiative checks to determine who acts first.

Improved Natural Armour: The natural armour bonus to AC increases by one point. This feat can be selected once only. Requires: you must have a racial natural armour bonus, like the Kobold and Mantis.

Toughness: Your Hit Points increase by four.

Improved Toughness: Your Hit Points increase by six. Requires: Toughness, Level 3.

Greater Toughness: Your Hit Points increase by eight. Requires: Improved Toughness, Level 6.

Blind-Fight: Much better chance to hit when blinded or the enemy is concealed or invisible.

Improved Draw: With this feat, you can use the inventory in combat without triggering any attack of opportunity from nearby enemies. You still need a move action and you may not manipulate the inventory more than once per round. In addition, you can rearm yourself after having received the Disarmed condition without provoking any attack of opportunity. Rearming requires a move action.

Improved Stand: You do not trigger attacks of opportunity when standing up. You still need a move action.

Improved Potions And Herbs: You do not trigger attacks of opportunity when drinking a potion, and you only need a move action, rather than a standard action. You also get these benefits when using other consumable items, such as medicinal herbs.

Improved Escape From Snares: You can attempt to break free from the Stuck condition obtained from effects like Entangle, Web, Ranger Web, Resilient Web, Glue arrows and Snaring weapons using a move action, rather than a full-round action. As a result, you could perform two attempts per round. In addition, whenever you are given a reflex saving throw due to a Grease effect, if you fail on your saving throw, you can immediately attempt a second one.

Improved Escape From Paralysis: You can attempt to break free from the Held condition obtained from effects like Hold Person, Hold Monster, Chromatic Orb, Colour Spray, Paralysis Domain Power, Hold arrows and Coup de Grace weapons using a move action, rather than a full-round action. As a result, you could perform two attempts per round. In addition, whenever you are given a fortitude saving throw due to a coup-de-grace attempt against you, if you fail on the saving throw, you can immediately attempt a second one.

Death Spell Resistance: Whenever you are given a fortitude saving throw due to a disintegration, death effect or death spell, if you fail on the saving throw, you can immediately attempt a second one. The effect can originate from a Slaying arrow or the spells Slay Living, Destruction, Implosion, Phantasmal Killer, Finger of Death, Circle of Death, Disintegrate and Greater Disintegrate.

Multiattack: The penalty on secondary attacks with natural weapons is reduced from -5 to -2. Requires: Natural weapons of at least two types, for example a claw weapon and a bite weapon.

Improved Multiattack: The penalty on secondary attacks with natural weapons is completely removed. Requires: Multiattack, BAB 6.

Improved Charge: You gain a +1 competence bonus to attack roll when charging. Requires: Str 13.

Greater Charge: You gain another +1 competence bonus to attack roll when charging. Requires: Improved Charge, BAB 6.

Battle Cunning: Your critical-hit confirmation rolls gain a bonus equal to your Intelligence modifier. Requires: Int 13.

Greater Battle Cunning: You add your Intelligence modifier to damage when dealing a critical hit. Requires: Battle Cunning.

Improved Flanking: Against a flanked opponent, you gain a bonus of +3 to the attack roll instead of +2. Requires: Level 6, Int 13.

Greater Flanking: Against a flanked opponent, you gain a bonus of +4 to the attack roll instead of +2. Requires: Level 9, Improved Flanking.

Cleave: When facing two enemies, if your attack kills one, you get a free attack on the other. Requires: Str 13.

Great Cleave: Same as cleave but this can give you more than one free attack per round. Requires: Cleave.

Weapon Finesse: Whenever you conduct a melee touch attack, unarmed attack, a melee attack with a light weapon, natural weapon or a Rapier, you use your Dexterity modifier rather than your Strength modifier to determine the Attack Roll, if your Dexterity is higher than your Strength. To benefit from this feat, you must not be holding a shield. Requires: Dex 13.

Improved Weapon Finesse: Whenever you conduct a melee attack with a light weapon or a Rapier, you gain a +1 bonus to the attack roll. To benefit from this feat, you must not be holding a shield or wielding more than one manufactured weapon. Requires: Weapon Finesse, Dex 13, Level 3.

Overrun: With this feat, a character can move through squares occupied by enemy creatures of a size category no greater than the character's own size category. A character moves through enemy squares at half speed and this movement must not end on an occupied square. The character still triggers attacks of opportunity as normal. For example, a Half-Giant Fighter with the feat Overrun can move through the squares occupied by Hill Giants, but he cannot move through the squares occupied by creatures of size Huge and Gargantuan. Requires: Str 13.

Dodge: You gain a +1 dodge bonus to Armour Class. Requires: Dex 13.

Mobility: You gain a +4 dodge bonus to AC against attacks of opportunity you trigger by moving out of a threatened square, and you can move both before and after a standard action. If you move by at least one square, then use a melee attack or melee-touch spell on a creature, this creature may not make an AOO against you if you move away from that creature in the same round. Other creatures can still make AOOs against you if you move away from them. Requires: Dodge.

Whirlwind Attack: As a full round action you may perform a single circular attack against all opponents within reach. You roll for attack against each adjacent opponent, applying your full Attack bonus. Requires: Dodge, Mobility, BAB 2.

Improved Whirlwind Attack: You gain a +2 damage bonus on all your whirlwind attacks. Requires: Whirlwind Attack, BAB 2, Dex 13.

Fast Whirlwind Attack: You perform whirlwind attacks as a standard action, rather than a full-round action. Requires: Whirlwind Attack, BAB 2, Dex 13.

Two-Handed Weapon Expertise: +1 to melee damage rolls when you wield a one-handed or two-handed weapon with two hands (i.e. you wield no shield and no other weapon). Requires: Str 13.

Two-Handed Weapon Mastery: Another +1 to melee damage rolls when you wield a one-handed or two-handed weapon with two hands (i.e. you wield no shield and no other weapon). Requires: Two-Handed Weapon Expertise, BAB 6.

Two-Handed Weapon Defence: +1 shield bonus to AC when you wield a one-handed or two-handed weapon with two hands (i.e. you wield no shield and no other weapon). Requires: Strength 13.

Improved Two-Handed Weapon Defence: +2 shield bonus to AC when you wield a one-handed or two-handed weapon with two hands (i.e. you wield no shield and no other weapon). Requires: Two-Handed Weapon Defence, BAB 6.

Improved Weapon And Shield Style: +1 bonus to melee damage rolls when you wield a shield and a single weapon.

Greater Weapon And Shield Style: +1 bonus to melee attack rolls when you wield a shield and a single weapon. Requires: Improved Weapon And Shield Style, BAB 6.

Devastating Charge: The extra damage you deal on a charge is upgraded from 1d6 points to 1d8 points. Requires: The character must be a Centaur.

Intensified Energy: The energy damage you deal on attacks is upgraded from 1d6 points to 1d8 points. Requires: The character must be a Half-Salamander.

Cone Breath Weapon: Your 30' line breath weapon becomes a 20' cone breath weapon. Requires: The character must be a Drake.

Improved Breath Weapon: Your breath weapon gains one additional damage die and the radius increases by 50%. Requires: The character must be a Drake.

Swift Breath Weapon: Your breath weapon can be used as a move action, rather than a standard action. Requires: Level 6, the character must be a Drake.

Breath Weapon Shaping: The creature's breath weapon or gaze attack no longer affects allies in the area of effect. Requires: The creature must have a breath weapon or a gaze attack.


Feats associated with weapons and armour


Light Armour Proficiency: No penalty to attack rolls for wearing leather shirt or chain shirt.

Medium Armour Proficiency: No attack-roll penalty wearing hide mail, scale mail, chain mail. Requires: Light Armour Proficiency.

Heavy Armour Proficiency: No attack-roll penalty for wearing breastplate, half-plate or full-plate. Requires: Medium Armour Proficiency.

Armour Reflex: Reduces by 50%, rounded down, the Armour Penalty to reflex saves when wearing armour or using a shield. This feat always reduces the reflex penalty by at least one point.

Improved Armour Reflex: Totally removes the Armour Penalty to reflex saves. Requires: Armour Reflex.

Light Shield Proficiency: No attack penalty when using a light shield.

Heavy Shield Proficiency: No attack penalty when using a heavy shield. Requires: Light Shield Proficiency.

Tower Proficiency: No attack penalty when using a tower shield. Requires: Heavy Shield Proficiency.

Shield Expertise: You gain a +1 shield bonus to AC when holding a shield. Requires: Light Shield Proficiency.

Shield Mastery: You gain another +1 shield bonus to AC. Requires: Shield Expertise, BAB 6.

Shield Ward: You add your base Shield bonus (not the enhancement bonus) to your melee touch AC and your ranged touch AC. The base Shield bonus includes the bonus from the feats Shield Expertise and Shield Mastery. Requires: Light Shield Proficiency.

Weapon Group Proficiency: Select a weapon group. When using any of the weapons in that group, you do not take the -4 non-proficiency penalty to attack rolls.

Attack Focus: You gain a +1 bonus to attack rolls with all weapons, including manufactured weapons, natural weapons, ranged weapons and all touch attacks.

Improved Critical: You benefit from a higher critical-hit chance with all weapons. The feat also affects critical hits originating from ranged touch attacks. Requires: BAB 8.


Feats associated with magic


Great Fortitude: +2 bonus to fortitude saving throws.

Iron Will: +2 bonus to willpower saving throws.

Lightning Reflexes: +2 bonus to reflex saving throws.

Improved Luck: +1 to all saving throws. Requires: Iron Will, Lightning Reflex, Great Fortitude.

Spell Penetration: +2 on checks to bypass Spell Resistance with a spell or psionic power. Requires: you must be a spellcaster or psionics user, or have spell-like abilities, like the Bard.

Greater Spell Penetration: Another +2 on checks to bypass Spell Resistance. Requires: Spell Penetration.

Improved Touch Attacks: You gain +1 on all melee-touch and ranged-touch attack rolls conducted as part of a spell, spell-like ability or psionic power. Requires: you must be a spellcaster or psionics user.

Superior Concentration: +4 on concentration checks such as when casting is disturbed. Requires: you must be a spellcaster or psionics user, or have spell-like abilities, like the Bard.

Improved Counterspell: Any spell of same school and higher level can counter a given spell. Requires: you must be a Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Augment Summoning: Summoned creatures gain +4 to strength and constitution. Requires: Level 1 Cleric, Druid, Ranger, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Summoning Mastery: All creatures summoned by the character gain one additional Hit Die. Requires: Augment Summoning, Level 1 Cleric, Druid, Ranger, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Metamagic Empower: You can cast damage spells with a 50% damage bonus. Spell level +2. Requires: Level 1 Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Metamagic Maximise: You cast a damage spell dealing the maximum damage. Spell level +3. Requires: Level 1 Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Metamagic Widen: You can cast an area spell over an area two times larger. Spell level +2. Requires: Level 1 Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Metamagic Still: You can cast a somatic spell (a spell that requires moving the hands) even if you are paralysed or grappling or if you lack a free hand. Spell level +1. Even spells that require a melee touch attack or ranged touch attack can be stilled. In this case, the character aims the spell using eye contact. You still need to be successful on the touch attack. Requires: Level 1 Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Metamagic Silent: You can cast a verbal spell (a spell that requires speech) even if you are mute or the area is silenced. Spell level +1. Requires: Level 1 Cleric, Druid, Sorcerer, Wizard, Bishop, Champion, Mage Knight, Psychic Healer, Storm Warrior or Warlock.

Healing Mastery: All your cure spells heal an additional 1d8 hit points. Requires: Level 1 Cleric, Bishop, Champion, Paladin, Psychic Healer, Sorcerer, Druid, Storm Warrior or Ranger.

Destruction Mastery: All your inflict spells deal an additional 1d8 points of damage. Requires: Level 1 Cleric, Bishop, Champion, Paladin, Psychic Healer or Sorcerer.

Extend Spell Range I: Extends the close range, medium range and long range distances for spells and psionic powers by five feet. Without this feat, Short range is up to 15 ft or three squares away, Medium Range is up to 35 ft or 7 sq away and Long Range is up to 60 ft or 12 sq away. Requires: you must be a spellcaster or psionics user, or have spell-like abilities, like the Bard.

Extend Spell Range II: Extends the close range, medium range and long range distances for spells and psionic powers by another five feet. Requires: Extend Spell Range I.

Extend Spell Range III: Extends the close range, medium range and long range distances for spells and psionic powers by another five feet. Requires: Extend Spell Range II.



List of Feats with an Ability Requirement




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