Feats are summarized on the table below. You receive one feat at first level, and a feat at each odd level thereafter. Humans receive an additional feat at first level.
Prerequisites and benefits of the feats on this table are abbreviated for ease of reference. Follow a feat's link for full details.
Note: Item creation feat effects are gained as a function of sufficient ranks in Alchemy (for potions), Decipher Script (for scrolls) or Spellcraft (for other items). See appropriate skill descriptions for details.
Feats | Prerequisites | Benefits |
---|---|---|
Acrobatic | — | +2 bonus on Acrobatics and Fly checks |
Agile Maneuvers* | — | Use your Dex bonus when calculating your CMB |
Alertness | — | +2 bonus on Perception and Sense Motive checks |
Alignment Channel | Channel energy class feature | Channel energy can heal or harm outsiders |
Ancestral Tsukumogami | — | You carry an inherited magic item |
Animal Affinity | — | +2 bonus on Handle Animal and Ride checks |
Arcane Armor Training* | Armor Proficiency, Light, caster level 3rd | Reduce your arcane spell failure chance by 10% |
Arcane Armor Mastery* | Arcane Armor Training, Armor Proficiency, Medium, caster level 7th | Reduce your arcane spell failure chance by 20% |
Arcane Strike* | Ability to cast arcane spells | +1 damage and weapons are considered magic |
Armor Proficiency, Light | — | No penalties on attack rolls while wearing light armor |
Armor Proficiency, Medium | Armor Proficiency, Light | No penalties on attack rolls while wearing medium armor |
Armor Proficiency, Heavy | Armor Proficiency, Medium | No penalties on attack rolls while wearing heavy armor |
Athletic | — | +2 bonus on Climb and Swim checks |
Augment Summoning | Spell Focus (conjuration) | Summoned creatures gain +4 Str and Con |
Blind-Fight* | — | Reroll miss chances for concealment |
Catch Off-Guard* | — | No penalties for improvised melee weapons |
Channel Smite* | Channel energy class feature | Channel energy through your attack |
Combat Casting | — | +4 bonus on concentration checks for defensive casting |
Combat Expertise* | Int 13 | Trade attack bonus for AC bonus |
Combat Expertise | +2 bonus on disarm attempts, no attack of opportunity | |
Improved Disarm, base attack bonus +6 | Disarmed weapons are knocked away from your enemy | |
Combat Expertise, base attack bonus +8 | You treat delay actions like ready actions | |
Combat Expertise | Feint as a move action | |
Improved Feint, base attack bonus +6 | Enemies you feint lose their Dex bonus for 1 round | |
Combat Expertise | +2 bonus on trip attempts, no attack of opportunity | |
Improved Trip, base attack bonus +6 | Enemies you trip provoke attacks of opportunity | |
Dex 13, Combat Expertise, Spring Attack, base attack bonus +4 | Make one melee attack against all foes within reach | |
Combat Reflexes* | — | Make additional attacks of opportunity |
Combat Reflexes | Stop enemies from moving past you | |
Command Undead | Channel negative energy class feature | Channel energy can be used to control undead |
Critical Focus* | Base attack bonus +9 | +4 bonus on attack rolls made to confirm critical hits |
Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target takes 2d6 bleed | |
Critical Focus, base attack bonus +15 | Whenever you score a critical hit, the target is blinded | |
Any two critical feats, 14th-level fighter | Apply two effects to your critical hits | |
Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is deafened | |
Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target is sickened | |
Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is staggered | |
Staggering Critical, base attack bonus +17 | Whenever you score a critical hit, the target is stunned | |
Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is fatigued | |
Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted | |
Deadly Aim* | Dex 13, base attack bonus +1 | Trade ranged attack bonus for damage |
Deceitful | — | +2 bonus on Bluff and Disguise checks |
Defensive Combat Training* | — | Use your total Hit Dice as your base attack bonus for CMD |
Deft Hands | — | +2 bonus on MEchanics and Sleight of Hand checks |
Disruptive* | 6th-level fighter | Increases the DC to cast spells adjacent to you |
Disruptive, 10th-level fighter | Enemies provoke attacks if their spells fail | |
Dodge* | Dex 13 | +1 dodge bonus to AC |
Dodge | +4 AC against attacks of opportunity from movement | |
Mobility, base attack bonus +4 | Move before and after melee attack | |
Dex 15, Dodge, base attack bonus +6 | Gain 20% concealment if you move | |
Dex 17, Wind Stance, base attack bonus +11 | Gain 50% concealment if you move | |
Elemental Channel | Channel energy class feature | Channel energy can harm or heal elementals |
Endurance | — | +4 bonus on checks to avoid nonlethal damage |
Endurance | Automatically stabilize and remain conscious below 0 hp | |
Eschew Materials | — | Cast spells without material components |
Exotic Weapon Proficiency* | Base attack bonus +1 | No penalty on attacks made with one exotic weapon |
Extra Blueprint | Blueprint class feature | Increase your number of blueprints by 1 |
Extra Channel | Channel energy class feature | Channel energy two additional times per day |
Extra Ki | Ki pool class feature | Increase your ki pool by 2 points |
Extra Lay On Hands | Lay on hands class feature | Use lay on hands two additional times per day |
Extra Rage | Rage class feature | Use rage for 6 additional rounds per day |
Fleet | — | Your base speed increases by 5 feet |
Great Fortitude | — | +2 on Fortitude saves |
Great Fortitude | Once per day, you may reroll a Fortitude save | |
Improved Channel | Channel energy class feature | +2 bonus on channel energy DC |
Improved Counterspell | — | Counterspell with spell of the same school |
Improved Critical* | Proficiency with weapon, base attack bonus +8 | Double the threat range of one weapon |
Improved Familiar | Ability to acquire a familiar, see feat | Gain a more powerful familiar |
Improved Initiative* | — | +4 bonus on initiative checks |
Improved Unarmed Strike* | — | Always considered armed |
Dex 13, Improved Unarmed Strike | Avoid one ranged attack per round | |
Dex 15, Deflect Arrows | Catch one ranged attack per round | |
Dex 13, Improved Unarmed Strike | +2 bonus on grapple attempts, no attack of opportunity | |
Improved Grapple, base attack bonus +6 | Maintain your grapple as a move action | |
Improved Unarmed Strike | Reduce target's speed to 5 ft. | |
Scorpion Style, base attack bonus +6 | Stagger a foe whose speed is reduced | |
Gorgon's Fist, base attack bonus +11 | Make 2 extra attacks against a hindered foe | |
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Stun opponent with an unarmed strike | |
Improvised Weapon Mastery* | Catch Off-Guard or Throw Anything, base attack bonus +8 | Make an improvised weapon deadly |
Intimidating Prowess* | — | Add Str to Intimidate in addition to Cha |
Iron Will | — | +2 bonus on Will saves |
Iron Will | Once per day, you may reroll a Will save | |
Kipup | Dex 13 | You can instantly go from prone to standing |
Leadership | Character level 7th | Gain a cohort and followers |
Lightning Reflexes | — | +2 bonus on Reflex saves |
Lightning Reflexes | Once per day, you may reroll a Reflex save | |
Linguist | Int 13 | You pick up language easily, and don't need a teacher |
Lunge* | Base attack bonus +6 | Take a –2 penalty to your AC to attack with reach |
Magical Aptitude | — | +2 bonus on Spellcraft and Use Magic Device checks |
Martial Weapon Proficiency | — | No penalty on attacks made with one martial weapon |
Master Craftsman | 5 ranks in any Craft or Profession skill | You can craft magic items without being a spellcaster |
Mounted Combat* | Ride 1 rank | Avoid attacks on mount with Ride check |
Mounted Combat | Halve the penalty for ranged attacks while mounted | |
Mounted Combat | Move before and after a charge attack while mounted | |
Ride-By Attack | Double damage on a mounted charge | |
Mounted Combat | Overrun targets while mounted | |
Improved Bull Rush, Mounted Combat | Knock opponents from their mounts | |
Natural Spell | Wis 13, wild shape class feature | Cast spells while using wild shape |
Nimble Moves | Dex 13 | Ignore 5 feet of difficult terrain when you move |
Dex 15, Nimble Moves | Ignore 20 feet of difficult terrain when you move | |
Persuasive | — | +2 bonus on Diplomacy and Intimidate checks |
Point-Blank Shot* | — | +1 attack and damage on targets within 30 feet |
Point-Blank Shot | Decrease ranged penalties by half | |
Point-Blank Shot | No penalty for shooting into melee | |
Dex 19, Precise Shot, base attack bonus +11 | No cover or concealment chance on ranged attacks | |
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Improved Precise Shot, base attack bonus +16 | No armor or shield bonus on one ranged attack |
Dex 13, Mobility, Point-Blank Shot, base attack bonus +4 | Make ranged attack at any point during movement | |
Dex 13, Point-Blank Shot | Make one extra ranged attack | |
Dex 17, Rapid Shot, base attack bonus +6 | Shoot two arrows simultaneously | |
Power Attack* | Str 13, base attack bonus +1 | Trade melee attack bonus for damage |
Power Attack | Make an additional attack if the first one hits | |
Cleave, base attack bonus +4 | Make an additional attack after each attack hits | |
Power Attack | +2 bonus on bull rush attempts, no attack of opportunity | |
Improved Bull Rush, base attack bonus +6 | Enemies you bull rush provoke attacks of opportunity | |
Power Attack | +2 bonus on overrun attempts, no attack of opportunity | |
Improved Overrun, base attack bonus +6 | Enemies you overrun provoke attacks of opportunity | |
Power Attack | +2 bonus on sunder attempts, no attack of opportunity | |
Improved Sunder, base attack bonus +6 | Damage from sunder attempts transfers to your enemy | |
Quick Draw* | Base attack bonus +1 | Draw weapon as a free action |
Rapid Reload* | Weapon proficiency (crossbow) | Reload crossbow quickly |
Run | — | Run at 5 times your normal speed |
Selective Channeling | Cha 13, channel energy class feature | Choose whom to affect with channel energy |
Self-Sufficient | — | +2 bonus on Heal and Survival checks |
Shield Proficiency | — | No penalties on attack rolls when using a shield |
Shield Proficiency | Keep your shield bonus when shield bashing | |
Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6 | Free bull rush with a bash attack | |
Shield Slam, base attack bonus +11 | No two-weapon penalties when attacking with a shield | |
Shield Focus* | Shield Proficiency, base attack bonus +1 | Gain a +1 bonus to your AC when using a shield |
Shield Focus, 8th-level fighter | Gain a +1 bonus to your AC when using a shield | |
Tower Shield Proficiency* | Shield Proficiency | No penalties on attack rolls when using a tower shield |
Simple Weapon Proficiency | — | No penalty on attacks made with simple weapons |
Skill Focus | — | +3 bonus on one skill (+6 at 10 ranks) |
Spell Focus | — | +1 bonus on save DCs for one school |
Spell Focus | +1 bonus on save DCs for one school | |
Spell Mastery | 1st-level Wizard | Prepare some spells without a spellbook |
Spell Penetration | — | +2 bonus on level checks to beat spell resistance |
Spell Penetration | +2 bonus on level checks to beat spell resistance | |
Stealthy | — | +2 bonus on Escape Artist and Stealth checks |
Step Up* | Base attack bonus +1 | Take a 5-foot step as an immediate action |
Strike Back* | Base attack bonus +11 | Attack foes that strike you while using reach |
Throw Anything* | — | No penalties for improvised ranged weapons |
Toughness | — | +3 hit points, +1 per Hit Die beyond 3 |
Turn Undead | Channel positive energy class feature | Channel energy can be used to make undead flee |
Two-Weapon Fighting* | Dex 15 | Reduce two-weapon fighting penalties |
Two-Weapon Fighting | Add your Str bonus to off-hand damage rolls | |
Double Slice, Improved Two-Weapon Fighting, base attack bonus +11 | Rend a foe hit by both your weapons | |
Dex 17, Two-Weapon Fighting, base attack bonus +6 | Gain additional off-hand attack | |
Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 | Gain a third off-hand attack | |
Two-Weapon Fighting | Gain +1 shield bonus when fighting with two weapons | |
Vital Strike* | Base attack bonus +6 | Deal twice the normal damage on a single attack |
Vital Strike, base attack bonus +11 | Deal three times the normal damage on a single attack | |
Improved Vital Strike, base attack bonus +16 | Deal four times the normal damage on a single attack | |
Weapon Finesse* | — | Use Dex instead of Str on attack rolls with light weapons |
Weapon Focus* | Proficiency with weapon, base attack bonus +1 | +1 bonus on attack rolls with one weapon |
Weapon Focus | Intimidate all foes within 30 feet | |
Dazzling Display, base attack bonus +6 | Hindered foes are flat-footed | |
Greater Weapon Focus, Shatter Defenses, base attack bonus +11 | Deal double damage plus 1 Con bleed | |
Weapon Focus, 8th-level fighter | +1 bonus on attack rolls with one weapon | |
Weapon Focus, 12th-level fighter | Your attacks ignore 5 points of damage reduction | |
Penetrating Strike, 16th-level fighter | Your attacks ignore 10 points of damage reduction | |
Weapon Focus, 4th-level fighter | +2 bonus on damage rolls with one weapon | |
Weapon Specialization, 12th-level fighter | +2 bonus on damage rolls with one weapon | |
Metamagic Feats | Prerequisites | Benefits |
Empower Spell | — | Increase spell variables by 50% |
Enlarge Spell | — | Double spell range and area |
Extend Spell | — | Double spell duration |
Heighten Spell | — | Treat spell as a higher level |
Maximize Spell | 7th-level spellcaster | Maximize spell variables |
Silent Spell | — | Cast spell without verbal components |
Still Spell | — | Cast spell without somatic components |
* This is a combat feat and can be selected as a fighter bonus feat |
Explanation of feat types.
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