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Feats

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Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee Weapons, or the knack for deflecting Arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.

Prerequisites

Some feats have prerequisites. Your character must have the indicated Ability Score, class feature, feat, skill, Base Attack Bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

Types of Feats

Some feats are general, meaning that no special rules govern them as a group. Others are item Creation feats, which allow characters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is.

Combat Feats

Any feat designated as a Combat feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other Classes from selecting these feats, assuming that they meet the prerequisites.

Critical Feats

Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.

Item Creation Feats

An item Creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item Creation feats all have certain features in common.

Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.

Using an item Creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.

Time: The time to create a magic item depends on the feat and the cost of the item.

Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the Caster Level. The Caster Level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the Caster Level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level × Caster Level × 25 gp.
Potions: Base price = spell level × Caster Level × 50 gp.
Wands: Base price = spell level × Caster Level × 750 gp.
Staves: The price for staves is calculated using more complex formulas (see Magic Items).

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must Expend the material component cost when creating the item. For a wand, the creator must Expend 50 units of the material component. Some magic items similarly incur extra costs in material Components, as noted in their descriptions.

Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's Caster Level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details.

Metamagic Feats

As a spellcaster's Knowledge of magic grows, he can learn to cast Spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for Saving Throws against it does not go up. Metamagic feats do not affect Spell-Like Abilities.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their Spells in advance. During preparation, the character chooses which Spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and Bards choose Spells as they cast them. They can choose when they cast their Spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the Sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal Casting Time is a Standard Action, casting a metamagic version is a Full-Round Action for a Sorcerer or bard. (This isn't the same as a 1-round Casting Time.) The only exception is for Spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer Casting Time, it takes an extra Full-Round Action to cast the spell.

Spontaneous Casting and Metamagic Feats: A Cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a Summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a Standard Action metamagic spell spontaneously is a Full-Round Action, and a spell with a longer Casting Time takes an extra Full-Round Action to cast. The only exception is for Spells modified by the Quicken Spell feat, which can be cast as a Swift Action.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving Throw modifications are not changed unless stated otherwise in the feat Description.

The modifications made by these feats only apply to Spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate Components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all Spells. See the specific feat descriptions for the Spells that a particular feat can't modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item Creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).

Feat Descriptions

Feats are summarized on Table: Feats below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats Description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic Description of what the feat does.

Prerequisite: A minimum Ability Score, another feat or feats, a minimum Base Attack Bonus, a minimum number of ranks in one or more Skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the Description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Table: Feats
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
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
  Improved Disarm* Combat Expertise +2 bonus on Disarm attempts, no attack of opportunity
    Greater Disarm* Improved Disarm, Base Attack Bonus +6 Disarmed Weapons are knocked away from your enemy
  Improved Feint* Combat Expertise Feint as a Move Action
    Greater Feint* Improved Feint, Base Attack Bonus +6 Enemies you feint lose their Dex bonus for 1 round
  Improved Trip* Combat Expertise +2 bonus on trip attempts, no attack of opportunity
    Greater Trip* Improved Trip, Base Attack Bonus +6 Enemies you trip provoke Attacks of Opportunity
  Whirlwind Attack* 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
  Stand Still* 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
  Bleeding Critical* Critical Focus, Base Attack Bonus +11 Whenever you score a critical hit, the target takes 2d6 bleed
  Blinding Critical* Critical Focus, Base Attack Bonus +15 Whenever you score a critical hit, the target is blinded
  Critical Mastery* Any two critical feats, 14th-level Fighter Apply two effects to your critical hits
  Deafening Critical* Critical Focus, Base Attack Bonus +13 Whenever you score a critical hit, the target is deafened
  Sickening Critical* Critical Focus, Base Attack Bonus +11 Whenever you score a critical hit, the target is sickened
  Staggering Critical* Critical Focus, Base Attack Bonus +13 Whenever you score a critical hit, the target is staggered
  Stunning Critical* Staggering Critical, Base Attack Bonus +17 Whenever you score a critical hit, the target is stunned
  Tiring Critical* Critical Focus, Base Attack Bonus +13 Whenever you score a critical hit, the target is fatigued
    Exhausting Critical* 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 Disable Device and Sleight of Hand checks
Disruptive* 6th-level Fighter Increases the DC to cast Spells adjacent to you
  Spellbreaker* Disruptive, 10th-level Fighter Enemies provoke attacks if their Spells fail
Dodge* Dex 13 +1 dodge bonus to AC
  Mobility* Dodge +4 AC against Attacks of Opportunity from Movement
    Spring Attack* Mobility, Base Attack Bonus +4 Move before and after melee attack
  Wind Stance* Dex 15, Dodge, Base Attack Bonus +6 Gain 20% Concealment if you move
    Lightning Stance* 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
  Diehard 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 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 Mercy Mercy class feature Your lay on hands benefits from one additional mercy
Extra Performance Bardic performance class feature Use bardic performance for 6 additional rounds 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
  Improved Great Fortitude 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
  Deflect Arrows* Dex 13, Improved Unarmed Strike Avoid one ranged attack per round
    Snatch Arrows* Dex 15, Deflect Arrows Catch one ranged attack per round
  Improved Grapple* Dex 13, Improved Unarmed Strike +2 bonus on Grapple attempts, no attack of opportunity
    Greater Grapple* Improved Grapple, Base Attack Bonus +6 Maintain your Grapple as a Move Action
  Scorpion Style* Improved Unarmed Strike Reduce target's speed to 5 ft.
    Gorgon's Fist* Scorpion Style, Base Attack Bonus +6 Stagger a foe whose speed is reduced
      Medusa's Wrath* Gorgon's Fist, Base Attack Bonus +11 Make 2 extra attacks against a hindered foe
  Stunning Fist* 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
  Improved Iron Will Iron Will Once per day, you may reroll a Will save
Leadership Character level 7th Gain a cohort and followers
Lightning Reflexes +2 bonus on Reflex saves
  Improved Lightning Reflexes Lightning Reflexes Once per day, you may reroll a Reflex save
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 Archery* Mounted Combat Halve the Penalty for ranged attacks while mounted
  Ride-By Attack* Mounted Combat Move before and after a Charge attack while mounted
    Spirited Charge* Ride-by Attack Double Damage on a mounted Charge
  Trample* Mounted Combat Overrun targets while mounted
  Unseat* 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
  Acrobatic Steps 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
  Far Shot* Point-Blank Shot Decrease ranged penalties by half
  Precise Shot* Point-Blank Shot No Penalty for shooting into melee
    Improved PreciseShot* Dex 19, Precise Shot, Base Attack Bonus +11 No cover or Concealment chance on ranged attacks
   Pinpoint Targeting* Improved Precise Shot, Base Attack Bonus +16 No armor or Shield bonus on one ranged attack
  Shot on the Run* Dex 13, Mobility, Point-Blank Shot, Base Attack Bonus +4 Make ranged attack at any point during Movement
  Rapid Shot* Dex 13, Point-Blank Shot Make one extra ranged attack
    Manyshot* 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
  Cleave* Power Attack Make an additional attack if the first one hits
    Great Cleave* Cleave, Base Attack Bonus +4 Make an additional attack after each attack hits
  Improved Bull Rush* Power Attack +2 bonus on Bull Rush attempts, no attack of opportunity
    Greater Bull Rush* Improved Bull Rush, Base Attack Bonus +6 Enemies you Bull Rush provoke Attacks of Opportunity
  Improved Overrun* Power Attack +2 bonus on Overrun attempts, no attack of opportunity
    Greater Overrun* Improved Overrun, Base Attack Bonus +6 Enemies you Overrun provoke Attacks of Opportunity
  Improved Sunder* Power Attack +2 bonus on Sunder attempts, no attack of opportunity
    Greater Sunder* 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
  Improved Shield Bash* Shield Proficiency Keep your Shield bonus when Shield bashing
    Shield Slam* Improved Shield Bash, Two-Weapon Fighting, Base Attack Bonus +6 Free Bull Rush with a bash attack
      Shield Master* 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
    Greater Shield Focus* 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
  Greater Spell Focus 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
  Greater Spell Penetration 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
  Double Slice* Two-Weapon Fighting Add your Str bonus to off-hand Damage rolls
    Two-Weapon Rend* Double Slice, Improved Two-Weapon Fighting, Base Attack Bonus +11 Rend a foe hit by both your Weapons
  Improved Two-Weapon Fighting* Dex 17, Two-Weapon Fighting, Base Attack Bonus +6 Gain additional off-hand attack
    Greater Two-Weapon Fighting* Dex 19, Improved Two-Weapon Fighting, Base Attack Bonus +11 Gain a third off-hand attack
  Two-Weapon Defense* 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
  Improved Vital Strike* Vital Strike, Base Attack Bonus +11 Deal three times the normal Damage on a single attack
    Greater Vital Strike* 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
  Dazzling Display* Weapon Focus Intimidate all foes within 30 feet
    Shatter Defenses* Dazzling Display, Base Attack Bonus +6 Hindered foes are Flat-Footed
      Deadly Stroke* Greater Weapon Focus, Shatter Defenses, Base Attack Bonus +11 Deal double Damage plus 1 Con bleed
  Greater Weapon Focus* Weapon Focus, 8th-level Fighter +1 bonus on attack rolls with one weapon
  Penetrating Strike* Weapon Focus, 12th-level Fighter Your attacks ignore 5 points of Damage Reduction
    Greater Penetrating Strike* Penetrating Strike, 16th-level Fighter Your attacks ignore 10 points of Damage Reduction
  Weapon Specialization* Weapon Focus, 4th-level Fighter +2 bonus on Damage rolls with one weapon
    Greater Weapon Specialization* Weapon Specialization, 12th-level Fighter +2 bonus on Damage rolls with one weapon
Item Creation Feats Prerequisites Benefits
Brew Potion Caster Level 3rd Create magic potions
Craft Magic Arms and Armor Caster Level 5th Create magic armors, shields, and Weapons
Craft Rod Caster Level 9th Create magic rods
Craft Staff Caster Level 11th Create magic staves
Craft Wand Caster Level 5th Create magic wands
Craft Wondrous Item Caster Level 3rd Create magic wondrous items
Forge Ring Caster Level 7th Create magic rings
Scribe Scroll Caster Level 1st Create magic scrolls
Metamagic Feats Prerequisites Benefits
Empower Spell Increase spell variables by 50%
Enlarge Spell Double spell range
Extend Spell Double spell Duration
Heighten Spell Treat spell as a higher level
Maximize Spell Maximize Spell variables
Quicken Spell Cast spell as a Swift Action
Silent Spell Cast spell without verbal Components
Still Spell Cast spell without somatic Components
Widen Spell Double spell area
* This is a Combat feat and can be selected as a Fighter bonus feat

Attributes

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