Chapter 5: Feats

Feats from other sources can be added to the list on a case-by-case basis, pending agreement from the group.

Descriptors: Most feats are provided with bracketed descriptors, which are intended to make it easier to tell at a glance what sort of feats they are. For example, feats with the [Skill] descriptor are dependent upon a specific skill, and generally have effects that scale depending on your number of ranks in that skill. In addition, several descriptors [Reserve, Stance, Strike, etc.] have special rules governing their use. Several classes provide bonus feats that have specific descriptors.

General Feats 1

Arcane Feats 3

Arcane Feats, Reserve 3

Combat Feats, General 3

Combat Feats, Armor/Shield 3

Combat Feats, Weapon-and Style-Specific 3

Combat Feats, Stances 3

Combat Feats, Strikes 3

Divine Feats 3

Domain Feats 3

Necromantic Feats 3

General Feats

Ability Focus

Benefit: Choose one exceptional, spell-like, or supernatural ability you possess, whether through a feat, class, or racial feature. You gain a +2 competence bonus to the DC for all saving throws against that ability.

Special: You can gain this feat multiple times. Its effects do not stack. Each time, choose a different ability.

Adaptability

Benefit: You are immune to all circumstance penalties. In addition, as an immediate action you can designate an opponent and negate one source of circumstance bonuses against you from that opponent (e.g., advantage from attacking from higher ground, or additional damage from the Mounted Combat or Power Attack feat) until the start of your next turn. You need not know which of the opponent’s abilities provide circumstance bonuses; the first one used against you by that opponent is negated. If more than one apply simultaneously, the referee will select one (generally the highest numerical bonus, if immediately obvious).

Source: This is equivalent to the Oathsworn’s “greater adaptation” class feature from Arcana Unearthed (Malhavoc Press).

Agility Training [Skill]

Prerequisite: Acrobatics 3 ranks as a class skill.

Benefit: Through constant physical training, you have a +1 enhancement bonus to Dexterity per 3 ranks in Acrobatics you possess (maximum +6 enhancement bonus at 18 ranks Acrobatics). Any condition that prevents this training for more than 1 week eliminates the bonus until you can get back into training.

Alertness [Skill]

You have an intuitive sense that alerts you to danger.

Prerequisite: Perception 1 rank as a class skill.

Benefit: You gain a +1 dodge bonus to AC and Reflex saves during surprise rounds and against traps; you also gain a +1 insight bonus to initiative during surprise rounds. These bonuses increase by +1 per 4 ranks in Perception you possess (to +6 at 20th level). The dodge bonus gained from this feat applies even if you lose your Dexterity bonus to AC (as from being flat-footed while surprised). Unlike the other bonuses, you retain the bonus to AC for purposes of confirming critical threats against you at all times (even after the surprise round).

  • If your Alertness bonus is at least +2 (requiring 4 ranks of Perception as a class skill), you cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against you.

  • If your Alertness bonus is at least +3 (requiring 8 ranks of Perception as a class skill), you can no longer be flanked (i.e., opponents do not receive Aid Another bonuses to attacks against you).

  • If your Alertness bonus is +4 or higher (12 ranks Perception), as a standard action you can become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). This ability detects active aggression, as opposed to vigilance. You can make a Bluff check to sense motive as a free action against anyone within 30 feet of you. This is equivalent to the Psychic Warrior’s detect hostile intent power, from the d20 System Reference Document.

  • If your Alertness bonus is +5 or greater (16 ranks Perception), you can always act during a surprise round, even if you fail to make a Perception roll to notice a foe.

  • At an Alertness bonus of +6 (20 ranks Perception), you are preternaturally alert, and cannot be surprised except as described below.

Special: A creature trained in Stealth as a class skill is entitled to a Stealth check to negate your Alertness (with respect to that creature only). The DC for this check is equal to 14 + your Perception bonus.

Source: This ability subsumes the standard trap sense ability from the core rules, and also the Sixth Sense variant class feature from the Advanced Player’s Guide. It also includes subsumes the Barbarian’s and Rogue’s uncanny dodge class features from the core rules. It is presented as a feat in order to streamline mechanics and to avoid the need for multiple descriptions in the class descriptions as a class feature or talent.

Arcane Defense

Benefit: Choose one school of magic. You gain a +2 competence bonus to all saving throws against spells and effects of that school. This bonus improves by an additional +1 per 5 character levels you possess beyond the first, to a maximum of +5 at 16th level. At 20th level, you are immune to spells from that school of magic (as if you had unbeatable SR).

Hit Dice Saving Throw Bonus
1 – 5 +2
6 – 10 +3
11 – 15 +4
16 – 19 +5
20+ Immune

Special: You may take this feat multiple times; each time, you select a different school.

Source: Complete Arcane. This feat also provides a template for the racial spell bonuses in the core rules. Arcane Defense (Enchantment) supersedes the still mind class feature.

Beginner’s Luck

You constantly react in ways that no professional ever would, which throws off opponents counting on you to react as they expect. Experienced adversaries are often at a loss for how to deal with you.

Benefit: Competence bonuses do not apply against you. For example, an attacker with Weapon Focus and Weapon Specialization does not gain the benefits of those feats on attacks made against you; when making opposed skill checks against you, an opponent with Skill Focus does not apply the effects of that feat; etc.

In addition, you automatically receive a Stealth check to negate the benefits of the Alertness feat (q.v.) when used against you; if you have no ranks in Stealth, use your Charisma score in place of your Stealth bonus (i.e., you have a good chance of flanking and/or surprising opponents who are normally immune).

Bond, Practiced

Your bond with your animal companion or familiar is unusually close.

Prerequisites: Arcane bond (item).

Benefit: Calculate all powers, abilities, and effects of your arcane bonded item as if your class level granting that ability were 4 higher than is actually the case, to a maximum effective class level equal to your number of Hit Dice.

Special: If your bonded item is destroyed, you may automatically apply this feat to the replacement. The effects of feat stack with class synergy features improving your bond; this a specific exception to the non-stacking rule. Your total limit based on character level, as described in Chapter 1, remains in force.

Source: This feat duplicates the Boon Companion feat from Seekers of Secrets (Paizo Publishing).

Careful Speaker [Skill]

You are hyperaware of attempts to watch you.

Prerequisite: Wis 13, Bluff 1 rank, Arcane Defense (Divination).

Benefit: You gain a +4 insight bonus on Perception checks made to locate a scrying sensor (if any), to notice someone watching or eavesdropping on you, and to the DC to browbeat or demoralize you. You can attempt a Bluff check to sense motive, instead of a Perception check, to notice scrying sensors.

  • If you have at least 6 ranks in Bluff, you are automatically aware of scrying attempts targeting you, and can spend a swift action to detect scrying sensors within 40 feet of you.

  • If you have at least 11 ranks, you can attempt a Bluff skill check (opposed by a Concentration check on the part of the caster) to gain a visual image of the scryer and learn his/her approximate distance and direction from you.

  • If you have at least 16 ranks, whenever someone successfully targets you with a divination spell or effect, you send that caster a nightmarish vision. This vision functions as a phantasmal killer spell-like ability (using your ranks in Bluff in place of your ranks in Concentration).

Special: In addition to scrying attempts, this feat applies against attempts to record your image, such as by camera or video surveillance.

Source: Pathfinder Campaign Setting. This feat also subsumes the Live My Nightmare feat from Unearthed Arcana.

Chaotic Mind

The turbulence of your thoughts prevents others from gaining insight into your actions.

Prerequisites: Cha 13.

Benefit: Creatures do not gain insight bonuses against you. This applies to insight bonuses to their attacks against you (such as from the Insightful Strike feat), to armor class against your attacks (such as from the Canny Defense ability), etc.

Synergy: If your base Intuition save (including the class bonus, if any) is +5 or higher, anyone attempting to read your thoughts, communicate with you via telepathy, or otherwise contact your mind is dazed for 1d4 rounds (Intuition save negates; DC 15 + your Cha modifier).

Source: 3.5 edition System Reference Document, “Psionic Feats.” This feat also subsumes the Warped Mind feat, from the Pathfinder Campaign Setting.

Claws, Eldritch [Combat]

Prerequisites: Natural weapons.

Benefit: You natural weapons are considered magic for purposes of overcoming damage reduction.

  • If your base attack bonus is at least +6, they are also considered +2 (and therefore penetrate DR/silver as well).

  • If your base attack bonus is at least +11, they are also considered +3 (and therefore penetrate DR/cold iron as well).

  • If your base attack bonus is at least +16, they are also considered +4 (and therefore penetrate DR/adamantine as well).

  • If your base attack bonus is +21 or higher, your natural weapons are considered +5, and penetrate DR/—.

Source: Advanced Player’s Guide.

Claws, Envenomed

Prerequisite: Constitution 13+, natural weapons.

Benefit: A number of times per day equal to your Constitution modifier, you can secrete poison onto one set of your natural weapons (bite, or claws, etc.) as a swift action. This poison remains in place until you damage a target with that weapon. Any creature struck must succeed on a Fortitude save or be poisoned: You are immune to your own poison. The poison you secrete cannot be collected or preserved.

Poison—injury, DC 10 + half your Hit Dice + your Constitution modifier; damage 1d2 Strength per round; duration 6 rounds; cure 1 save.

Special: You can gain this feat multiple times. Each time, it applies to a different mode of natural attacks.

Source: Fiendish Codex I: Hordes of the Abyss.

Collector

You have a tendency to pick up and/or purchase random items in your travels. Although it may annoy your companions that you are constantly browsing old shops, junkyards, and even stranger places, you can always be counted on to have some useful object in your pocket, whatever the situation.

Prerequisite: Total magical gear below “par” (see Chapter 6), but above minimum for that level.

Benefit: When you maintain a floating inventory of items (see Chapter 6), you are not limited to the normal value of 10 gp per level for each item. Instead, you can produce any item(s) you like, as long as the cost limit doesn’t put you over par for your personal numen.

Special: You must specify a default encumbrance (light, medium, or heavy load) that you are always assumed to be carrying, before selecting specific items; if an item would cause you to exceed this load, it is not available to you at that time.

Deep Intuition [Skill]

You are especially difficult to beguile.

Prerequisite: Perception 1 rank.

Benefit: You gain a +2 competence bonus to Intuition saves.

  • If you have at least 6 ranks in Perception, if you are affected by a spell or effect as a consequence of failing a Intuition save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).

  • If you have at least 11 ranks in Perception, instead of one additional attempt, you can instead choose to gain one attempt per unit of time in which the effect’s duration is measured (i.e., one additional attempt per round for an effects that lasts rounds per level or HD; 1 per minute for an effects with a duration measured in minutes, 1 per hour for an effect with a duration measured in hours, and 1 per day for an effect with a duration longer than 1 day (up to and including permanent).

  • If you have at least 16 ranks in Perception, you are immune to [charm] effects.

Defiance [Combat]

Prerequisite: Base attack bonus +1.

Benefit: You can ignore one minor condition (Chapter 1) for a limited period of time. You may use this ability a maximum number of rounds per day equal to your Hit Dice; this is a total number of rounds, and is not tracked separately for each condition separately. Once you stop spending rounds (or run out of rounds to spend), the suppressed condition returns if it has duration remaining.

  • If your base attack bonus is at least +4, you can temporarily ignore moderate conditions as well.

  • If your base attack bonus is at least +8, you can temporarily ignore severe conditions.

  • If your base attack bonus is at least +12, you can temporarily ignore critical conditions. You can also temporarily suppress any [compulsion] effects not listed above.

  • If your base attack bonus is at least +16, add bound, imprisoned, mazed, plane shifted, polymorphed, etc. You can also temporarily suppress any [mind-affecting] effects not listed.

Synergy: The rogue’s Opportune Strike ability applies to this feat.

Source: Advanced Player’s Guide (Heroic Defiance); it also emulates the Ignore Condition feat from the Collected Book of Experimental Might (Malhavoc Press). It can normally substitute for the Warblade’s iron heart surge maneuver from the Tome of Battle—although it merely delays the onset of the condition instead of ending it, this often allows the character to finish the fight before being affected. Used against fatigue, it supersedes the Country Born feat from the Rise of the Runelords Player's Guide.

Defiance, Heroic [Combat]

Prerequisite: Defiance.

Benefit: When you use the Defiance feat, you ignore all harmful conditions affecting you, instead of just one condition.

Source: This is similar to the Improved Ignore Condition feat from the Collected Book of Experimental Might (Malhavoc Press).

Diehard [Skill]

Prerequisite: Endurance 1 rank as a class skill.

Benefit: You automatically stabilize when reduced to -1 or fewer hp, without the need for an Endurance check. You still die if reduced to a negative hp total equal to your Constitution score, however.

  • If you have at least 6 ranks in Endurance, you automatically succeed at ferocity (acting while dying; Chapter 4), without the need for a skill check. You are still staggered, however.

  • If you have at least 11 ranks in Endurance, you are immune to death from massive damage (you might still die from hp loss, but need not succeed at a Fortitude save when taking 50+ damage). You are similarly immune to coup de grâce attempts (you still take critical damage, but need not save vs. Fortitude to avoid dying).

  • If you have at least 16 ranks in Endurance, you can act normally when at -1 hp until you die; you are not staggered. Whenever you take damage and your final negative hp total to exceeds your Constitution score, you can temporarily stave off death by succeeding at an Endurance check (DC 10 + number of hp below zero). There is no limit to how many times you can attempt this, but you must check separately each time you take hp damage, and eventually the DC becomes too high for you to meet. This ability emulates the immortal fortitude stance from the Tome of Battle.

Normal: When reduced to below 0 hp, you must make Endurance checks to stabilize, and to act as if staggered rather than immediately falling unconscious. If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save (+1 per 10 points of damage above 50 hp). If this saving throw fails, you are dying with –1 hp. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.

Eye for Larceny [Skill]

Benefit: You can use Streetwise in place of Knowledge (lore) to determine the value of objects.

If you have ranks in Knowledge (lore) and use it to attempt to determine the value of an object, you are always within 50% of the true value, even on a natural “1.” This enables you to discern worthless forgeries at a glance. In addition, you automatically know if something is ordinary, masterwork, or magic when looking at it.

  • If you have at least 6 ranks in Knowledge (lore), you can handle an item for 10 minutes, after which time a successful check (DC 10 + the item’s caster level) reveals the properties of a magic item (including how to activate it, if appropriate—even if it involves a command word you don’t know and have no obvious way of knowing); how many charges are left (if it has them); the names and general backgrounds of famous owners; etc.

  • Ιφ ψου ηαϖε ατ λεαστ 11 ρανκσ ιν Κνοωλεδγε (λορε), οnce per round as a free action, you can examine a magic item from up to 30 ft. away and attempt a check (DC equal to the item's caster level + 20) to determine its properties, including its functions, how to activate those functions (if necessary), how many charges it has left (if it has charges), and its entire ownership history.

  • Ιφ ψου ηαϖε ατ λεαστ 16 ρανκσ ιν Κνοωλεδγε (λορε), you pinpoint the most valuable item in any collection, such as the most valuable magic item an enemy is wearing or the most valuable object in a dragon's horde, just by looking at the collection; this does not require an action on your part. As a full-round action, you learn the approximate type, numbers, and value of every item in the collection. You automatically recognize an artifact when looking at it.

Fast Recovery

You recover from wounds more quickly and easily than others.

Prerequisite: Constitution 13+.

Benefit: You gain the following benefits:

  • You heal at double the normal rate (2 hp per character level for a full night’s rest). With full bed rest for 24 hours, you recover 6 hp per character level. Even when not resting, you heal 1 hp per character level every 8 hours.

  • You regain double the indicated hit points from a successful use of the Heal skill, or from taking a breather (Chapter 1).

  • All magical healing you receive is treated as if it were empowered (as per the Empower Spell feat) for you only.

  • You heal attribute damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

  • You recover from fatigue and exhaustion at twice the normal rates.

Normal: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points. You heal ability damage at a rate of 1 point per day.

Favored Terrain

Benefit: You gain one favored terrain, as the ranger’s class feature, with a +2 bonus. This bonus is static; it does not scale with level. If you already have that favored terrain from a class or racial feature, simply increase the existing bonus by +2.

Special: You may select this feat multiple times. Each time, choose a different terrain, or increase the bonus to an existing terrain by +2, to a maximum bonus equal to 2 + half your total character level.

Feat Mastery

Prerequisite: Scaling feat.

Benefit: Choose one feat you possess that scales with base attack bonus or number of skill ranks (e.g., Fleet or Power Attack). For purposes of determining the effects of that feat, treat your scaling quantity (BAB, skill ranks, etc.) as if it were 5 higher than is actually the case. For example, a character with the Fleet feat (q.v.) and 2 ranks in Endurance normally adds 10 ft. to his or her base land speed. With Feat Mastery (Fleet), he or she would add 15 ft. instead, as if he or she possessed 7 ranks in Endurance.

Special: You may select this feat multiple times. The effects do not stack. Each time, select a different feat to which it applies.

Fleet [Skill]

Benefit: Your base speed increases by 5 ft. This additional speed is increased if you possess ranks in Athletics, according to the following table:

Ranks in Athletics Speed Increase
0 5 ft.
1 to 5 10 ft.
6 to 10 15 ft.
11 to 15 20 ft.
16+ 25 ft.

If you have multiple modes of movement, the primary speed (generally land speed) is increased; secondary modes benefit only if they are expressed in terms of the primary mode. For example, 6th level ranger with the Mountains favored terrain has a climb speed equal to half his base land speed. With this feat, he would gain a land speed of 45 ft. and a climb speed of 20 ft. On the other hand, a wyvern would simply gain an increase in flying speed.

You lose the benefits of this feat if you carry a medium or heavy load.

Special: You can take this feat multiple times. Its effects stack.

Source: This feat subsumes the Epic Speed feat from the 3.5 edition System Reference Document (“Epic Feats”).

Great Fortitude [Skill]

You are especially resistant to poisons, diseases, and other deadly maladies.

Prerequisite: Endurance 1 rank.

Benefit: You gain a +2 competence bonus to Fortitude saves.

  • If you have at least 6 ranks in Endurance, if you are affected by a spell or effect as a consequence of failing a Fortitude save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).

  • If you have at least 11 ranks in Endurance, instead of one additional attempt, you can instead choose to gain one attempt per unit of time in which the effect’s duration is measured (i.e., one additional attempt per round for an effects that lasts rounds per level or HD; 1 per minute for an effects with a duration measured in minutes, 1 per hour for an effect with a duration measured in hours, and 1 per day for an effect with a duration longer than 1 day (up to and including permanent).

  • If you have at least 16 ranks in Endurance, you automatically succeed at Fortitude saves for resurrection survival (Chapter 7).

Intimidating Prowess [Combat, Skill]

Your physical might is intimidating to others.

Benefit: You choose whether to apply your Strength modifier or your Charisma modifier to Bluff checks made to demoralize or browbeat.

  • If you have at least 6 ranks in Bluff, you ignore all size modifiers to Bluff checks to intimidate or browbeat, when it is to your advantage to do so.

  • If you have at least 11 ranks in Bluff, add both your Strength and your Charisma modifier (if both are positive).

  • If you have at least 16 ranks in Bluff, you can demoralize creatures that are normally immune to fear (although the maximum condition is Shaken, regardless of the margin by which you win the check).

Normal: The Bluff skill is Charisma-based.

Iron Will [Skill]

Your skill at browbeating and intimidating others, and at avoiding the same, renders you resistant to compulsions and fear.

Prerequisite: Bluff 1 rank.

Benefit: You gain a +2 competence bonus to Will saves.

  • If you have at least 6 ranks in Bluff, if you are affected by a spell or effect as a consequence of failing a Will save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).

  • If you have at least 11 ranks in Bluff, instead of one additional attempt, you can instead choose to gain one attempt per unit of time in which the effect’s duration is measured (i.e., one additional attempt per round for an effects that lasts rounds per level or HD; 1 per minute for an effects with a duration measured in minutes, 1 per hour for an effect with a duration measured in hours, and 1 per day for an effect with a duration longer than 1 day (up to and including permanent).

  • If you have at least 16 ranks in Bluff, you are immune to [compulsion] effects.

  • Leadership [Skill]

    You attract followers to your cause and a companion to join you on your adventures. This feat has been revised to allow much greater flexibility in terms of selecting numbers and types of followers.

    Prerequisites: Diplomacy 1 rank.

    Benefits: You gain a Leadership score equal to your Diplomacy skill bonus. This allows you to attract followers (retainers), as described below. Unaffiliated allies looking for leadership will naturally follow the orders of the person with the highest leadership score, in preference to other characters. Additional benefits depend on your number of ranks in Diplomacy, as follows:

    • If you have at least 6 ranks, you can attract a cohort as well, as described below.

    • If you have at least 11 ranks, your sureness of command is so great that NPC allies within sight and hearing of you automatically obey your orders without hesitation. If they wish to disobey, they must succeed at a Will save (DC 10 + half your character level + your Charisma modifier).

    • If you have at least 16 ranks, you can bark an order that acts as a quickened greater command spell (DC 10 + half your character level + your Charisma modifier). This is an extraordinary ability that does not provoke an attack of opportunity; it supersedes the Legendary Leader’s greater command prestige class feature from Heroes of Battle.

    Followers: The number of followers you may attract is determined by the sum of all followers’ individual CR scores, as determined by the following formula (this total is your leadership potential):

    Potential = ((Diplomacy Score - 8) / 2) 2

    For example, a character with 9 ranks in Diplomacy as a class skill and a Charisma of 15 would have a leadership score of 14, and a leadership potential of 9. He could attract up to 27 first-level experts or warriors (CR 1/3 each x 27 = 9), or up to 18 first-level fighters (CR ½ each x 18 = 9), or a kennel of 5 riding dogs (CR 1 each) and four 2nd level ranger handlers (CR 1 each), etc. You may attract followers of any number and CR up to your leadership potential within the limits described below. There are three types of followers you may maintain:

    • Cohorts (aides or close companions): You may have up to one cohort of a maximum CR equal to 3 less than your CR.

    • Retainers (servants or men-at-arms dedicated to your service): The maximum CR for additional followers is equal to your CR –5.

    • Hirelings (contractors with no particular loyalty to you beyond being paid): Hirelings do not count against your leadership potential, but also have no particular loyalty towards you.

    Advancement: As you gain experience, you can “level up” or advance your followers as you see fit, as long as their final CRs conform to the above restrictions.

    Loyalty: Followers are not mindless slaves; however, they respond well to good leaders. Whenever one or more of your followers must make an Intuition or Will save or an opposed check to avoid being bribed, subverted, turned against you, etc., your Charisma modifier applies to the saving throw or check. For example, a follower with a +2 Intuition save bonus, in the service of a 17 Charisma character, would have a total save bonus of +5 against charm spells, etc. When you personally lead followers into battle, they gain a morale bonus to all Will saves equal to your Charisma bonus (if any).

    Special: You can use this feat to a more limited extent with skills other than Diplomacy. Substituting other skills limits the types of followers you are able to attract, however, as follows:

    • Craft (any): Apprentices and other craftspeople.

    • Handle Animal: Animals.

    • Knowledge (Warfare): Warriors, men-at-arms, etc.

    • Profession (Administration): Clerks, civil servants, functionaries, etc.

    • Spellcraft: Apprentices and magical servitors (improved familiars, imps, homunculi, etc.).

    • Streetwise: Criminal gangs, etc.

    Synergy: A fighter with the Leadership feat adds half his fighter level as a competence bonus to Diplomacy, for purposes of this feat. This supersedes the Warmaster’s “born leader” talent, from the Genius Guide to the Warmaster (Super Genius Games).

    Lightning Reflexes [Skill]

    You have faster than normal reflexes.

    Prerequisite: Acrobatics 1 rank.

    Benefit: You gain a +2 competence bonus to Reflex saves.

    • If you have at least 6 ranks in Acrobatics, if you are affected by a spell or effect as a consequence of failing a Reflex save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).

    • If you have at least 11 ranks in Acrobatics, instead of one additional attempt, you can instead choose to gain one attempt per unit of time in which the effect’s duration is measured (i.e., one additional attempt per round for an effects that lasts rounds per level or HD; 1 per minute for an effects with a duration measured in minutes, 1 per hour for an effect with a duration measured in hours, and 1 per day for an effect with a duration longer than 1 day (up to and including permanent).

    • If you have at least 16 ranks in Acrobatics, you gain Evasion, as the rogue class feature of the same name. If you already have evasion, use your total number of Hit Dice in place of your effective class level to determine improvements (if any).

    Moral Training [Skill]

    Prerequisite: Perception 6 ranks.

    Benefit: Through constant pondering of moral puzzles and koans, you have a +2 enhancement bonus to Wisdom. A condition that prevents this training for more than 1 week eliminates the bonus until you can get back into training.

    Special: You may select this feat up to 3 times. Each time, the requisite number of ranks in Perception increases by 6, and the enhancement bonus to Wisdom increases by +2 (to a maximum enhancement bonus of +6).

    Natural Armor, Improved

    Benefit: You gain a +1 natural armor bonus to AC, or your existing natural armor bonus increases by 1.

    Special: You can gain this feat multiple times. Each time, your natural armor bonus increases by another point.

    Source: This feat subsumes the feat of the same name from the core rules, plus the Armor Skin feat from the 3.5 edition System Reference Document (“Epic Feats”), and the Ironhide feat from the Advanced Player’s Guide.

    Night Stalker [Skill]

    Prerequisites: Skill Focus (Stealth), Large or larger.

    Benefit: While you are in areas of natural darkness, you ignore all size penalties to Stealth checks.

    • If you have at least 6 ranks in Stealth, this ability also applies in supernatural darkness.

    • If you have at least 11 ranks in Stealth, it applies in dim light as well.

    • If you have at least 16 ranks, it applies in any light conditions except bright light or full daylight.

    Special: This feat is obviously intended for monsters, not PCs. It can be modified by the referee to apply to creatures such as crocodiles, etc., while in the water.

    Source: Classic Monsters Revisited.

    Oath

    Benefit: You can swear an oath to accomplish a specific task. Whenever you accomplish the task, you receive a small boon. You do not have to complete the task by yourself, but you must meaningfully contribute to the completion of the task to receive the bonus.

    Whenever you complete an oath, you can swear another or you can keep the existing oath, if it is still applicable. You can abandon an oath, but cannot then swear a new oath to replace the abandoned oath for at least 24 hours. Oaths must be kept to maintain the bonus, and must be abandoned to select a different oath.

    The following oaths are among the most common. A character might swear other oaths that grant different bonuses, subject to the referee’s approval.

    Oath of Chastity: You swear to avoid temptation. You must avoid all physical contact with members of gender(s) you are attracted to for 24 hours to complete this oath. Upon completion, you receive a +1 morale bonus on saving throws against [charm] spells and effects as long as you keeps this oath and continue to avoid contact. This bonus increases by +1 for every five character levels you possess.

    Oath of Greed: You vow to garner as much wealth as possible. Whenever you gain possession of an item worth at least 1,000 gp per character level you possess, you receive a +1 morale bonus on Bluff and Knowledge (lore) skill checks for 24 hours. You lose this bonus if you willing give away wealth or an object of value without receiving proper compensation. This bonus increases by +1 for every five character levels you possess.

    Oath of Justice: You swear to bring a specific individual or creature to justice, be it through capturing individual or slaying him. Upon completing this oath, you receive a +1 morale bonus on saving throws for 1 day. This bonus increases by +1 for every 5 HD of the creature brought to justice.

    Oath of Loyalty: You swear to remain loyal to your allies and friends. When you make this oath, you select any number of allies that are within your line of sight. Whenever one of these allies calls for help and you respond with an Aid Another action, you receive a +1 morale bonus on saving throws against enchantment [compulsion] spells and effects for 1 day, as long as you keep this oath and remain faithful to your allies. This bonus increases by +1 for every five character levels you possess.

    Oath of Protection: You vow to protect one individual and keep him from harm. When you make this oath, you nominate one creature. If that creature does not take any damage (lethal or nonlethal) for 24 hours, he or she receives a +1 morale bonus to AC whenever adjacent to you. This bonus increases by +1 for every five character levels you possess. This bonus lasts as long as you keep the oath and the target is protected from harm.

    Oath of Purity: You swear to remain pure in both body and soul. You must remain free of alcohol, curses, diseases, drugs, and poisons for 24 hours to complete this oath (failing a saving throw against any one of these effects causes the duration to reset). Upon completion, you receive a +1 morale bonus on saving throws against curses, diseases, and poisons as long as you keep this oath and remains free from the listed impurities. This bonus increases by +1 for every five character levels you possess.

    Oath of Vengeance: You swear to slay all creatures of a specific kind, such as goblins, mummies, or bone devils. Whenever you kill a creature of the selected type, you receive a +1 morale bonus on attack rolls made against others of that specific kind for 1 hour. This bonus increases by +1 for every 5 HD of the creature slain. You can swear this oath more than once, if you are able to swear multiple oaths.

    Source: This feat supersedes the Cavalier class feature of the same name, from the Advanced Player’s Guide playtest.

    Open Minded [Skill]

    You are naturally able to reroute your memory, mind, and skill expertise.

    Benefit: You immediately gain a number of extra skill points equal to your character level. For each level you gain thereafter, you gain one more skill point as well, so that the total number of additional skill points granted by this feat is always equal to your character level.

    You spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.

    Special: You can gain this feat more than once; the effects stack.

    Source: 3.5 System Reference Document, “Psionic Feats.”

    Otherworldly Countenance

    You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.

    Prerequisite: Cha 15.

    Benefit: When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making an Intuition save (DC 10 + half your character level + your Charisma modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to your Charisma modifier.

    Special: Your appearance is so striking that it's difficult to hide. You take a -2 penalty on Perform (acting) checks to disguise yourself.

    If you are using the optional rules for Comeliness (Chapter 1), your Comeliness score is either 20 + your Charisma modify and racial modifiers, or else 0 – your Charisma bonus (or plus your Charisma penalty) + racial modifiers.

    Source: Fiendish Codex I: Hordes of the Abyss.

    Paragon of Health

    Your endurance is a thing of legend, and people discuss how you can hold your breath for an hour or run a week without tiring. Although these reports may be exaggerations, you are nonetheless of astounding physical health.

    Prerequisite: Constitution 21+.

    Benefit: You can automatically shrug off any non-magical poison or disease with a DC less than or equal to your Constitution score. Against magical diseases and poisons, and those with higher DCs, you receive a +4 competence bonus on saving throws. You also gain this bonus to saving throws against effects that cause the sickened or nauseated conditions.

    Source: Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Paragon of Insight

    The depth and scope of your perception is legendary. Complex puzzles of ethics and morality fall away with a few key words from you, and your dedication, focus, and discipline are almost beyond the pale.

    Prerequisite: Wisdom 21+.

    Benefit: You gain the extraordinary ability to see through illusions, including invisibility (as if under a true seeing spell), of a maximum spell level equal to your Wisdom score – 20. For example, a character with a 22 Wisdom would be able to see through illusion spells of 2nd level or lower, whereas a character with a Wisdom of 29 could see through all illusions of less than Epic power.

    Source: Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Paragon of Intellect [Skill]

    Your intellect is vorpal-sharp, and you know how to use it well.

    Prerequisite: Intelligence 21+, Knowledge (lore) 1 rank.

    Benefit: You are capable of puzzling out situations in a way that seems almost magical, though it’s really just a matter of pure thought. By spending 10 minutes in thought, you can deduce the solution to any one problem as if you had cast an augury spell, but this is an extraordinary, rather than a spell-like ability.

    • If you have at least 8 ranks in Knowledge (lore), the effect is as a divination spell instead.

    • If you have at least 15 ranks in Knowledge (lore) and access to a library, you can gain an effect similar to a legend lore spell, with the same casting time and restrictions.

    Source: Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Paragon of Might

    You are among the mightiest of men (or elves, or orcs) that has ever lived, and you have trained and focused your great strength so that you are capable of phenomenal exertions.

    Prerequisite: Strength 21+.

    Benefit: You can always choose to take 10 on any Strength-based skill check, even if stress and distractions would normally prevent you from doing so. In addition, by first spending 1 minute warming up, you can add a +10 competence bonus to your Strength score for the next round thereafter, allowing you to lift tremendous weight or deliver a crushing blow.

    Source: Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Photographic Memory

    You have near-perfect recall.

    Benefit: At will, you can permanently memorize any text you read or hear, word for word. You can attempt to recall other incidental details (e.g., what each person had for dinner in a restaurant you ate at six years ago), but this requires a Perception check to see if you noticed them in the first place (DC 10 for obvious details to DC 30 for minute ones that you had little chance of being exposed to, much less noticing).

    Racial Heritage [Heritage]

    The racial heritage of your people manifests itself especially strongly in you.

    Benefit: You gain one additional racial feat from the list of racial feats for your race (Chapter 2). Alternatively, you can select two additional racial traits appropriate to your race.

    Resist Energy

    Benefit: Choose an energy form (acid, cold, electricity, fire, negative energy, or sonic). You gain resistance 5 against that type of energy; this stacks with any existing resistance to that type.

    Special: You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack.

    Source: Masters of the Wild.

    Resistance [Skill]

    Prerequisite: Endurance 1 rank.

    Benefit: You gain a +1 resistance bonus to all saving throws. For every 5 ranks in Endurance you possess, this resistance bonus increases by an additional +1 (maximum +5 at 20 ranks).

    Serenity

    Your wisdom, inner calm and sagacity fuels your abilities, rather than your force of personality.

    Prerequisite: Wis 13.

    Benefit: Use your Wisdom modifier in place of your Charisma modifier to modify Concentration checks. In addition, you may use your Wisdom modifier in place of your Charisma modifier when calculating saving throw DCs of your spells and extraordinary, supernatural, and spell-like abilities that rely on Charisma.

    Synergy: If you have levels in Prestige Paladin, you can also use your Wisdom modifier in place of your Charisma modifier for purposes of determining the benefits of Charisma-dependent paladin class features (divine grace, smite evil, etc.).

    Normal: You use your Charisma bonus to determine save DCs and the effects of paladin abilities.

    Source: Dragon magazine, issue 306.

    Skill Focus [Skill]

    Choose a skill. You are particularly adept at that skill.

    Benefit: If the skill in question is not a class skill for you, it becomes one. This gives you the +3 class skill bonus and access to the “class skill” abilities listed under that skill (Chapter 4).

    If the skill in question is already a class skill, you gain a competence bonus on all checks involving that skill equal to half your number of ranks (minimum +3). In addition, your critical success range for that skill (Chapter 1) increases to 19-20.

    Special: If the skill is not a class skill for you, you can take this feat twice: once to make the skill a class skill, and a second time to gain the competence bonus and expanded crit range. If the skill is already a class skill, you can select this feat only once with that skill, but can still take Skill Focus with other skills.

    Source: This feat supersedes the feat of the same name from the core rules, and also the Epic Skill Focus feat from the 3.5 edition System Reference Document.

    Skill Synergy [Skill]

    Benefit: Choose two skills. You can use the indicated skills untrained, even if this is not normally possible. You also get a +2 racial bonus on all checks made using those skills. Examples of skill synergy feats (and the associated skills) include Agile (Acrobatics, Escape Artist), Cosmopolitan (Diplomacy, Streetwise), Persuasive (Bluff, Diplomacy), Self-Sufficient (Heal, Survival), etc.

    Design Note: I’m aware that almost no one will ever select this feat voluntarily. In general, skill synergies get handed out as racial traits (see Races), and consolidating them into the form of a single feat allows for a single feat reference to be used there, rather than repeating the description each time. This is the reason the bonus type is designated as a “racial bonus.”

    Source: This feat supersedes the various similar sub-feats, and also the Breadth of Experience racial feat from the Advanced Player’s Guide.

    Skill Synergy, Secondary [Skill]

    Benefit: Choose one of the options listed below. You gain a +2 racial bonus to all secondary skills in the listed category. You can use these skills untrained, even if this is not normally possible, and always treat these skills as class skills.

    • Artisan: All Craft skills

    • Professional: All Profession skills

    • Sage: All Knowledge skills

    Social Training [Skill]

    Through constant socializing, you have learned assert your own personality and to dominate those around you.

    Prerequisite: Diplomacy 6 ranks.

    Benefit: You gain a +2 enhancement bonus to Charisma. A condition that prevents your training for more than 1 week eliminates the bonus until you can get back into training.

    Special: You may select this feat up to 3 times. Each time, the requisite number of ranks in Diplomacy increases by 6, and the enhancement bonus to Charisma increases by +2 (to a maximum enhancement bonus of +6).

    Stamina Training [Skill]

    Prerequisite: Endurance 3 ranks as a class skill.

    Benefit: Through constant physical training, you have a +1 enhancement bonus to Constitution per 3 ranks in Endurance you possess (maximum bonus of +6 with 18 ranks in Endurance). Any condition that prevents this training for more than 1 week eliminates the bonus until you can get back into training.

    Strength Training [Skill]

    Prerequisite: Athletics 3 ranks as a class skill.

    Benefit: Through constant physical training, you have a +1 enhancement bonus to Strength per 3 ranks in Athletics you possess (maximum bonus of +6 at 18 ranks). Any condition that prevents this training for more than 1 week eliminates the bonus until you can get back into training.

    Toughness

    You have enhanced physical stamina.

    Benefit: You gain +3 hit points. Also, for every Hit Die you possess or gain, you gain an additional +1 hit point (e.g., a 10 HD creature would have +13 hp total from this feat).

    Arcane Feats

    Unless otherwise noted, all feats in this section have the [Arcane] descriptor, in addition to any others listed.

    Note: Metamagic feats are a more integral part of the spellcasting rules in these house rules; they are therefore presented in Chapter 7, along with the other spellcasting rules.

    Alacritous Cogitation

    You can leave a prepared spell slot open to spontaneously cast a spell.

    Prerequisite: Must prepare arcane spells.

    Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting a spell in this manner requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open.

    Special: You can select this feat multiple times; each time, you gain an additional use per day.

    Source: Complete Mage.

    Arcane Smite [Combat]

    You can channel spell energy into your melee attacks.

    Prerequisite: Able to cast 1st level arcane spells; must not have Evocation as a barred school.

    Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you sacrifice one of your spells for the day (of 1st level or higher) to do this. For 1 round, you gain a luck bonus on all melee attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d6 points x the level of the spell sacrificed (this is not multiplied in the event of a critical hit).

    Source: Complete Warrior.

    Augment Summoning [Conjuration]

    Your summoned creatures are more powerful and robust than most.

    Prerequisites: Spell Focus (conjuration) or Conjurer level 1st.

    Benefit: 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.

    Synergy: If you have at least a +2 bonus to Conjuration spell DCs (as from feats or specialist bonus), your summoned monsters instead gain the Advanced simple template from the Pathfinder Bestiary.

    Bane Magic [Combat]

    Your spells deal extra damage to a particular type of creature.

    Benefit: Choose a creature type from the Ranger’s favored enemy list. Once made, this selection is fixed and cannot be re-assigned. Any spell that deals direct damage, when cast against the selected creatures, deals additional damage equal to 1d6 per level of the spell. For example, a 3rd level giant bane lightning bolt cast by an 8th level caster would deal the usual 8d6 points of damage to any non-giant in its path, but would deal 11d6 points of damage against giants. This feat has no effect on spells that do not deal hit point damage, and the source and type of the damage remains the same. This feat cannot be used to increase the amount of healing dealt to undead by inflict light wounds and similar spells, but it can add to the damage dealt by casting cure light wounds on an undead creature.

    Special: You can select this feat multiple times. Each time, select a different creature type.

    Source: Heroes of Horror.

    Battle Touch [Combat]

    Prerequisites: Able to cast touch spells; must not have Evocation as a barred school.

    Benefit: If you cast a touch attack spell or spell-like ability and have multiple attacks due to a high base attack bonus, you can attempt iterative touch attacks as though using a full attack action. This feat works only with attack spells such as shocking grasp or cause fear, not beneficial spells like cure light wounds (unless cure light wounds is used to attack and damage undead).

    Synergy: If you also have the Two-Weapon Fighting feat, you can Hold the Charge with two spells simultaneously; one for each hand.

    If you have the Spellstrike feat, you can apply the spell effect to each attack made with that weapon that round (applying a -5 attack penalty for using a strike with iterative attacks; see Spellstrike feat). If you have the Battle Touch, Spellstrike, and Two-Weapon Fighting feats, you can use the Spellstrike feat in conjunction with a pair of weapons and spells.

    Source: Book of Eldritch Might (Malhavoc Press).

    Blast, Arcane [Evocation]

    Prerequisite: Arcane spellcaster (may not have Evocation as a barred school).

    Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray of force, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of force damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

    Source: Advanced Player’s Guide.

    Blistering Bands [Evocation]

    Prerequisite: Spell Focus (Evocation) or Evocation specialist.

    Benefit: Whenever you cast an evocation spell that deals energy damage, you can spend a swift action to deal damage of that same energy type to all creatures adjacent to you; the damage is equal to 1d6 hp x the level of the spell. If the spell deals more than one type of energy damage, you must choose which of those types of damage this aura deals.

    Source: This feat supersedes the Tattooed Mystic’s prestige class feature of the same name from Paths of Prestige.

    Bloodline, Eldritch Heritage

    You are descended from a long line of sorcerers, and some portion of their power flows in your veins.

    Prerequisites: Cha 13, Skill Focus with one of the bonus skills of bloodline selected for this feat, character level 3rd.

    Benefit: Select one sorcerer bloodline. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your number of ranks in Concentration –2, even if you have levels in sorcerer. You do not gain any of the other class abilities.

    Synergy: You can apply the Practiced Bloodline feat (q.v.) to the effects of this feat.

    Source: Ultimate Magic.

    Bloodline, Practiced [Heritage]

    Prerequisite: Sorcerer bloodline or Eldritch Heritage feat.

    Benefit: Your effective sorcerer level for your sorcerer bloodline increases by +4, to a maximum effective level equal to your Hit Dice (even if you can't benefit from the full bonus immediately, if you later gain non caster-level HD you may be able to apply the rest of the bonus).

    This increase in effective level applies to bloodline powers gained and the level-dependent effects of your existing bloodline powers and resistances. It does not grant you bloodline feats, improvements to your eldritch blast (if applicable), or any other sorcerer class features.

    Special: This feats stacks with class synergy features and with itself (if gained multiple times), subject to a maximum effective level equal to your Hit Dice. In conjunction with the Eldritch Heritage feat (q.v.), this supersedes the Improved and Greater Eldritch Heritage feats from Ultimate Magic.

    Bond, Arcane

    Prerequisite: Concentration 1 rank, Spellcraft 1 rank.

    Benefit: You gain a bonded item or familiar, as the wizard class feature of the same name. For clerics and archivists, this item must be your deity’s holy symbol or some other religious reliquary or relic; others can choose normally.

    For the purpose of determining familiar or bonded item abilities that depend on your arcane caster class level, your maximum effective level is equal to your number of ranks in Concentration.

    Special: Unlike a bonded object or familiar gained through the class feature, a bonded item or familiar gained through a feat requires some investiture of personal numen (Chapter 6), equal to 1,000 x (half your effective caster level)2. For example, a bonded item with an effective caster level of 10th would cost 25,000 numen. It is possible to “fall behind” on payments and have a bonded object or familiar operating at a lower effective caster level than your number of ranks in Concentration.

    Source: This feat supersedes the Obtain Familiar feat from Complete Arcane.

    Boost, Arcane [Combat]

    You can burn arcane energy to empower your martial abilities.

    Prerequisite: Able to cast arcane abjuration spells.

    Benefit: As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following bonuses for 1 round:

    • Luck bonus on attack rolls or saving throws equal to the spell’s level;

    • Luck bonus on weapon damage rolls equal to twice the spell’s level;

    • Deflection bonus to AC equal to the spell’s level;

    • Damage reduction equal to twice the level of the spell expended against all but one alignment or special material (cold iron or silver);

    • Energy damage on your next weapon attack equal to +1d6 per level of the spell, of a type corresponding to the sacrificed spell’s descriptor (acid, cold, etc.; you cannot use this function by sacrificing a spell that does not have an energy descriptor);

    • Resistance to acid, cold, electricity, fire, and sonic energy equal to 5 x the spell’s level.

    Source: This feat supersedes the Abjurant Champion prestige class feature of the same name, from Complete Mage, and also the Arcane Shield feat from the Advanced Player’s Guide and the Daggerspell Mage’s energy infusion prestige class feature from Complete Adventurer.

    Call for Aid [Conjuration]

    Prerequisite: Able to cast Conjuration spells.

    Benefit: As a standard action, you can sacrifice a prepared spell of 2nd level or higher to call a creature bound to you, including an animal companion, eidolon, or familiar; a personally controlled construct, undead creature, or outsider; or a creature telepathically linked to you (including by telepathic bond, dominate person, or dominate monster). The named creature appears adjacent to the Arclord, or in the nearest open space if all adjacent squares are occupied. This ability functions like greater teleport, except the range limit is determined by the level of the sacrificed spell:

    Level of Spell Range Distance
    2nd – 3rd Short 25 ft. + 5 ft./2 levels
    4th – 5th Medium 100 ft. + 10 ft./level
    6th – 7th Long 400 ft. + 40 ft./level
    8th Unlimited Same plane
    9th Unlimited Any plane

    Source: This feat supersedes the Arclord of Nex prestige class feature of the same name, from Paths of Prestige.

    Combat Casting [Combat, Skill]

    You are experienced in casting spells in combat.

    Prerequisite: BAB +1, Concentration 1 rank.

    Benefit: You are immune to the effects of the Disruptive fighter talent, the Disruptive Strike feat, and the Disruptive Spell metamagic feat.

    When casting a spell or using a spell-like ability in combat that allows a saving throw, you can choose to take a -1 penalty to the spell’s saving throw DC. For every 4 ranks in Concentration you possess, you can increase the penalty by an additional -1. For every -1 to saves you accept, you gain a +2 circumstance bonus to Concentration checks to cast that spell defensively or while taking ongoing damage, to avoid losing the spell if hit, etc.

    Counterport [Conjuration, Skill]

    Prerequisites: Knowledge (the planes) 6 ranks, Improved Counterspell; able to cast Abjuration and Conjuration spells.

    Benefit: When a conjuration effect causes a creature to appear in a square threatened by you, that creature provokes an attack of opportunity from you.

    • If you have at least 11 ranks in Knowledge (the planes), when you successfully counterspell a [teleportation] effect, you can forcibly redirect the teleporting creature to a new valid destination within 30 feet of you. The wrenching redirection deals force damage to the redirected creature equal to 1d6 x your number of ranks in Concentration. A successful Fortitude save (DC 10 + half your caster level + your Charisma modifier) halves the damage and negates the redirection.

    • If you have at least 16 ranks in Knowledge (the planes), you can forcibly recall a creature that used teleportation to exit an area within 30 feet of you since the end of your last turn. If the target fails its save, the teleportation effect is reversed and the creature returns to the point from which it teleported (or the nearest available space, if that space is now occupied by another creature). It takes damage as per the teleport redirect effect.

    Source: This feat supersedes the Riftwarden’s prestige class features of the same name, from Paths of Prestige.

    Counterspell, Improved [Abjuration, Skill]

    You are skilled at countering the spells of others.

    Prerequisites: Able to cast abjuration spells, Spellcraft 1 rank.

    Benefit: You gain a +4 enhancement bonus to all counterspelling attempts. If you use a spell of the same school that is one or more spell levels higher than the target spell, your success is automatic, as if you had counterspelled using the target spell.

    • If you have at least 6 ranks in Spellcraft, you can counterspell as a standard action, allowing you to move and counterspell in the same round.

    • If you have at least 11 ranks in Spellcraft, counterspelling is a move action.

    • At 16 or more ranks in Spellcraft, counterspelling is a swift action (in a magical duel between archmages, a Quickened spell will often be used as a feint to draw a counterspell, so that the “real” attack spell has a chance to get through).

    Normal: Without this feat, you must roll an opposed Concentration check to counter a spell being cast.

    Dimensional Agility [Combat, Conjuration]

    Teleportation does not faze you.

    Prerequisites: Planar Sense 6 ranks; ability to use dimension door or similar short-range teleportation effect.

    Benefit: After using dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 competence bonus on Concentration checks when casting [teleportation] spells.

    As a full-round action, you use dimension door to make a special charge attack. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

    Synergy:

    • You can use dimension door in conjunction with the Spring Attack feat. This ability can be used only against opponents within 60 feet to which you have a line of sight. As a full-round action, you can dimension door up to the target, make one attack using Spring Attack, and then dimension door back to your starting point, assuming you do not exceed your total available distance from the dimension door ability.

    • If you also have the Skirmish feat, you can take a full-attack action, activating dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and/or after your last attack. You must teleport at least 5 feet each time you teleport. The effects of Skirmish apply exactly as if the teleportation were ground movement.

    • If you have the Skirmish, Spring Attack, and Adaptable Flanking feats, while using the Dimensional Agility feat you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

    Source: Ultimate Combat. This feat also subsumes the Dimensional Assault, Dimensional Dervish, and Dimensional Savant feats from Ultimate Combat, and the Elocator’s dimensional spring attack ability from the 3.5 edition System Reference Document (Psionic Classes).

    Dispelling, Improved [Abjuration, Skill]

    Prerequisites: Ability to use dispel magic or greater dispel magic, Spellcraft 1 rank.

    Benefit: You gain a +4 competence bonus on Concentration checks to dispel magic.

    • If you have at least 6 ranks in Spellcraft, if you dispel spells affecting a creature, you can choose to deal up to 1d6 force damage to that creature per spell level dispelled, to a maximum number of dice equal to your number of ranks in Spellcraft.

    • If you have at least 11 ranks in Spellcraft, when you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.

    Synergy: You can use this feat in conjunction with the Dispelling Strike feat (q.v.). If you have levels in Fighter, when making an Improved Dispelling Strike you can substitute your fighter level for ranks in Spellcraft.

    Source: This feat supersedes the Initiate of the Sevenfold Veil’s ”unanswerable strike” prestige class feature from Complete Arcane, and also the minor abjuration esoterica from the Master Specialist prestige class (Complete Mage). It also subsumes the Destructive Dispel feat from Ultimate Combat.

    Energy Abjuration [Abjuration]

    Prerequisite: Must not have Abjuration as a barred school.

    Benefit: When you cast a spell of the acid, cold, electricity, fire, force, sonic, positive energy, or negative energy subtype, you gain resistance to that energy equal to 5 x the spell's level. This energy resistance lasts for 1 round per level of the spell or until you are struck by that type of energy damage (acid, cold, fire, electricity, or sonic).

    Source: Complete Mage. This ability also supersedes the “energy eddy” moderate evocation esoterica from the Master Specialist prestige class (Complete Mage).

    Energy Shield [Abjuration, Combat]

    Prerequisite: Arcane Boost; must not have Abjuration as a barred school.

    Benefit: As a swift action, you can expend an unused spell slot or uncast spell of 1st level or higher or with an energy subtype (e.g., [fire] or [acid]) to spontaneously create an energy shield around yourself lasting 1 round per level of the spell expended. This shield provides you with resistance to that energy type of 5 per level of the spell sacrificed. Whenever you are struck in melee while so shielded, your attacker takes energy damage of the appropriate type equal to 1d6 per level of the sacrificed spell.

    Eschew Materials

    You can cast spells without material components.

    Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component.

    The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, just as normal.

    Evocation, Piercing [Evocation]

    Your evocation spells ignore some energy resistance.

    Benefit: When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose to convert some of the damage dealt by the spell to become untyped damage, to which energy resistance and immunity do not apply. The maximum number of points of energy damage you can convert is equal to your number of ranks in Concentration. If the spell deals multiple types of energy damage, you choose how much of each type is converted by this feat after rolling damage.

    Source: Complete Mage.

    Expanded Arcana

    Prerequisite: Able to cast spells.

    Benefit: Add one spell to your list of spells known, of a spell level up to the maximum spell level you are able to cast. You can add a spell from another class’ list, but at a spell level one higher than the listing for that class (for example, a 7th level archivist could add fireball as a 4th level spell known).

    In the case of spontaneous casters, the spell is simply added to your list of spells known, in excess of the numbers listed in Table 1 of Chapter 7. For prepared spellcasters, the spell is added to your spellbooks, list of class spells, etc. and does not require any expenditure of mojo.

    Source: This feat subsumes the feat of the same name from the Advanced Player’s Guide.

    Fade Into Darkness [Darkness]

    You can draw from nearby magical shadow to cloak yourself in darkness.

    Prerequisite: Darkness as a spell-like ability.

    Benefit: As long as you are within 10 feet of an area of magical darkness, as a swift action, you can spend one use of your own darkness spell-like ability to make a Stealth check, even while being observed and without cover or concealment. When activating this ability, you also gain a +5 enhancement bonus to Stealth checks for a number of minutes equal to your number of ranks in Concentration.

    Source: This feat subsumes the feat of the same name, and the Blend into Shadows feat, from Drow of the Underdark.

    Familiar, Evolved [Conjuration, Skill]

    Your familiar is different from others of its kind.

    Prerequisites: Int 13, Cha 13, familiar class feature, Spellcraft 1 rank.

    Benefit: Your familiar gains evolutions as a summoner’s eidolon (see Sorcerer in Chapter 3), to a maximum of 1 point worth of evolutions, +1 per 6 ranks in Spellcraft you possess. These can be used to purchase multiple 1-point evolutions, or fewer higher-valued ones. The familiar must conform to any limitations of the evolution(s). For instance, only familiars with wings can take the wing buffet evolution.

    Special: If you gain a new familiar, your old familiar loses all evolutions, and you can select new evolutions for the new familiar.

    Source: Ultimate Magic.

    Familiar, Guardian [Skill, Transmutation]

    In addition to its normal duties, your familiar can actively protect you or your lodgings or valuables.

    Prerequisites: Spellcraft 6 ranks, able to cast Transmutation spells, familiar.

    Benefit: Up to 3 times per day, your familiar can assume a larger, more threatening form for up to 1 minute per rank in Spellcraft you possess. This works as a beast shape spell of a level appropriate to your number of ranks in Spellcraft (as summarized in the following table), except the guardian form must be of the same general type as the familiar’s (for example, a black cat familiar could become a Medium leopard at 6th level, a tiger at 11th level, or a Huge dire tiger at 16th level).

    Ranks in Spellcraft Guardian Form Effect
    6 – 10 Beast shape I
    11 – 15 Beast shape II
    16+ Beast shape III

    Source: This feat supersedes the Dancer of Sharess’ “familiar shapechange” prestige class feature, from Dragon magazine (issue 290).

    Familiar, Morphic [Skill, Transmutation]

    Prerequisite: Familiar; Spellcraft 1 rank.

    Benefit: As a full-round action, your familiar can change its form to that of another type of animal. You lose the previous familiar bonus feat and gain the bonus feat for your familiar’s new form instead.

    • If you have at least 6 ranks in Spellcraft, the familiar can change form as a full attack action.

    • If you have at least 11 ranks in Spellcraft, the familiar can change form as a standard action.

    • If you have at least 16 ranks in Spellcraft, the familiar can change form as a swift action.

    Source: This feat supersedes the changeling wizard substitution feature from Races of Eberron.

    Fast Study

    Prerequisites: Able to prepare 2nd or higher level arcane spells, Eidetic Memory class feature.

    Benefit: Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

    Normal: It takes 1 hour to prepare your spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation.

    Source: Ultimate Magic.

    Flickering Eye [Illusion]

    Prerequisite: Spell Focus (Illusion) or Illusionist.

    Benefit: When you spend a standard action to concentrate on an ongoing illusion effect created by one of your spells, you gain concealment (20% miss chance) until the beginning of your next turn. Effects that negate invisibility negate this miss chance.

    • If you are able to cast at least level illusion spells, the miss chance increases to 50%.

    • If you are able to cast at least level illusion spells, you instead become invisible, as per the spell invisibility, until the beginning of your next turn.

    Source: This feat supersedes the Tattooed Mystic’s prestige class feature of the same name from Paths of Prestige.

    Imbue Item [Skill]

    “We make them. Later… when your studies are more advanced, I’ll show you how it’s done. It entails metalwork—oh, yes. But so much more. A balanced heart, a deep taw, silent as a mountain tarn…”

    ―Charles deLint, Moonheart (1984)

    Prerequisites: Any Craft skill.

    Benefit: You can craft charged and permanent magical items, using the appropriate Craft skill (see Skills). The DC to create the item increases for any necessary spell requirements, per the magic item creation rules in the Core rules.

    Special: For characters without spellcasting ability, certain talents and feats can be substituted for spell prerequisites. Obvious examples include Weapon Specialization or weapon training in lieu of a greater magic weapon spell; armor training in lieu of magic vestment; the Shared Shield feat in lieu of shield other when crafting a defending weapon, etc. It is also possible to waive spell requirements by substituting exotic components. For example, a flaming sword might be made by quenching the newly-forged blade in the blood of a living salamander, rather than casting one of the listed fire spells.

    In all cases, your maximum effective caster level and effective spell capacity cannot exceed your number of ranks in the appropriate Craft skill, so that the maximum spell level of spell effects (Chapter 7) in items you craft is equal to half your number of ranks in the appropriate Craft skill (a character with 6 ranks in Craft (alchemy) can potentially use the blood of a displacer beast to brew a potion of displacement; a character with fewer ranks than that cannot).

    Source: This feat supersedes the Pathfinder item construction feats and Master Craftsman feat from the Core rules.

    Imbue Missile [Combat, Ranged]

    Prerequisites: Base attack bonus +6, ability to cast 1st level spells.

    Benefit: You gain the ability to place an area spell upon a projectile (arrow, sling stone, bullet, etc.) or thrown weapon. When the projectile is fired, the spell's area is centered where the projectile lands (or strikes), even if the spell could normally be centered only on the caster. This ability allows you to use the weapon's range rather than the spell's range. A spell cast in this way uses its standard casting time and you can fire the weapon as part of the casting. The projectile must be fired during the round that the casting is completed or the spell is wasted. If the projectile misses, the spell is wasted.

    Synergy: If you also have the Spellstrike feat, you can deliver a touch spell through a thrown weapon or projectile. If the attack misses, you can retrieve the weapon and the charge is considered held if you do so (unless the ammunition is destroyed); anyone else touching the weapon discharges the spell and takes its effects. If no one touches the weapon within 1 minute per spell level held, the spell dissipates harmlessly.

    Source: This feat supersedes the Arcane Archer’s imbue arrow prestige class feature, and also the Daggerspell Mage’s “arcane throw” prestige class features from Complete Adventurer.

    Initiate of the Open Sky

    Prerequisites: Reach Spell, Widen Spell.

    Benefit: When you are casting outdoors and under an open sky, all of your spells’ ranges and areas of effect are automatically doubled, as if by the Reach Spell and Widen Spell feats, although with no increase in casting time or spell level.

    Source: 1st edition rules for scale converted feet indoors to yards outdoors (3x); a doubling was used here as a compromise between that and the 3rd edition 1:1 scaling.

    Innate Spell

    Prerequisite: Ability to prepare spells.

    Benefit: You can permanently give up one of your spell slots to prepare one of your spells of that level as a spell-like ability that can be used twice per day.

    You may devote a higher-level spell slot to this feat in order to use the spell-like ability more often; for every spell level the slot used exceeds the level of the spell-like ability, you can use the ability an additional time per day. At 5/day, you can use the spell-like ability at will.

    Special: You can select this feat multiple times. Each time, select a different spell.

    Source: This feat supersedes the Hierophant and Archmage “spell-like ability” high arcana, from the 3.5 edition System Reference Document, and also the Spell Expertise feats from the Advanced Player’s Guide.

    Internalize Spell

    Benefit: Choose one or more spells, with total spell levels equal to or lower than your character level. As an extraordinary ability, you learn how to intuitively absorb these spells into your body. While you are under the effect of any of those spells, the effects become extraordinary rather than spell effects (and therefore cannot be dispelled by any means). The spell otherwise functions as it normally would, is expended normally, and can be countered or disrupted during casting.

    Source: This feat supersedes the Swiftblade’s fortified hustle prestige class feature, from the Wizards of the Coast website.

    Kin Mastery [Heritage]

    You can channel the energies of your arcane bloodline to turn or rebuke creatures with which you share a common heritage.

    Prerequisites: Sorcerer bloodline (other than non-applicable types such as arcane, destiny, etc.). At the referee’s option, incarnates with appropriate mysteries can select this feat as well (e.g., those with the Graves mystery might turn or rebuke undead; those with the Flames mystery might turn or rebuke fire elementals, etc.).

    Benefit: You can turn or rebuke creatures of the same type as your bloodline (aberrations, dragons, elementals, undead, etc.) as a cleric of half your sorcerer level with the Turn Undead feat turns undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Synergy: You can take the Extra Channeling feat to gain additional daily uses.

    Source: Dragon magazine, issue 311.

    Nameless

    The fact that you have given up your real name makes you resistant to certain types of magic.

    Prerequisites: You must give up your real name; you are thereafter addressed only by rank or by a generic nickname.

    Benefit: Anyone who attempts to use magic in order to learn personal information about you, such as through divination, scrying, or similar magic, must make a Concentration check with a DC equal to 10 + your character level + your Wisdom modifier to succeed. You are immune to spells that require the use of your name in order to function (such as trap the soul).

    Special: If you ever choose a real name, you lose all benefits of this feat.

    Source: Pathfinder Faction Guide.

    Planar Breaching [Conjuration, Skill]

    Prerequisites: Knowledge (the planes) 6 ranks, Planar Sense 6 ranks, Spell Focus (conjuration) or Conjurer, Thaumaturgist.

    Benefit: When you attempt to call or summon a creature into an area where summoning is blocked by a magical effect (such as magic circle against evil, forbiddance, or dimensional lock), or when a creature you have called or summoned would have its attacks against a creature blocked by such an effect, as a swift action you can sacrifice a prepared spell or spell slot of the same level as the warding effect. If your caster level is higher than the caster level of the warding effect, it is immediately negated. If it is the same or lower, an opposed Concentration check is required to negate the warding effect. The range of this ability is 30 ft.

    • If you have at least 11 ranks in Knowledge (the planes), when you summon a creature, you can choose to allow that creature to use any innate summoning abilities it possesses. The creatures it summons are not under your control. Once this decision is made, it cannot be reversed until the summoned creature is sent back to whence it came.

    • If you have at least 16 ranks in Knowledge (the planes), your breaching can penetrate and destroy an antimagic field, a prismatic sphere, or an extradimensional shelter like a mage’s magnificent mansion, though an opposed Concentration check is always needed for this. You can summon creatures into a naturally dead magic areas with a successful DC 31 caster level check, but the magic-dead area is not negated.

    Source: This feat supersedes the Blackfire Adept’s prestige class feature of the same name, from Paths of Prestige.

    Power over Shadow [Skill]

    You can manipulate the stuff of Shadow as a Prince of Amber or Lord of Chaos is able to do, allowing you to “find” non-magical objects (“Oh, look, someone must have left this masterwork longsword lying in the gutter over here!”), or change the odds of certain events coming to pass.

    Prerequisites: Planar Sense 6 ranks.

    Benefit: You can look around and “just happen” to find common objects or creatures. Your success is dependent on a successful Planar Sense skill check, as summarized in the table below.

    • If you have at least 11 ranks in Planar Sense, you can adjust the odds of occurrences; change your clothing, cash, etc. to match those appropriate to your location; or move through the inner planes.

    • If you have at least 16 ranks in Planar Sense, you can move alter the laws of physics in your personal space, allowing your spells to function properly on planes despite their varying magical laws, or allowing technological items to work in areas where they are normally nonfunctional. You also develop skill at shadowmastery, and can attempt to create and stitch together demiplanes (as the create demiplane spell).

    Task Min. Ranks Check DC
    “Find” common item or creature 6 20
    “Find” uncommon item/creature 6 25
    “Find” rare item/creature 6 35
    “Find” very rare or unique item or creature 11 40
    Blatantly alter clothing, cash, etc. to local equivalents 11 25
    Move to very familiar inner plane 11 20
    Move to plane visited briefly 11 25
    Move into Amber or out of the Courts of Chaos 11 20
    Slightly change probabilities in surroundings 11 10 + 2 per 5% alteration
    Allow use of magical or tech item on other plane 16 30
    Move into Shadow from Amber 16 40
    Move to unfamiliar or distant plane 16 30
    Spontaneously alter spells to fit magic rules of other plane 16 15 + spell level
    Create demiplane 16 30

    Changing currency or altering probabilities requires a full-round action. Moving throughout the planes, or finding items or creatures among them, requires a number of hours equal to the DC of the task. Failure while moving through the planes can cause you to wind up in an extremely undesirable alternate plane (e.g., Hell), so it is usually not possible to Take 20 while walking in Shadow.

    Purge Magic [Abjuraton]

    You know incantations that can free yourself or an ally of unwanted magic.

    Prerequisites: Intelligence or Wisdom 13+; Concentration 6 ranks, Spellcraft 6 ranks.

    Benefit: You can use dispel magic at will as a spell-like ability, but only on yourself or a willing ally.

    Source: D&D Next Index.

    Reabsorption, Arcane

    Benefit: Whenever you cast a targeted spell that fails to penetrate the target’s spell resistance (and has no effect at all) or is successfully counterspelled, you can reabsorb the arcane energies as a free action, regaining the spell slot or prepared spell as if you had not cast it.

    You take 1 point of damage per spell level you reabsorb. This damage is internal and bypasses DR and resistances.

    Source: Dragon magazine #348.

    Seeker Arrow [Ranged, Strike]

    Prerequisite: Base attack bonus +6, able to cast arcane spells, Precise Shot.

    Benefit: As a standard action, you can launch a projectile at a target known to you within range, and the missile travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.

    Source: This feat supersedes the Arcane Archer’s prestige class feature of the same name, from the core rules.

    Shield, Urgent [Abjuration]

    Prerequisite: Able to cast abjuration spells.

    Benefit: As an immediate action that does not provoke an attack of opportunity, you can create a temporary shield of force granting you a +2 shield bonus to AC. This shield lasts until the beginning of your next turn. This is useable once per day, plus an additional time per day for every 2 ranks in Concentration you possess. You can’t activate this ability in response to an attack you are unaware of.

    Source: Players Handbook II.

    Somatic Weapon [Combat, Skill]

    You are adept at performing somatic spell components while your hands are occupied.

    Prerequisite: Spellcraft 1 rank.

    Benefit: When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size.

    • If you have at least 6 ranks in Spellcraft, you can cast spells with material components while using a somatic weapon (the components vanish during the casting, but you need not physically remove them from the pouch).

    • If you have at least 11 ranks in Spellcraft, you can use this feat even while in a grapple.

    Normal: You must have a hand free to cast spells that have somatic and/or material components.

    Source: Complete Mage.

    Spell Focus

    Choose a school of magic. Any spells you cast of that school are more difficult to resist.

    Benefit: You gain a +1 competence bonus to the Difficulty Class for all saving throws against spells from the school of magic you select.

    Instead of selecting a school of arcane magic, you can choose one energy type instead (acid, cold, electricity, fire, force, negative energy, positive energy, or sonics) and the bonus applies to spells with the appropriate descriptor.

    Special: You can gain this feat multiple times. The effects do not stack. Each time, choose a different school of magic or energy type.

    Spell Focus, Greater

    Prerequisite: Spell Focus.

    Benefit: The competence bonus from your Spell Focus feat increases to +2.

    Special: You can gain this feat multiple times. The effects do not stack. Each time, apply it to a different school or descriptor for which you have Spell Focus.

    Spell Penetration

    Prerequisite: Skill Focus (Concentration).

    Benefit: When you roll a Concentration check to defeat an opponent’s spell resistance, roll twice and use the better result.

    Spell Reprieve

    Your studies of the less restrictive arcane traditions of old allow you to cast one spell from a prohibited school.

    Prerequisite: Barred school(s); Spellcraft 2 ranks per level of the spell to be selected.

    Benefit: Choose a spell from one of your opposition schools of a level that you can cast. You can now learn and prepare that spell normally. You can also use spell completion items that release that spell. If applicable, instead of a single spell, you can learn chains of near-identical spells (e.g., summon monster I–IX) with referee approval.

    Normal: You cannot use spells or spell completion items from barred schools.

    Special: You can take this feat multiple times, each time choosing a new spell from any of your prohibited schools.

    Source: Lost Empires of Faerun.

    Spirit Chill [Fear]

    Benefit: Creatures affected by any [fear] effect you cause (whether by a spell, class feature, or other source) take nonlethal damage as well, depending on the potency of the fear created: shaken—1d6; frightened—2d6; panicked—3d6; cowering—4d6.

    Source: This feat supersedes the Nightmare Spinner’s prestige class feature of the same name, from Complete Mage.

    Split Slot

    Prerequisite: Able to prepare 2nd level spells.

    Benefit: Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were each two spell levels lower. For example, a 9th level wizard can split a 5th level slot into two 3rd level slots. For all purposes, the two lower-level slots are treated as that lower level (so the split 5th level slot used for a fireball has a DC as if it were in a normal 3rd level slot). Splitting a 2nd level slot lets you prepare two additional cantrips (which you can cast over and over, just like normally prepared cantrips). This feat has no effect on cantrips or 1st level spells.

    Special: You may select this feat multiple times; each time you select it, you may split another spell slot when you prepare spells. You cannot split a slot that you created by splitting a higher-level slot.

    Source: Ultimate Magic.

    Spontaneous Spell

    Benefit: Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell’s level (or higher) into the selected spell, just as a cleric casts spontaneous cure spells. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

    At the referee’s option, this might be expanded to more than one spell, provided the spells to be affected form a continuous chain (for example, summon nature’s ally I–IX). The druid’s spontaneous casting ability, and the cleric’s ability to spontaneously cast cure/inflict spells, would therefore represent the acquisition of Spontaneous Spell as a feat. The specific bonus spells of a bloodline or domain can also be considered a chain, for purposes of this feat.

    Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell chain.

    Source: 3.5 edition System Reference Document, “Epic Feats.” This feat also supersedes the Favored Spell feat from the Advanced Player’s Guide, and subsumes the cleric’s spontaneous casting and the druid’s spontaneous summoning, from the Core rules.

    Staff-Like Wand [Skill]

    Your research has unlocked a new power in conjunction with using wands.

    Prerequisite: Spellcraft 6 ranks, Imbue Item.

    Benefit: Similar to using a magic staff, you use your own Charisma score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your number of ranks in Spellcraft when activating the power of a wand if it’s higher than the caster level of the wand.

    Source: Ultimate Magic.

    Supernatural Ability

    Prerequisite: Able to use at least one spell-like ability.

    Benefit: Choose any one spell-like ability you possess. You can create that effect as a supernatural ability instead. However, it is usable somewhat less often, as shown in the following table:

    Original Use Frequency New Uses/Day
    1/day 1
    2/day 1
    3/day 2
    5/day 3
    At will 3 + Cha modifier

    Source: An evil cleric’s channel negative energy ability is simply a Shaped eldritch blast (negative energy ray to burst; 3rd level Reserve spell-like ability) made into a supernatural ability with this feat.

    Talent, Magical [Skill]

    Prerequisite: Concentration 1 rank.

    Benefit: Choose one or more spells from one primary class spell list (cleric, druid, or wizard/sorcerer), whose total spell levels are less than or equal to half your number of ranks in Concentration (e.g., a character with 10 ranks in Concentration could select no more than 5 levels worth of spells). For purposes of this feat, zero-level spells count as ½ spell level each. Once these spells are selected, they cannot be re-assigned.

    You can cast the selected spell(s) 1/day each as spell-like abilities, at a caster level equal to your number of ranks in Concentration.

    If your number of ranks in Concentration exceeds the level of the spell by a high enough margin, you can use that spell-like ability more often, as shown in the following table:

    Ratio of Ranks in Concentration to Spell Level Frequency of Use
    2x 1/day
    3x 2/day
    4x 3/day
    5x At will

    Synergy: A fighter with the Spellsword talent who selects this feat and selects one or more weapon-like spells (e.g., flame blade, spiritual weapon, etc.) can apply feats and fighter talents to those effects as if they were weapons of the appropriate type. With referee permission, personal numen (Chapter 6) can be allotted to that end as well. For example, a 10th level fighter able to use flame blade at will might choose to apply the Personal Weapon talent to his flame blade and provide it with an enhancement bonus and possibly additional properties.

    In this manner, a reasonable facsimile of the brilliant energy swords summoned by Tulani eladrin (Book of Exalted Deeds) and LeShay (Epic Level Handbook) can be made (the latter would have to select flame blade twice, so as to gain two such weapons, and could then gain the Two-Weapon Versatility feat to extend the Personal Weapon effects to both).

    Source: Advanced Player’s Guide. This feat also supersedes the “minor magic” and “major magic” rogue talents.

    Talent, Magical Array [Skill]

    Prerequisite: Magical Talent.

    Benefit: You gain a suite of spell-like abilities following the rules for racial spell-like abilities in Chapter 7. Your Magical Talent spell-like ability becomes the spell-like ability of the appropriate level in the array; the others must follow some theme, built around the existing spell-like ability, but are otherwise subject to your choice, conditional on referee approval.

    Thaumaturgist [Conjuration, Skill]

    Melbriniononsadsazzersteldregandishfeltselior had seldom been exploited by terrestrial adepts, inasmuch as use of a demon’s name was necessary in those rites binding him to servitude. One missed syllable and the conjurer would step from the circle smiling, to discover that the demon was smiling also.

    ―Roger Zelazny, The Changing Land (1981)

    Prerequisites: Knowledge (the planes) 1 rank as a class skill; able to cast Conjuration spells.

    Benefit: If you have this feat, you are able to summon and control outsiders and other extraplanar beings. The total number and CR of creatures you can have working for you at one time is as per the Leadership feat (q.v.), but substituting Knowledge (the planes) for Diplomacy.

    • If you have at least 6 ranks in Knowledge (the planes), you can retain a planar cohort or improved familiar, subject to the usual CR limitations. Such a cohort or familiar still counts against your total CR of controlled outsiders.

    • If you have at least 11 ranks in Knowledge (the planes), when you cast a planar ally spell (including the lesser and greater versions), you can attempt a Diplomacy check to convince the creature to aid you for a reduced payment. If your Diplomacy check succeeds against the creature’s opposed check by 10 or more, the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

    • If you have at least 16 ranks in Knowledge (the planes), you can dismiss any creature that you have summoned as an immediate action rather than as a standard action .

    Normal: Without this feat, all extraplanar beings you summon are uncontrolled.

    Source: This feat supersedes the Thamauturgist’s improved ally and planar cohort prestige class features, from the 3.5 edition System Reference Document, and also the Malconvoker’s safe summoning prestige class feature, from Complete Scoundrel.

    Twisting Script [Skill]

    Prerequisite: Knowledge (linguistics) 1 rank.

    Benefit: Creatures that can see you are affected by your language-dependent enchantment spells, even if they do not understand the language you speak. Creatures without a language are immune to this effect. The range of the effect is equal to 10 ft. x your number of ranks in Knowledge (linguistics). The maximum level of spell that can be affected is equal to half your number of ranks in Knowledge (linguistics).

    Source: This feat supersedes the Tattooed Mystic’s prestige class feature of the same name from Paths of Prestige.

    Warmage [Combat, Evocation]

    Prerequisite: Int 13, eldritch blast ability; able to cast Evocation spells.

    Benefit: Whenever you cast a spell or use a spell-like ability that deals hit point damage, you add your Intelligence bonus to the damage dealt. If the spell deals damage for more than one round, it deals this extra damage in each round.

    Source: This feat supersedes the “warmage edge” class feature, from Complete Arcane.

    Arcane Feats, Reserve

    Despite their inclusion as [Arcane] feats, reserve feats need not rely on arcane spells for qualification unless specifically noted; normally, divine/druidical spells, ki powers, or spell-like abilities can also be used to qualify, as long as they match the minimum level and description listed.

    Reserve Spells: Feats with the [reserve] descriptor are generally usable at will as long as you have a spell that meets the “reserve spell” requirements; these are generally stated in terms of a school and/or descriptor, and a minimum spell level. This reserve spell must currently be either prepared (if you are a prepared caster); or known, with a spell slot of the same or greater level available for use (if you are a spontaneous caster); or have a daily use remaining (if you have it as a spell-like ability).

    If you have a reserve spell of a level higher than the minimum spell level listed, the effects of the reserve feat often scale with that level. If you have no reserve spell of the listed level or higher remaining, you cannot use the reserve feat until you recover spells and meet the requirement again.

    You cannot “mix and match” reserve spells. Each reserve feat has its own requirements for a qualifying reserve spell, and you cannot substitute another one that fails to meet them, even if it meets the requirements for some other reserve feat you possess.

    Unless otherwise noted, a reserve feat ability is a spell-like power, with a spell level equal to the minimum level of reserve spell needed. The save DC (if applicable) is equal to 10 + the level of the highest-level reserve spell you have available + your Charisma modifier.

    Aquatic Breath [Reserve]

    Your reservoir of magic allows you to breathe normally even underwater.

    Reserve Spell: 3rd level [water].

    Benefit: You can breathe normally in both air and water. This requires no activation.

    Source: Complete Mage.

    Arcane Blade [Combat, Reserve]

    You draw upon your arcane power to enhance your weapons.

    Reserve Spell: 1st level arcane.

    Benefit: As a swift action, you can imbue your weapons with a fraction of your power (despite the name of the feat, any weapons, including unarmed attacks but excluding spells, can be affected). For 1 round, your weapons gain an enhancement bonus to damage equal to the level of the highest-level reserve spell you have available, and are treated as magic for the purpose of overcoming damage reduction.

    Special: If you have a spell with the [force] descriptor prepared (or known, with remaining slots of that level) your Arcane Blade attacks deal normal damage to incorporeal creatures. This supersedes the Arcane Strike feat from the core rules and also the Blade of Force feat from Complete Mage.

    Clap of Thunder [Reserve]

    You can deliver a thunderous roar with a touch.

    Reserve Spell: 3rd level evocation [sonic].

    Benefit: You can deliver a melee touch attack as a standard action that does not provoke an attack of opportunity. This attack deals ld6 points of sonic damage per level of the highest-level reserve spell you have available. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.

    Source: Complete Mage.

    Daunting Visage [Reserve]

    Reserve Spell: 1st level (any).

    Benefit: As a free action, arcane power surges through you, causing you to seemingly grow taller and more menacing. You gain an enhancement bonus to Bluff checks to intimidate equal to the level of the highest-level reserve spell you have available.

    Source: This feat emulates the Arcanist’s aspect of power of the same name, from Iron Heroes (Fiery Dragon Productions).

    Dimensional Jaunt [Reserve]

    With a single step, you can cross an entire room.

    Reserve Spell: 4th level conjuration [teleportation].

    Benefit: You can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level reserve spell you have available. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar).

    Source: Complete Mage.

    Dimensional Reach [Reserve]

    You can transport small objects to you.

    Reserve Spell: 3rd level conjuration [summoning].

    Benefit: You can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell.

    Source: Complete Mage.

    Drowning Glance [Reserve]

    Reserve Spell: 4th level [water].

    Benefit: You can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Creatures that can breathe water (or who don't breathe) are immune to this effect.

    Source: Complete Mage.

    Face-Changer [Reserve, Skill]

    Your mastery of illusions allows you to subtly alter your appearance at whim.

    Prerequisite: Perform (acting) 6 ranks.

    Reserve Spell: 3rd level Illusion [glamer].

    Benefit: You can alter your appearance as the spell disguise self, except that the duration lasts up to 1 hour per level of the highest-level glamer spell you have available to cast and the maximum enhancement bonus to your Perform (acting) check is based on the level of your reserve spell (+10 at 3rd, etc., as described in Chapter 7) This illusory transformation requires a standard action to activate.

    • If you have at least 11 ranks in Perform (acting), you can activate this ability as a move action.

    • If you have at least 16 ranks in Perform (acting), you can activate this ability as a swift action.

    Source: Complete Mage. This feat also supersedes the Veiled Illusionist’s veil pool prestige class feature from Paths of Prestige.

    Fiery Burst [Reserve]

    You channel your magical talent into a blast of fire.

    Reserve Spell: 2nd level [fire].

    Benefit: You can spend a standard action to create a 5-ft.-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest-level [fire] spell you have available to cast. A successful Reflex save halves the damage.

    Source: Complete Mage.

    Gloom Attack [Reserve]

    Prerequisite: Sneak attack +2d6.

    Reserve Spell: 2nd level [darkness].

    Benefit: Your sneak attack creates an aura of magical darkness that impedes your target's vision for 1 round per level of the highest-level reserve spell you have available. The target takes a -4 blindness penalty to Perception checks and treats all other creatures as having concealment. Neither darkvision nor low-light vision pierces this effect, though the ability to see through magical darkness does. Any spell with the [light] descriptor suppresses the effect.

    Source: Drow of the Underdark.

    Hexblade’s Curse [Reserve]

    Reserve Spell: 1st level Necromancy.

    Benefit: You can unleash a curse upon a foe as a standard action that does not provoke attacks of opportunity. The target must be visible and within 60 ft. The target takes a profane penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls equal to the level of the highest-level necromancy spell you have available to cast; this penalty lasts for 1 hour. A successful Intuition save negates the curse.

    Multiple hexblade curses do not stack, and any creature that successfully resists the effects cannot be affected by your hexblade curse for 24 hours.

    Special: If you choose to expend a prepared spell or spell slot while using this ability, the curse’s penalty (based on the level of the spell sacrificed) also applies to attack rolls and saving throws for 1 minute. A successful save reduces the penalty to -1.

    You can inflict a hexblade curse through a weapon attack, subject to the activating conditions of a [Strike] feat (q.v.). You can choose whether to expend a spell after determining whether the attack hits.

    Source: This feat supersedes the Hexblade class feature of the same name from Complete Warrior, and also the Spellthief’s Cursed Blow substitution feature from Dragon magazine, issue 353.

    Invisible Needle [Reserve]

    You can create tiny darts of force.

    Reserve Spell: 3rd level Evocation [force].

    Benefit: You can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 10 feet per level of the highest-level [force] spell you have remaining. The needle deals ld4 points of force damage per level of the highest-level [force] spell you have available. Because it is composed of force, the needle can strike incorporeal creatures.

    Source: Complete Mage.

    Magic Disruption [Reserve]

    You can use your powers of abjuration to interfere with other casters' spells.

    Reserve Spell: 3rd level Abjuration.

    Benefit: You can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 10 + twice the level of the highest-level abjuration spell you have available to cast + your Charisma modifier); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st).

    Source: Complete Mage.

    Mental Distraction [Reserve]

    Your touch briefly clouds the mind of a foe, impeding its efforts.

    Reserve Spell: 3rd level Enchantment.

    Benefit: You can cloud the mind of a creature within 30 feet as a standard action. The target takes a circumstance penalty on its next single attack roll or Reflex saving throw equal to the level of the highest-level enchantment spell you have available to cast. If the target makes no attacks or Reflex saves within a number of rounds equal to the magnitude of the penalty, the effect ends. Multiple uses of this feat don't stack. This is an enchantment (compulsion) effect.

    Source: Complete Mage; the name was changed from “Touch of Distraction” because no touch is required.

    Minor Shapeshift [Reserve]

    Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.

    Reserve Spell: 4th level Transmutation; or one use of greater wild shape.

    Benefit: You can spend a swift action to grant yourself one of the following benefits:

    • Might: +2 racial bonus on melee damage rolls.

    • Mobility: +2 competence bonus on Acrobatics and Athletics checks.

    • Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size).

    • Speed: +5-foot enhancement bonus to any one movement mode you already possess.

    • Vigor: Temporary hit points equal to your HD.

    The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast, or the number of wild shape uses you have left. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately.

    Source: Complete Mage.

    Mitigate Suffering [Domain, Reserve]

    You can temporarily relieve ability damage.

    Reserve Spell: 2nd level Necromancy [healing] or Healing domain spell.

    Benefit: You can temporarily relieve lost attribute points on yourself or an ally. As a standard action, you can mitigate 1 point per level of the highest-level reserve spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its starting score.

    Attribute points gained in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost attribute points first. Multiple uses of this feat on the same damaged attribute do not stack, but do re-set the duration.

    Source: Complete Champion.

    Mystic Backlash [Reserve]

    Your magic corrupts the spells of your enemies.

    Reserve Spell: 5th level Abjuration.

    Benefit: As a standard action, with a successful melee touch that does not provoke an attack of opportunity, you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting.

    Source: Complete Mage.

    Shadow Step [Reserve]

    Reserve Spell: 4th level illusion [shadow] or Shadow bloodline spell, or Shade racial spell-like ability.

    Benefit: As a standard action, you can step through a normal shadow into the Plane of Shadow and reappear in another normal shadow (as a spell-like ability). In this manner, you can travel up to 5 feet per level of the highest-level reserve spell you have available. This movement does not provoke attacks of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons. If this would place you in an occupied square, you instead arrive in the nearest safe location.

    You may also bring other willing creatures with you, but their travel counts against the total distance you have available (thus, if you have a 6th level illusion [shadow] spell prepared, you and two companions could travel a total distance of 10 feet). Your companions also re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.

    Special: If you are a wizard specializing in illusions (i.e., an Illusionist), when you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round.

    Source: Advanced Player’s Guide.

    Shadow Veil [Reserve]

    You draw wisps of darkness across your enemy's eyes, obscuring the world around him.

    Reserve Spell: 2nd level [darkness] or [shadow].

    Benefit: You can obscure the vision of a subject within 30 feet as a standard action. If the subject fails an Intuition save, it takes a circumstance penalty on Perception checks equal to the level of the highest-level reserve spell you have available for 1 round. In addition, it treats all other creatures and objects as though they had partial concealment (miss chance 5% x the level of the highest-level reserve spell you have available).

    Source: Complete Mage.

    Sickening Grasp [Reserve]

    You wreak havoc with the inner organs of a target, causing it to grow ill.

    Reserve Spell: 1st level Necromancy or Pestilence bloodline spell.

    Benefit: As a melee touch attack that does not provoke attacks of opportunity, you can require any living creature hit to become sickened for a number of rounds equal to the level of your highest-level reserve spell. The subject can reduce this duration to 1 round with a successful Fortitude save.

    Source: Complete Mage.

    Storm Bolt [Reserve]

    The electrical energy contained within your magic rages inside you, begging to be released.

    Reserve Spell: 3rd level Evocation [electricity].

    Benefit: You can fire a line of electricity as a standard action. This bolt has a length of 10 feet per level of the highest-level reserve spell you have available; it deals ld6 points of electricity damage per level of the highest-level electricity spell you have available (Reflex half).

    Source: Complete Mage.

    Swift Surge [Reserve]

    Reserve Spell: Haste (or Blinding Speed fighter talent, etc.).

    Benefit: You gain the following benefits; these bonuses stack with the bonuses gained from the haste spell, if active.

    • A dodge bonus to attack rolls, AC, and Reflex saves equal to half the level of reserve spell you have available or active; and

    • An enhancement bonus to Acrobatics, Escape Artist, and Stealth checks equal to half the level of reserve spell you have available or active (round up).

    Synergy: If you also have the Internalize Spell (haste) feat (q.v.), as an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

    Source: This feat supersedes the Swiftblade prestige class feature of the same name, and also the diligent rapidity prestige class feature, from the Wizards of the Coast website.

    Telekinetic Fist [Reserve]

    Reserve Spell: 1st level Transmutation.

    Benefit: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d6 points of bludgeoning damage per level of the highest-level transmutation spell you have available to cast. The telekinetic fist is a 1st level spell-like ability.

    Source: This is the transmuter’s 1st level school power from the core rules, revised as a feat to make room for more thematically-appropriate abilities (a transmuter can always choose to take this feat in place of his or her 1st level school power).

    Umbral Shroud [Darkness, Reserve]

    You control darkness and shadows.

    Reserve Spell: 1st level [darkness] spell or Darkness domain spell or Shadow bloodline spell, or shade racial spell-like ability.

    Benefit: Shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails an Intuition save, its attacks have a miss chance equal to 5% per level of the highest-level qualifying spell you have available to cast. This effect lasts until the beginning of your next turn.

    Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would.

    As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet.

    Source: Complete Champion.

    Wind-Guided Arrows [Reserve]

    Your mastery of the wind allows you to alter the flight of a ranged weapon.

    Prerequisite: 2nd level [air].

    Benefit: You can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can't change the weapon's target, but you can apply a circumstance bonus or penalty on its attack roll equal to half the level of the highest-level [air] spell you have available to cast.

    This feat works only on thrown or projectile weapons; it can't affect spells, powers, energy attacks, or the like.

    Source: Complete Mage.

    Winter’s Blast [Reserve]

    The frozen magic within you can burst forth in a hail of frost.

    Prerequisite: 2nd level Evocation [cold].

    Benefit: You can create a cone-shaped burst of cold, with a length and maximum width equal to 5 ft. x half the level of the highest-level cold spell you have remaining. This cone deals ld6 points of cold damage per level of the highest-level cold spell you have available to cast (Reflex half).

    Source: Complete Mage.

    Combat Feats, General

    All feats in this section have the [combat] descriptor, in addition to any other descriptors listed.

    Credible Threats: Some combat feats require a target to represent a “credible threat.” For purposes of these feats, a credible threat is an opponent with a CR greater than or equal to your CR –2, who is actively in combat with you and/or your allies with the intent and potential ability to incapacitate and/or kill you. These feats do not apply against helpless opponents, random vermin, etc.

    Note that a creature’s CR can be estimated as a free action using the Knowledge: Warfare skill, as described in Chapter 4.

    Scaling by ¼ BAB: A number of combat feats, including Combat Expertise and Power Attack, apply bonuses and/or penalties equal to +/-1, with an additional +/-1 per 4 points of base attack bonus. For convenience, a summary table is included here:

    Base Attack Bonus Feat Bonus/Penalty
    +1 to +3 +1
    +4 to +7 +2
    +8 to +11 +3
    +12 to +15 +4
    +16 to +19 +5
    +20 or above +6

    Alert Bodyguard [Skill]

    You are trained to share your alertness of danger with those you protect.

    Prerequisites: Perception 1 rank, Alertness.

    Benefit: Choose one willing ally as a swift action. As long as that ally remains within your reach and can hear you, he or she gains the numerical benefit of your Alertness feat, using your number of ranks in Perception.

    • If you have at least 6 ranks in Perception, the designated ally also gains the rank-dependent benefits of your Alertness feat (uncanny dodge, etc.)

    • If you have at least 11 ranks in Perception and the evasion ability, the designated ally receives the benefits of evasion as well. If he or she fails a Reflex save, you can attempt a Reflex save at the same DC; if successful, you push your ally out of the way (treat the save results as if your ally had succeeded and you had rolled a natural 1).

    • If you have at least 16 ranks in Perception and improved evasion, the designated ally also gains the effects of improved evasion.

    Source: This feat subsumes a number of the Bodyguard’s prestige class features, from Dynasties and Demagogues (Atlas Games).

    Blind-Fight [Skill]

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

    Prerequisite: BAB +1, Perception 1 rank.

    Benefit: This feat provides a number of benefits, as well as additional benefits as your skill in Perception improves.

    • 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.

    • You can deal precision damage (such as from a sneak attack), against targets with concealment, but not total concealment.

    • 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 circumstance 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.

    As your base attack bonus and skill in Perception improve, you gain the following additional abilities:

    • If your base attack bonus is at least +6 and you have at least 6 ranks in Perception, you can also make attacks of opportunity against opponents with total concealment.

    • If your base attack bonus is at least +11, you gain blindsense with a radius of 5 ft. per 2 ranks in Perception you have, and the effects of your Blind-Fight feat extend to ranged attacks up to point blank range. Also, your melee attacks and attacks within point blank range ignore the miss chance for less than total concealment (you may still reroll your miss chance percentile roll for total concealment), and you can deal precision damage against opponents with total concealment.

    • If your base attack bonus is at least +16, you gain blindsight with a radius equal to 5 ft. per 2 ranks in Perception you have.

    Synergy: The rogue’s Opportune Strike class feature applies to this feat.

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

    Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

    Source: This feat now subsumes the Improved Blind Fight, Greater Blind Fight, and Shadow Strike feats, from the Advanced Player’s Guide.

    Bolstered Resilience

    Prerequisite: Damage reduction.

    Benefit: As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are already fatigued.

    Source: Ultimate Combat.

    Canny Defense

    Prerequisite: Int, Wis, or Cha 13.

    Benefit: Choose one mental attribute score (once chosen, this cannot be changed). When wearing light armor or no armor, and not carrying a medium or heavy load, you treat that attribute modifier as an insight bonus to Armor Class and CMD. This bonus applies even when you are flat-footed, but not if you are immobilized or helpless.

    Special: The AC bonus granted by this feat overlaps with (does not stack with) the armor bonus granted by arcane mage armor.

    Synergy: You can gain the benefits of this feat when wearing medium or heavy armor, but only if you are able to reduce the armor skill check penalty to –0 (e.g., through the Armor Training talent and/or sufficient ranks in Endurance as a class skill).

    Source: This feat supersedes the monk’s wisdom bonus to AC and the duelist prestige class feature of the same name from the core rules, and also the “Armor of the Senses” variant class feature from Dragon magazine, issue 340.

    Careful Attack [Finesse]

    You are skilled at avoiding attacks of opportunity, counterattacks, and reciprocal damage. This feat has had many names historically, including jam and prix de fer (“taking the iron”)

    Prerequisites: Dodge, Weapon Finesse.

    Benefit: You gain a +2 dodge bonus to AC against counterattacks and attacks of opportunity. This bonus increases by +1 per 4 points of your base attack bonus (to a maximum of +7 at BAB +20).

    When attacking a creature using fire shield or a similar effect that damages creatures attacking it (such as a barbed devil’s barbed defense), you reduce the damage from such effects by an amount equal to your base attack bonus.

    Source: This feat supersedes the Savage Warrior’s “careful claw” variant class feature, from the Advanced Player’s Guide, and also the Attack with Opposition feat from Art of the Duel (Sinister Adventures LLC).

    Cleave

    Prerequisites: Str 13, base attack bonus +1.

    Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate attack of opportunity against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

    Synergy:

    • If you also have the Combat Reflexes feat, you can use Cleave multiple times in a round. If your base attack bonus is +6 or higher, you can take a 5-ft. step between each attack when cleaving. The maximum number of such steps you can take is limited by your speed (e.g., 4 steps maximum for a character with a speed of 20 ft.). This does not give you the ability to take a 5-ft. step when you would normally be unable to (such as due to difficult terrain). This supersedes the Supreme Cleave prestige class feature of the Knight Protector and Frenzied Berserker, from Complete Warrior.

    • If you also have the Staredown feat, if you make an additional attack thanks to Cleave and drop your target with that attack, all enemies witnessing the event are affected as if by your Staredown feat. This is an extraordinary mind-affecting fear effect that does not require an action on your part. This supersedes the Terrifying Warrior feat from Dragon magazine, issue 343.

    Source: 3.5 edition System Reference Document. The Pathfinder version of Cleave has been merged with Whirlwind Attack into the Whirlwind Strike feat (q.v.).

    Combat Awareness

    You have an uncanny ability to sense the ebb and flow of your opponents’ vitality.

    Prerequisite: Wis 13, base attack bonus +1.

    Benefit: During melee combat, you automatically know whether each adjacent creature is fatigued or exhausted. During non-combat situations, gaining this knowledge requires a standard action. This ability scales with your base attack bonus:

    • BAB +4: This ability extends to every creature you can see, not merely those adjacent to you.

    • BAB +8: You automatically know if an unmoving creature you see is faking it, comatose, dying, or actually dead.

    • BAB +12: You know the exact hit point total of every adjacent creature.

    • BAB +16: You know the exact hit point total of every creature you can see.

    Synergy: The rogue’s Opportune Strike ability (Chapter 3) also applies to this feat.

    Source: Players Handbook II.

    Combat Reflexes

    You can make additional attacks of opportunity and other immediate actions.

    Prerequisite: Base attack bonus +1.

    Benefit: The maximum number of immediate actions you can take in a round is equal to 1 + your Dexterity bonus (or 1 + the number derived from your base attack bonus, whichever is higher). You gain additional options depending on your base attack bonus, as follows:

    • If your base attack bonus is at least +6, you may make an attack of opportunity whenever an opponent you threaten draws a weapon, readies or looses a shield, or attempts to feint in combat (even with the Improved Feint feat). You are able to make attacks of opportunity even when you are flat-footed.

    • If your base attack is at least +11, your successful attacks of opportunity interfere with the actions that provoked them. Those actions are not completed, but are not lost, either; they can be re-attempted immediately (which likely provokes an additional attack of opportunity from you). You can make attacks of opportunity (when provoked) even against foes with cover (but not total cover).

    • If your base attack bonus is at least +16, there is no limit to the number of immediate actions you can make in one round. You still can’t make more than one attack of opportunity or other immediate action for a given opportunity, however. You can make attacks of opportunity even against opponents with total concealment.

    Synergy: If you have this feat and at least one Strike feat (q,v.), you can add the effects of one strike to an attack of opportunity. If you do so, you cannot make more than one attack of opportunity that round.

    Special: This feat does not allow more than one counterattack using the Riposte fighter talent.

    Normal: A character without this feat can make only one attack of opportunity per round, +1 per 5 points of BAB thereafter (Chapter 1). You cannot make attacks of opportunity while flat-footed, or against an opponent with partial cover or total concealment.

    Source: This feat also subsumes the Epic Combat Reflexes feat from the 3.5 edition System Reference Document (“Epic Feats”); the Canny Opportunist feat from Dragon magazine, issue 340; the Deft Opportunist feat from Complete Adventurer; the Warblade’s “battle mastery” class feature from the Tome of Battle and the “exotic reach” Exotic Weapon Master stunt from Complete Warrior. Paired with the Staggering Strike feat, it subsumes the Flowing Monk’s “unbalancing counter” from Ultimate Combat. Paired with the Vital Strike feat, it subsumes the Impressive Cleave feat from the Collected Book of Experimental Might (Malhavoc Press).

    Critical Focus

    Prerequisites: Base attack bonus +6.

    Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. at +8 BAB this feat become Improved Critical (effectively merging the two)

    Synergy: If you also have at least one Strike feat (q.v.), you can apply the effects of that strike to any confirmed critical hit, even if none of the normal conditions were met. This has the normal effects unless otherwise noted in that feat description. You still cannot add more than one strike effect to a given attack unless you also have the Striking Mastery feat (q.v.).

    Special: You can apply the effects of only one strike to any given blow, unless you also have the Striking Mastery feat (q.v.).

    Critical, Dodge

    You can turn even the luckiest blow into a grazing strike.

    Prerequisites: Uncanny Dodge.

    Benefit: You gain a +1 circumstance bonus to AC for purposes of confirming critical hits against you. This bonus increases by +1 per 4 points of your base attack bonus.

    In addition, you can attempt a Reflex saving throw to turn a critical hit against you into a normal hit. The save DC is equal to 10 + the attacker’s BAB + attacker’s Strength bonus (for melee attacks) or Wisdom bonus (for ranged attacks). The bonus you receive from this feat applies as a circumstance bonus to this save. You must be aware of the attack and not flat-footed, and you must declare the attempt before damage is rolled.

    Source: This feat supersedes the Darkwood Stalker prestige class feature of the same name from Complete Warrior, and also subsumes the Deny the Lethal Strike feat from Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Crowd Control

    You are skilled at making multiple assailants interfere with each other’s attacks.

    Prerequisite: Base attack bonus +1, Alertness.

    Benefit: As long as you have at least one immediate action available to you in a round, when threatened by more than one opponent you gain a circumstance bonus to AC equal to the total number of opponents threatening you. This bonus also applies to melee attack rolls you make against those opponents. The effects of this feat do not apply when you are flat-footed or otherwise denied your Dexterity bonus to AC. This ability scales with your base attack bonus, as follows:

    • BAB +4: Whenever you damage an opponent with a melee attack, until the start of your next turn, that opponent does not gain any circumstance bonus on attack rolls against you from Aid Another (for example, while it is flanking you) and cannot deal sneak attack damage to you. It can still provide Aid Another bonuses for its allies.

    • BAB +8: Any opponent you damage in melee gains no Aid Another bonuses or flanking, and cannot provide them to others, until the end of your next turn.

    • BAB +12: Opponents adjacent to you do not provide Aid Another bonuses or flanking to their allies.

    • BAB +16: Opponents adjacent to you cannot provide or benefit from circumstance bonuses of any kind.

    • BAB +20: The effects apply to all opponents within reach, not merely those adjacent to you.

    Source: This feat subsumes the Urban Barbarian’s variant class feature of the same name, and also the Flanking Foil feat and the Flowing Monk’s “flowing dodge” variant class feature, from Ultimate Combat. It also supersedes the chaotic good paladin’s Stand Against the Tide variant class feature from the Book of Hallowed Might (Malhavoc Press), the swarm tactics stance from the Tome of Battle, and the “cornered predator” option of the Reaping Talons feat (also from the Tome of Battle).

    Defensive Combat Training

    You have been trained to defend yourself from a variety of combat maneuvers.

    Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. If your base attack bonus is equal to your Hit Dice, you instead gain a +4 competence bonus to CMD.

    Defensive Rebuke

    You are better able to defend your allies against a designated enemy whose mettle you have tested.

    Prerequisites: Shared Shield feat or Challenge class feature

    Benefit: When you strike an opponent with a melee attack, you can select that opponent as the target of this feat. For the remainder of the encounter, any time that enemy attacks one of your allies (not you), he or she provokes an attack of opportunity from you by doing so (and is aware of this fact). This feat can be applied to only one target per encounter.

    Source: This feat duplicates the Crusader’s boost of the same name, from the Tome of Battle.

    Dodge

    Prerequisites: Dex 13.

    Benefit: You gain a +1 dodge bonus to AC and CMD. Any condition that makes you lose your Dexterity bonus to AC also makes you lose the benefits of this feat.

    If you meet the following conditions, the dodge bonus increases by +1 for every four points of your base attack bonus (to a maximum of +6 at BAB +20). These conditions are:

    • You are not wearing armor (or are wearing armor for which you have a –0 armor check penalty);

    • You are not carrying a shield; and

    • You are not carrying a medium or heavy load.

    Synergy: Certain classes can gain the scaling benefits of this feat even if some of the normal conditions do not apply, as follows:

    • An unarmored barbarian can use a shield and still gain the scaling dodge bonus.

    • A fighter gains the scaling bonus to AC even when armored and/or carrying a shield, as long as his or her total armor check penalty is –0.

    • A monk applies the dodge bonus from this feat even when flat-footed.

    • The rogue’s Opportune Strike class feature applies when determining the effects of this feat.

    Source: This feat now simulates the monk’s scaling bonus to AC, and also the Free Hand Fighter’s “elusive” variant class feature (from the Advanced Player’s Guide).

    Feint, Disengaging [Skill]

    Prerequisite: Bluff 1 rank.

    Benefit: As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.

    • If you have at least 6 ranks in Bluff, as a standard action you can make a Bluff check against all opponents currently threatening you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.

    • If you have at least 11 ranks in Bluff, whenever you use this ability, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.

    • If you have at least 16 ranks in Bluff, you can make a full attack as you disengage; opponents you succeeded in Bluffing are denied their Dex bonuses to AC against these attacks.

    Source: Ultimate Combat. This feat also subsumes the Disengaging Flourish and Disengaging Shot feats.

    Feint, Improved [Finesse, Skill]

    Prerequisites: Weapon Finesse, Bluff 1 rank.

    Benefit: You can make a Bluff check to feint in combat as a move action. In addition to feinting normally, you can instead choose to feint defensively (the “baffling defense”), using your Bluff results in place of your AC for the next attack made against you.

    Your ability to feint continues to improve with your skill in Bluff, as follows:

    • If you have at least 6 ranks in Bluff, whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus against all threatening opponents until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack. If you use baffling defense, you can use your Bluff results against all attacks you are aware of that round.

    • If you have at least 11 ranks in Bluff, you can feint in combat (offensively or using the baffling defense) as a swift action.

    • If you have at least 16 ranks in Bluff, all opponents with CMD less than 10 + your Bluff skill bonus automatically lose their Dex bonus to AC against your attacks.

    Special: In addition to the above benefits, you gain a +2 competence bonus with other tricky maneuvers (as described in Chapter 1); thus bonus increases by +1 per 4 ranks in Bluff you possess.

    Normal: Feinting in combat is a standard action, and is always offensive. Creatures you feint lose their Dexterity bonus against your next attack only.

    Source: This feat subsumes the Greater Feint feat from the Pathfinder core rules, the Surprising Riposte feat from Drow of the Underdark, the Invisible Blade’s “uncanny feint” prestige class feature from Complete Warrior, and the Swordsage’s baffling defense counter from the Tome of Battle.

    Fight On

    You call on deep reserves to continue fighting.

    Benefit: Once per day as an immediate action, you can grant yourself a number of temporary hit points equal to 1d8 + your Constitution modifier. These temporary hit points last up to 1 minute per character level you possess, or until lost.

    The number of temporary hit points increases by an additional 1d8 hp per 5 points of your base attack bonus, to a maximum equal to 5d8 + your Constitution modifier at BAB +20.

    Special: If you are at 0 or hp or less when you use this feat, the effects are Maximized (as if by the Maximize Spell feat). You can use this feat to prevent yourself from dying.

    You can gain this feat multiple times; each time, you gain an additional daily use.

    Source: Advanced Player’s Guide. This feat also supersedes the Increased Vigor and Greater Increased Vigor feats from the Collected Book of Experimental Might (Malhavoc Press).

    Flanking, Improved

    Prerequisite: Base attack bonus +1.

    Benefit: When you provide or receive an Aid Another attack bonus in combat (Chapter 1), the total bonus improves by +1. For every 4 points of your base attack bonus, this bonus improves by an additional +1 (maximum total bonus of +6 at BAB +16).

    • If your base attack bonus is at least +11, allies for whom you provide an Aid Another bonus to attacks deal an additional 1d6 points of precision damage with each successful melee attack against the flanked opponent. This bonus damage stacks with other sources of precision damage, such as sneak attack, but is not multiplied on a critical hit.

    • If your base attack bonus is at least +16, your allies gain +2d6 damage, rather than +1d6.

    Synergy: The rogue’s Opportune Strike class feature applies to this feat.

    When combined with the Distracting Strike feat (q.v.), this feat supersedes the Nightsong Infiltrator’s “teamwork sneak attack” prestige class feature, from Complete Adventurer.

    Normal: An Aid Another bonus in combat provides a flat +2 bonus on attacks (or +1 for additional aid), and no damage bonus unless the sneak attack ability is possessed.

    Source: This feat supersedes the Swashbuckler class feature of the same name, from Complete Warrior, the Vexing Flanker feat from Player’s Handbook II, the Superior Flanking feat from Dragon magazine (issue 343), and the Precise Assault feat from the Advanced Player’s Guide.

    Giant-Slayer

    Prerequisites: Base attack bonus +1, Acrobatics 5 ranks; or dwarf or Small sized race.

    Benefit: You gain a +4 dodge bonus to your Armor Class against giants, or a +1 dodge bonus against any non-giant creature two or more size categories larger than yourself. This benefit does not apply if you lose your Dex bonus to AC, or if your speed is reduced by wearing armor. You also gain a +1 racial bonus to attacks and damage against creatures at least one size category larger than you are.

    For every 4 points of your base attack bonus, these racial modifiers increase by +1, to a maximum AC bonus of +9 vs. giants (+6 vs. others), and maximum attack and damage bonuses of +6.

    Synergy: If you also have one or more Improved Combat Maneuvers feats, you can treat opponents larger than you as if they were smaller when attempting appropriate maneuvers against them. This effective reduction reduces the opponent’s size bonus to CMB and CMD against you (this does not stack with the racial bonus to attacks granted to you by this feat), and also permits you to perform maneuvers such as trip against opponents that would normally be too large to affect, as follows:

    BAB Effective Size Reduction
    +1 1 step (e.g., Huge to Large)
    +6 2 steps (e.g., Gargantuan to Large)
    +11 3 steps (e.g., Colossal to Large)
    +16 4 steps (e.g., Colossal to Medium)

    You gain additional advantages if you meet a minimum number of ranks in Acrobatics, as follows:

    • If your base attack bonus is at least +6 and you have at least 6 ranks in Acrobatics (or are a gnome with BAB +6), and you successfully use the Acrobatics skill enter the space of a creature at least one size larger than you are without provoking an attack of opportunity, then while you and that opponent continue to occupy the same space the opponent is treated as being flat-footed to your attacks.

    • If your base attack bonus is +11 or higher and you have at least 11 ranks in Acrobatics (or are a dwarf or gnome with BAB +11), you gain 50% cover against all attacks (+4 shield bonus to AC and Reflex saves), including those made by the creature whose space you’re in, when sharing the space of a creature at least one size larger than you are.

    Special: The rogue’s Opportune Strike ability applies to this feat.

    Source: This feat supersedes the Gnome Giant-Slayer “Crafty Fighter” prestige class feature. The expanded use of the feat simulates the wolf climbs the mountain strike and the giant killing style stance, from the Tome of Battle; the Low Blow and Improved Low Blow feats from Races of Faerun; and the Earth Child Topple feat from Ultimate Combat.

    Initiative, Improved

    Your quick reflexes allow you to react quickly to danger.

    Benefit: You gain a +4 competence bonus on initiative checks.

    Initiative, Superior

    Benefit: You gain a +2 insight bonus on initiative checks.

    Special: You may select this feat multiple times; each time, increase the bonus by an additional +2.

    Source: 3.5 edition System Reference Document, “Epic Feats.” This feat also supersedes the duelist’s Improved Reaction prestige class feature, and the “gunslinger initiative” class feature from the Pathfinder Ultimate Combat playtest.

    Inspirational Victory

    Prerequisites: Base attack bonus +1, Knowledge (warfare) 1 rank.

    Benefit: Once per encounter as a swift action, you may designate an opponent who represents a credible threat as the target of this feat. If you reduce that enemy to fewer than 0 hp during that encounter, your allies are heartened, and gain a morale bonus equal to half your base attack bonus (minimum +1) on all damage rolls for the remainder of the encounter.

    Source: This feat simulates the lion’s roar boost, from the Tome of Battle.

    Lead the Charge [Skill]

    Prerequisites: Base attack bonus +1, Knowledge (warfare) 1 rank.

    Benefit: Whenever you personally lead a charge, other charging allies within 60 ft. who can hear your voice gain a +1 circumstance bonus to attacks made at the end of their charge. This bonus increases by +1 per 4 ranks in Knowledge (warfare) you possess. Affected allies gain a competence bonus to speed while charging equal to 5 ft. x the attack bonus granted by this feat, as shown in the table.

    In addition, each affected ally deals bonus damage on his or her first successful charge attack as shown in the table below, based on number of ranks in Knowledge (warfare), whichever is lower. This bonus damage is not multiplied on a successful critical hit.

    You can use this feat only once per encounter.

    Skill Ranks Attack Damage Speed
    +1 to +3 +1 +0 +5 ft.
    +4 to +7 +2 +1d6 +10 ft.
    +8 to +11 +3 +2d6 +15 ft.
    +12 to +15 +4 +3d6 +20 ft.
    +16 to +19 +5 +4d6 +25 ft.
    +20 +6 +5d6 +30 ft.

    Source: Tome of Battle. This feat also supersedes the Marshal’s over the top aura from the Miniatures Handbook, and the Battle Herald’s sound the charge command from the Advanced Player’s Guide.

    Mounted Combat [Skill]

    You are adept at fighting from horseback and at guiding your mount through combat.

    Prerequisites: Handle Animal 1 rank.

    Benefit: While you are mounted, you and your mount receive a +1 circumstance bonus to damage against opponents adjacent to your mount. This bonus increases by an additional +1 per 5 ranks in Handle Animal thereafter (maximum +4 at 16 ranks).

    • If you have at least 6 ranks in Handle Animal, when your mount is hit in combat, you may spend an attack of opportunity to attempt a Handle Animal check to negate the hit. The hit is negated if your check result is greater than the opponent’s attack roll.

    • If you have at least 11 ranks in Handle Animal, you can also choose to make Handle Animal checks in place of your mount’s saving throws, at the same action cost.

    • If you have at least 16 ranks in Handle Animal, you and your mount suffer no armor check penalty on skill checks while mounted. When charging, you may jump from you mount toward your target. If you jump 10 feet, your charge modifiers on attack rolls and to AC are doubled and you are still considered mounted for purposes of damage, mounted combat feats, and so on. This supersedes the Dragoon’s “leaping lance” ability from Ultimate Combat.

    Synergy: Mounted Combat can be combined with other feats in various ways:

    • If you have the Improved Overrun feat, you can perform overrun maneuvers using your mount. When calculating the CMB, use the mount’s size modifier. Apply your base attack bonus and Strength bonus or your mount’s, whichever is higher. When you attempt to overrun an opponent while mounted, your target cannot choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. These benefits supersede the Trample feat.

    • If you also have the Improved Bull Rush feat, when charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.

    • If you have the Improved Weapon Maneuvers feat and your base attack bonus is +6 or higher, you can make a check, disarm, or sunder maneuver as a free action any time you successfully perform a mounted charge against an opponent. This free combat maneuver does not provoke an attack of opportunity.


    • If you have the Skirmish feat, the benefits apply to both you and your mount (including hoof attacks made while overrunning an opponent, if applicable).

    Source: This feat now subsumes the Pathfinder Trample and Unhorse feats; the roughrider fighter’s Mounted Mettle variant class feature from the Advanced Player’s Guide; part of the cavalier’s Mighty Charge class feature, also from the Advanced Player’s Guide; and also the Power of the Steed feat from the Collected Book of Experimental Might (Malhavoc Press) and the Indomitable Mount feat from Cities of Golarion.

    Multiattack

    Prerequisite: Multiple attacks.

    Benefit: This feat, when chosen, applies either to (a) iterative attacks with a primary weapon, (b) iterative attacks with secondary (off-hand) weapons, or (c) secondary natural attacks (your choice). The attack penalties for secondary attacks or iterative attacks (depending on which option you selected) are reduced by 3. For example, a character with iterative attacks at +11/+6/+6 could take this feat and have attacks +11/+9/+9 instead.

    Special: You may select the feat multiple times. The effects do not stack. Each time, select a different attack mode.

    No Retreat

    Prerequisite: Combat Reflexes.

    Benefit: Whenever a foe within reach attempts to take a 5-foot step away from you, you may also make a 5-foot or 10-foot step as an immediate action, so long as you end up adjacent to the foe that triggered this ability. This ability can be used against only one opponent per turn.

    • If your base attack bonus is +6 or higher, when using this feat to follow an opponent, you receive an attack of opportunity against that opponent if the movement from this feat puts you within reach. Against enemies you threaten that take a withdraw action, you can choose to forego pursuit and instead make an attack of opportunity.

    • If your base attack bonus is +11 or greater, you can move any distance up to your normal speed in pursuit, rather than being limited to 10 feet. This movement does not provoke attacks of opportunity.

    Normal: You gain no free movement against foes who step away. The withdraw action does not provoke attacks of opportunity.

    Sources: This feat supersedes the duelist prestige class feature of the same name, and also the Step Up feat from the Pathfinder core rules, and the Following Step and Step Up and Strike feats from the Advanced Player’s Guide. It also emulates the Swordsage’s mirrored pursuit and stalking shadow counters from the Tome of Battle.

    Opportunist, Draw Attack

    Prerequisites: Dex 15, Bluff 1 rank, Combat Reflexes.

    Benefit: When an opponent makes an attack of opportunity against you, you may immediately make an attack of opportunity against that foe. Using this feat counts against your total number of attacks of opportunity in a round.

    Synergy:

    • If you also have the Improved Feint feat, you can feint so as to intentionally provoke an attack of opportunity from one melee opponent. If your enemy takes advantage of this opportunity, you gain an immediate counterattack as noted above. The target of this feat is permitted an opposed Bluff check (against your feint) to see the feigned opening for what it is.

    • If you have the Distracting Strike feat, you can activate it automatically as part of the attack of opportunity you gain from the use of this feat, even if the normal conditions are not met.

    • If your base attack bonus is +16 or higher and you have the Improved Critical and Killing Stroke feats (q.v.), as a full attack you can allow one target in melee to deliver a coup de grâce against you as if you were helpless (the target must still hit you, is subject to any miss chance it would normally have against you, and may decide to forego the attack in any event). If the target decides to take this opening and hits you, you may immediately attempt a single coup de grâce attack against it as if it were helpless (even if the opponent’s attack simultaneously incapacitates or kills you). Your coup de grâce requires a roll to hit but is not subject to any miss chances, for you are using your target's attack as a guide for your own attack, even if the target is invisible, in total darkness, under the effects of a displacement spell, and so on. You and your target still provoke attacks of opportunity from threatening opponents as normal.

    Source: Collected Book of Experimental Might (Malhavoc Press). It also subsumes the Swordsage’s feigned opening counter from the Tome of Battle, the Broken Wing Gambit and Panther Style feats from Ultimate Combat, the orc Reverse-Feint feat from the Advanced Race Guide, and the Reciprocal Slaying feat from Sean K Reynolds’ web site.

    Power Attack

    Prerequisites: Str 13, base attack bonus +1.

    Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 circumstance bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1½ times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

    When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Power Attack, Furious Focus

    Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

    Prerequisites: Str 13, Power Attack.

    Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

    Source: Advanced Player’s Guide.

    Practiced Fighter

    Prerequisite: At least one fighter talent.

    Benefit: Treat your effective fighter level as 4 higher than is actually the case, to a maximum effective fighter level equal to your total hit dice. This applies to your weapon training class feature, and also when determining the effects of fighter talents such as Armor Training. It does not grant you additional fighter talents or feats, more advanced fighter talents, or any other benefits of the fighter class.

    Special: The effects of feat stack with class synergy features improving your effective fighter level; this a specific exception to the non-stacking rule. Your total limit based on effective character level, as described in Chapter 1, remains in force.

    Press the Advantage

    Benefit: Whenever you take a 5-ft. step in a round, you can also take one additional 5-ft. step as a free action as long as you then end your movement for the round.

    You can instead take a single 5-ft. step into difficult terrain, but cannot then take the second 5-ft. step.

    Source: Tome of Battle.

    Shatter Defenses [Skill]

    Prerequisites: BAB +6, Bluff 6 ranks, Staredown.

    Benefit: You treat any shaken, frightened, or panicked opponent as flat-footed to your attacks.

    If your base attack bonus is +11 or greater and you have at least 11 ranks in Bluff, creatures within your reach who start their turns with the shaken, frightened, or panicked condition provoke attacks of opportunity from you.

    Synergy: If you have the Vital Strike feat, it always applies against flat-footed opponents, even on a full attack.

    Normal: Conditions do not provoke attacks of opportunity; demoralized opponents are merely shaken, not cowering.

    Source: This feat subsumes the Pathfinder RPG feat of the same name, as well as the Avenging Executioner’s “dread blade” prestige class feature from Complete Scoundrel and the Imperious Command feat from Drow of the Underdark.

    Skirmish

    Prerequisite: Dex 13, base attack bonus +6, Dodge.

    Benefit: You can move your full speed and still make a full attack that round. Because this is a full attack, rather than a standard action, abilities that require a single attack as a standard action do not apply (except as described hereafter). With this feat, you can also make a full attack at the end of a charge.

    Synergy: If you also have the Vital Strike feat and fulfill the following conditions, you can apply your Vital Strike damage to iterative attacks while moving (but not other strike feats, nor improvements to Vital Strike damage from the Mountain Hammer talent):

    • You must use your full movement and all your attacks on your turn (without holding or foregoing any movement or attacks);

    • You must move at least 5 ft. between attacks, unless you also have the Spring Attack feat;

    • Movement must be generally in a straight line (with no turn of more than 45 degrees), unless you also have the Spring Attack feat.

    Additional Vital Strike damage applies only against creatures that have not yet acted that round. If you have a speed of at least 40 ft., you also gain a +1 competence bonus to AC per die of Vital Strike damage while performing this maneuver. This extra damage applies to ranged attacks, but only if the target is within point blank range (normally 30 feet, although this can be expanded with the Point-Blank Shot feat).

    Synergy: If you also have the Mounted Combat feat, you can use this feat while mounted, using your mount’s speed rather than yours.

    Source: This feat supersedes the Scout class feature and the Highland Stalker prestige class feature of the same name, from Complete Adventurer. It also subsumes the Flyby Attack, Ride-By Attack, and Shot on the Run feats from the core rules, and the Dire Charge feat from the 3.5 edition System Reference Document (“Epic Feats”).

    Spring Attack

    Prerequisites: Dex 13, Acrobatics 6 ranks, Dodge.

    Benefit: You can freely interspace movement and attacks, as long as any movement taken is in 5-ft. increments, and the total does not exceed half your speed (or your full speed, if you also have the Skirmish feat). Movement can be in any direction you choose, including backwards.

    • If your base attack bonus is +6 or greater, opponents targeted by your attacks cannot make attacks of opportunity against you in response to your movement.

    • If your base attack bonus is at least +11 and you have at least 5 ft. of movement in reserve as a held action, you can use this movement to take a 5-ft. step as an immediate action to remove yourself from a threatened square. Done in response to an attack, this can actually cause the attack to miss, whistling through the space you just vacated.

    Special: When you charge, you can make turns of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature (unless you have the Improved Overrun feat and overrun that creature). You must have line of sight to the opponent at the start of your turn.

    Source: This feat now subsumes the Bounding Assault and Rapid Blitz feats from the Players Handbook II, and also the Focused Charge feat from the 3.5 edition System Reference Document (“Psionic Feats”) and the shifting defense maneuver from the Tome of Battle.

    Staredown [Skill]

    Prerequisites: Base attack bonus +1, Bluff 1 rank.

    Benefit: As a full-round action, you can make a demoralize check (see Bluff skill) against all foes within 30 feet who can see you, without the normal “mass demoralize” penalty.

    As your base attack bonus and number of ranks in Bluff improve, the speed at which you can intimidate nearby opponents also improves, as described below.

    • If your base attack bonus is +6 or higher and you have at least 6 ranks in Bluff, you can demoralize opponents within 30 ft. as a move action.

    • If your base attack bonus is +11 or higher and you have at least 11 ranks in Bluff, you can demoralize opponents within 30 ft. as an attack action (using a later iterative attack applies a penalty to the Bluff check equal to the iterative attack penalty).

    • If your base attack bonus is at least +16 and you have at least 16 ranks in Bluff, you gain the frightful presence ability. When you draw a weapon, charge, or are in a rage, your Staredown automatically affects opponents within 30 ft., without requiring an action on your part.

    Synergy:

    • If you have at least 6 ranks in Bluff and also have the Killing Stroke feat (q.v.), whenever you reduce an enemy to 0 or fewer hit points (whether using Killing Stroke or not), you can also make a Bluff check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you struck are unaffected. This subsumes the Dreadful Carnage feat from the Advanced Player’s Guide, the Mortifying Attack feat from Champions of Ruin, the Gory Finish feat from Ultimate Combat, the Fountain of Blood boost from the Tome of Battle, and the Ghost-Face Killer’s “frightful attack” prestige class feature from Complete Adventurer.

    • Instead of only affecting targets who can see you, you can also affect creatures within a darkness effect you create (you can cast darkness and also use this ability as a single full-round action). This supersedes the Nightmare Weaver feat from Ultimate Combat.

    Normal: Demoralizing multiple opponents applies a -2 penalty per individual to be demoralized. Demoralizing is a standard action (see Bluff skill). Targets of demoralization attempts must be within 30 ft. and able to see you.

    Source: This feat supersedes the Dazzling Display feat from the core rules, and the Kiai Shout and Improved Staredown Samurai class features from Complete Warrior.

    Stone Power

    Prerequisite: Base attack bonus +1.

    Benefit: When you use an attack action or a full attack action, you can take a -1 penalty to your attack rolls, with an additional -1 per 4 points of your base attack bonus. You gain temporary hit points equal to 1d6 x the number that you subtract from your attack rolls. These temporary hit points last until the beginning of your next turn.

    Source: Tome of Battle.

    Unskittering Attack

    Benefit: Your attacks ignore 1 point of deflection bonus to the target’s AC (if any). For every 3 points of your base attack bonus, your attacks ignore an additional point of deflection bonus (maximum +7 deflection at BAB +18).

    Wild Swing

    Prerequisite: Combat Reflexes.

    Benefit: With a full attack action, you can attempt to force all adjacent foes to immediately move back 5 feet. Those who choose not to move (or who cannot move) back provoke attacks of opportunity from you unless they succeed at a Reflex save (DC 10 + ½ your base attack bonus + your Strength modifier).

    Synergy: If you also have the Threat Zone fighter talent, add the increased reach from that talent to the distance your opponents must retreat.

    Source: Collected Book of Experimental Might (Malhavoc Press).

    Combat Feats, Armor/Shield

    As with general combat feats, all feats in this section have the [Combat] descriptor.

    Armor Optimization, Heavy

    You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.

    Prerequisites: Base attack bonus +1, Heavy Armor Proficiency.

    Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1, and by an additional 1 point per +5 points of your base attack bonus thereafter (i.e., 2 at BAB +6, 3 at BAB +11, and 4 at BAB +16).

    • If your base attack bonus is +6 or greater, you also increase the armor bonus by +1.

    • If your base attack bonus is +16 or greater, the armor bonus again improves by an additional +1.

    Special: The effects of this feat overlap with (do not stack with) the effects of the fighter’s Armor Training talents.

    Source: Races of Stone.

    Armor Proficiency, Heavy

    You are skilled at wearing heavy armor.

    Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.

    Benefit: You are proficient with heavy armor.

    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

    You are skilled at wearing light armor.

    Benefit: 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 Armor Proficiency (light) as a bonus feat. They need not select it.

    Armor Proficiency, Medium

    You are skilled at wearing medium armor.

    Prerequisites: Light Armor Proficiency.

    Benefit: You are proficienct with medium armor.

    Normal: See Armor Proficiency, Light.

    Special: Barbarians, bards (skalds only), clerics, druids, fighters, inquisitors, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat (unless they trade it for canny defense; see individual class descriptions).

    Armor Training, Arcane [Arcane, Skill]

    You have learned how to cast spells while wearing armor.

    Prerequisites: Armor Proficiency (Light), Concentration 1 rank.

    Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. If you possess heavier armor proficiency and a sufficiently high base attack bonus and number of ranks in Concentration, greater reductions in spell failure are possible, according to the following table.

    Minimum: Spell Failure Reduction
    Armor Proficiency Skill Ranks
    Light 1 – 5
    Medium 6 – 10
    Heavy 11 – 15
    Heavy & Shields 16+

    Special: This feat does not apply to armor and shields separately. If you wear armor and carry a shield, first total the arcane spell failure chance, then apply the effects of this feat.

    Armored Trap

    You prepare a counterattack against an opponent, timing your strike to connect just as your armor baffles his attack.

    Prerequisites: Heavy armor proficiency.

    Benefit: When wearing armor and using a held attack (see Combat rules) against an opponent striking at you in melee, you gain a circumstance bonus to the attack equal to your armor training bonus (if any) and a circumstance bonus to damage equal to the AC bonus you receive from the armor (maximum +1 per point of your base attack bonus).

    Source: This feat emulates the Armiger’s token ability of the same name, from Iron Heroes (Fiery Dragon Productions).

    Block Arrow

    You can block incoming arrows with your shield.

    Prerequisite: Dex 13, Shield Proficiency.

    Benefit: To use this feat, you must be actively using a shield (not merely an animated shield or a shield spell). When you would normally be hit with a ranged weapon, you can spend an attack of opportunity to deflect it so that you take no damage from it. You must be aware of the attack. Unusually massive ranged weapons, such as boulders hurled by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melf's acid arrow) can't be deflected.

    Synergy: If you also have the Shield Cover feat (q.v.), you can parry ranged touch spells and attacks (such as rays) as if they were weapon attacks.

    Source: Heroes of Battle. This feat also supersedes the Missile Shield and Ray Shield feats from the Advanced Player’s Guide.

    Sacrificial Shield

    Prerequisite: Martial shield proficiency.

    Benefit: When you are struck in combat while using a shield, you can spend an attack of opportunity to apply the damage to your shield. Subtract your shield's hardness and hit points (Chapter 6) from the damage of the attack; you take only the remainder (if any).

    If the shield takes enough damage to destroy it, it's destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances.

    Synergy: If you also have the Shared Shield feat, you can use this ability to protect an adjacent ally.

    Source: This feat emulates the 2nd tier Guardian ability of the same name, from Mythic Adventures.

    Shield Bash, Improved

    You can protect yourself with your shield, even if you use it to attack.

    Prerequisites: Exotic Shield Proficiency, Two-Weapon Fighting.

    Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

    • If your base attack bonus is at least +6, when shield bashing with a magic shield, your shield’s enhancement bonus to AC can also be applied as an enhancement bonus to attacks and damage as well. The maximum enhancement bonus that can be applied in this manner is equal to +1 per 4 points of your base attack bonus.

    • If your base attack bonus is at least +11, your shield bash deals damage as if your shield were one size larger (1d4 for a light shield, 1d6 for a heavy shield; or 1d6 for a light spiked shield, 1d8 for a heavy spiked shield). This does not stack with the bashing shield property.

    • If your base attack bonus is at least +16, your shield bash deals damage as if your shield were two sizes larger (1d6 for a light shield, 1d8 for a heavy shield; or 1d8 for a light spiked shield, 2d6 for a heavy spiked shield). This does not stack with the bashing shield property.

    You can also force your shield into the mouth of a creature to prevent it from using bite attacks or other mouth-based abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition and return to your own squares, though your shield remains in its mouth. The creature may remove the shield by destroying it (or leaving it with the broken condition), forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature.

    While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog’s sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.

    Synergy: If you also have the Improved Bull Rush feat, any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn. This supersedes the Shield Slam feat from the core rules.

    Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn. Magic shields do not apply their enhancement bonus to shield bashes.

    Source: The shield gag trick is from Adventurer’s Armory.

    Shield Cover

    Prerequisite: Martial Shield Proficiency.

    Benefit: When actively using a light, heavy, or tower shield (not a buckler, animated shield, or shield spell), you retain your shield bonus while flat-footed. You also gain a +4 circumstance bonus to AC for purposes of confirming critical hits against you.

    • If your base attack bonus is at least +6, you may apply your shield bonus to Reflex saves.

    • If your base attack bonus is at least +11, you may apply your shield bonus to AC to your touch AC and your CMD.

    Normal: Shield bonuses do not apply to touch AC, nor to CMD or reflex saves. Flat-footed characters do not receive the benefits of a shield.

    Source: This feat subsumes the Shield Ward feat from the Players Handbook II, the Shield Specialization feat from the Advanced Player’s Guide, and the Knight of the Realm’s “knightly defense” prestige class feature, from Relics & Rituals: Excalibur (Sword & Sorcery Studios).

    Shield Focus

    Prerequisites: Martial Shield Proficiency, base attack bonus +1.

    Benefit: Increase the shield bonus to AC granted by any shield you are actively using (not an animated shield or a shield spell) by 1. This protection improves with your base attack bonus, per the following table.

    Base Attack AC Bonus vs. Ranged
    +1 to +5 +1 +1
    +6 to +10 +1 +2
    +11 to +15 +2 +3
    +16 or higher +3 +4

    Special: The effects of this feat overlap with those of the armor training fighter talent; they do not stack.

    Shield Mastery

    Prerequisites: Shield Focus, Martial Shield Proficiency, base attack bonus +1.

    Benefit: Whenever you are actively using a light, heavy, or tower shield (not a buckler, animated shield, or shield spell), you gain DR 1/—. This increases by 1 per 4 points of your base attack bonus (maximum DR 6/— at BAB +20). You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus.

    Special: This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians) with one exception—the effects of this feat overlap with (do not stack with) the damage reduction gained by a fighter with Armor Training who is using a shield.

    Source: Pathfinder Beta Playtest, “New Feats for Playtesting.” It also supersedes the Impact Reduction feat from the Collected Book of Experimental Might (Malhavoc Press).

    Shield Parry

    Prerequisites: Martial Shield Proficiency, Armor Training or Shield Focus, base attack bonus +6.

    Benefit: When actively using a shield (not an animated shield or a shield spell) you can use it to attempt one parry per round (see Combat rules in Chapter 1) as an immediate action against an incoming attack. Penalties for Two-Weapon Fighting apply normally, but bonuses for Armor Training or Shield Focus also apply.

    Synergy: If you also have the Shield Cover feat (q.v.), you can parry ranged touch spells and attacks as if they were weapon attacks. If your base attack bonus is at least +11 and you use a magical shield to successfully parry an incoming ranged touch spell or attack (including a ray), you can redirect the effect at any target within the attack’s remaining range, including the original caster. Use the original spell’s attack roll, save DC, etc.

    If you also have the Blind-Fight feat, you master the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack (if you also have the Improved Shield Bash feat, you can use this trick without losing the AC bonus). Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have, you may simultaneously use this ability against one additional creature with a gaze attack.

    Source: This feat replaces the Improved Shield Specialization and Reflective Shield feats, from the Collected Book of Experimental Might (Malhavoc Press). The mirror shield trick is from the Pathfinder Adventurer’s Armory.

    Shield Proficiency, Martial

    Prerequisite: Base attack bonus +1, Simple Shield Proficiency.

    Benefit: You gain Martial proficiency with all shields (see Equipment).

    Special: Barbarians, clerics, fighters, and paladins automatically have Martial Shield Proficiency as a bonus feat. They need not select it.

    Shield Proficiency, Simple

    You are trained in how to properly use shields.

    Benefit: Simple proficiency with all shields.

    Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all Strength- and Dexterity-related skill checks.

    Special: Bards, druids, incarnates, and rogues automatically have Simple Shield Proficiency as a bonus feat. They need not select it.

    Shield Proficiency, Exotic

    Prerequisites: Simple Shield Proficiency.

    Benefit: Select one shield. You gain Exotic proficiency with that shield (see Equipment).

    Combat Feats, Weapon-and Style-Specific

    The feats presented here are specific to certain weapons and/or combat styles, including dueling (finesse weapons), two-weapon fighting, and unarmed combat. Descriptors such as [Unarmed] and [Ranged] are provided for ease of reference; as with general combat feats, all feats in this section have the [Combat] descriptor, in addition to any others listed.

    Axefighting [Axe, Slashing]

    Prerequisite: Dex 13, base attack bonus +1, Weapon Focus (any axe).

    Benefit: Whenever you drop a foe (i.e., reduce him below 0 hp) with a qualifying axe, you gain a +2 morale bonus to attacks and damage with your weapon for 1 round, plus 1 round per 5 points of your base attack bonus above +1 (e.g., 4 rounds total at BAB +16).

    Source: Collected Book of Experimental Might.

    Backswing [Two-Handed]

    Prerequisites: Str 13, base attack bonus +6, Overhand Chop.

    Benefit: When using the full-attack action with a two-handed melee weapon, add double your Strength bonus to damage, rather than 1½ times your Strength bonus.

    Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon.

    Source: This feat supersedes the variant class feature of the same name from the Advanced Player’s Guide, the Exotic Weapon Master’s “uncanny blow” prestige class feature from Complete Warrior, and the Master Samurai’s “blades of death” prestige class feature from Sword and Fist.

    Bull Rush, Improved [Maneuver]

    “If Igli manages to put on the brakes, I’ll hit him with a low tackle and knock him in. Then we all play water polo.” ―Robert A. Heinlein, Glory Road (1963)

    You are skilled at blocking your foes, pushing them around the battlefield, and running them down.

    Prerequisites: Str 13, Power Attack.

    Benefit: You do not provoke attacks of opportunity when performing the bull rush, check, drag, or reposition maneuvers. In addition, you receive a +2 competence bonus on checks made to bull rush, check, drag, or reposition a foe. This bonus increases by an additional +1 per 4 points of your base attack bonus. You gain a like bonus to your CMD for defending against these maneuvers as well.

    You gain the following improvements as you gain in combat experience:

    • Bull Rush Strike (Strike): If your base attack bonus is +6 or higher, you can make a single melee attack as a standard action; if it hits, you also gain a free bull rush attempt against that opponent. At the end of this movement, the target also falls prone if a second combat (forcing) maneuver check on your part beats his CMD. You can use this maneuver as part of a full attack, but doing so causes you to take a -5 penalty to attack rolls and CMB that round. This supersedes the Bull Rush Strike and Pushing Assault feats from the Advanced Player’s Guide. Combining the bull rush strike with Greater Overrun (see below) allows the duplication of the Driving Attack feat, from the Players Handbook II.

    • Greater Bull Rush: If your base attack bonus is +11 or higher, whenever you bull rush or reposition an opponent in place of an attack (rather than in addition to an attack), the target’s movement provokes attacks of opportunity from all of your allies (but not you). This subsumes the Greater Bull Rush feat from the core rules.

    • Knock Back: If your base attack bonus is +16 or higher, whenever you deal weapon damage (in hit points) greater than a melee opponent’s CMD in a single blow in melee (not including energy or spell damage), you immediately gain a special bull rush attack against that opponent as a free action. If successful, the opponent is pushed back 10 feet; you do not move with him unless you choose to take a 5-ft. step into the space he was formerly in. Knocking a target back into a solid surface (such as a wall) inflicts 2d6 points of bludgeoning damage on the target, plus 1½ times your Strength modifier. This subsumes the Knock Back feat in Races of Stone and in the Collected Book of Experimental Might (Malhavoc Press).

    Synergy: You can combine forcing maneuvers with other feats in a variety of ways:

    • If you have medium or heavy armor proficiency, respectively, you gain a +1 armor bonus to overrun attempts when wearing medium armor, or a +2 armor bonus to overrun attempts when wearing heavy armor.

    • If you have Exotic shield proficiency, you gain a +1 shield bonus to overrun attempts when using a light shield, +2 with a heavy shield, and +3 with a tower shield.

    • If your base attack bonus is +11 or higher and you have the Improved Trip feat, you can attempt to overbear an opponent by making a trip attempt as a free action at the end of a bull rush.

    • If your base attack bonus is +11 or higher and you have the Improved Weapon Maneuvers feat, on a successful bull rush you slam into an opponent hard enough to make him drop whatever he’s holding (in practice, you can make a disarm check as a free action as the initial part of a bull rush attempt).

    Normal: You provoke an attack of opportunity when performing a combat maneuver. Creatures moved by combat maneuvers do not provoke attacks of opportunity.

    Catch Off-Guard

    “I’ll carry my weapons right through the check-point.”

    “Oh, yes, I’d forgotten about that for a moment. Naked/kill and all that. Stab a man with a drinking straw. What a nuisance that’s been...”

    ―Trevanian, Shibumi (1979)

    Prerequisite: Base attack bonus +1.

    Benefit: You do not suffer any penalties for using improvised ranged or melee weapons. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon. You also receive a +1 competence bonus on attack rolls made with thrown splash weapons.

    • If your base attack bonus is +6 or above and you have Exotic proficiency in unarmed attacks, increase the amount of damage you deal with improvised weapons by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed).

    • If your base attack bonus is at least +11, your critical threat range with improved weapons is 19–20.

    • If your base attack bonus is at least +16, when you confirm a critical hit with an improvised weapon, you can choose to increase the critical multiplier to x3, but the weapon itself also takes full critical damage from the attack (subject to hardness), and is therefore likely to be destroyed.

    Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

    Source: This feat also subsumes the Throw Anything and Improvised Weapon Mastery feats, and the “always armed” 1st tier Champion ability from Mythic Adventures.

    Cloaked Duelist [Finesse, Maneuver]

    You use the very cloak on your back against an enemy, befuddling their attacks.

    Prerequisites: Combat Expertise, Improved Weapon Maneuvers, Weapon Finesse.

    Benefit: When fighting with a cloak on and at least one hand empty, you may as a free action sweep your cloak into your hand to aid you in a fight. You may perform Bind maneuvers with your cloak.

    • If your base attack bonus is at least +6, you can parry with your cloak as well. If you fight defensively the cloak grants you a 20% miss chance from partial concealment, as if by a blur spell (this miss chance does not stack with other concealment-based miss chances, as from the Wind Stance feat).

    • If your base attack bonus is at least +11, when you use total defense in fighting defensively, your cloak grants you a 50% miss chance from concealment (as if by a displacement spell).

    • If your base attack bonus is at least +16, the miss chance is 50% when fighting defensively, and you are treated as if invisible when using full defense.

    Synergy: If you also have the Two-Weapon Fighting feat, treat your cloak as a light weapon for purposes of making off-hand binds or parries with it.

    Source: Art of the Duel (Sinister Adventures LLC).

    Clustered Shots [Ranged]

    You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.

    Prerequisites: Precise Shot, base attack bonus +6.

    Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

    Massive damage applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).

    Source: Ultimate Combat.

    Critical, Deadly [Critical]

    Prerequisites: Base attack bonus +11, Critical Focus, Improved Critical.

    Benefit: Whenever you score a critical hit with a weapon for which you have the Improved Critical feat, the critical damage multiplier increases by 1.

    Note: This feat supersedes the Weapon Master’s variant class feature of the same name from the Advanced Player’s Guide, and also the Master Thrower prestige class’s “Deadeye Shot” thrown weapon trick from Complete Warrior.

    Critical, Improved [Critical]

    Prerequisites: Base attack bonus +8.

    Benefit: Choose one type of weapon. When using a weapon of that type with which you have at least Martial proficiency, your threat range is doubled. If you have only Simple proficiency, your threat range is expanded by 1.

    You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

    Synergy: If you are a fighter, the effects of this feat apply to an entire weapon group (Chapter 6), not just a specific type of weapon.

    Special: At 8th level or above, a wizard specializing in evocation spells (an Evoker) can select Improved Critical and designate “spells” as the weapon group; the effects apply to all of his or her spells and spell-like abilities that require attack rolls and deal damage.

    Special:This feat also grants the Critical Focus Feat (Effectivly Mergeing the two).

    Crushing Blow [Bludgeoning]

    Your bludgeoning attacks are powerful enough to damage even heavily armored foes.

    Prerequisites: Weapon Focus and Weapon Specialization with a bludgeoning weapon, base attack bonus +1.

    Benefit: If you miss with a bludgeoning weapon by a margin less than your opponent’s armor and/or shield bonus (if any), you batter the foe for half normal damage.

    • If your base attack bonus is +6 or higher, you also ignore up to 4 points of armor bonus.

    • If your base attack bonus is +11 or higher, you ignore up to 8 points of your opponent’s armor bonus. Also, when you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +2 circumstance bonus on attack rolls until the end of your current turn.

    • If your base attack bonus is +16 or higher, you ignore up to 12 points of your opponent’s armor bonus.

    Source: Players Handbook II. This feat also subsumes the Foe Hammer expanded mastery (4) effect, from Iron Heroes (Fiery Dragon Productions) and the Macefighter feat from the Collected Book of Experimental Might (Malhavoc Press).

    Deadly Aim [Ranged]

    You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.

    Prerequisites: Wis 13, base attack bonus +1.

    Benefit: You can choose to take a –1 feat penalty to ranged attacks, but gain a circumstance bonus on damage. For every 4 points of your base attack bonus, increase the attack penalty by 1 (maximum –6/+6 at BAB +20). The bonus to damage is dependent on the type of ranged weapon you are using: for thrown weapons, the damage bonus is equal to the magnitude of the attack penalty; for projectile weapons such as bows or slings, you gain a +2 damage bonus per –1 to attacks; with crossbows and modern personal firearms, you gain a +3 damage bonus per –1 to attacks.

    Special: Rays count as projectile weapons for purposes of this feat; orbs and other “thrown” ranged touch attacks count as thrown weapons.

    Defensive Weapon Training

    You know how to defend yourself against a certain class of weaponry.

    Prerequisites: Base attack bonus +1.

    Benefit: Choose a weapon group (Chapter 6). When an opponent attacks you using a weapon from that group, you gain a competence bonus to AC and CMB equal to +1, with an additional +1 per 4 points of your base attack bonus.

    Synergy: If you have the Opportune Strike class feature, the effects of that ability apply to this feat.

    Special: You can select this feat more than once. Its

    effects do not stack. Each time you select this feat, it applies to a different weapon group.

    Source: This feat emulates the Knife Master’s “blade sense” variant class feature, from Ultimate Combat.

    Deflect Arrows [Finesse, Unarmed]

    You can knock arrows and other projectiles off course, preventing them from hitting you.

    Prerequisites: Dex 13, base attack bonus +1; Exotic Weapon Proficiency (unarmed attacks), Weapon Finesse, or Weapon Focus.

    Benefit: Depending on how you qualified for this feat, using it requires one of the following conditions: Exotic Proficiency (unarmed attacks)—one hand free (holding nothing); Weapon Finesse—holding manufactured finesse weapon; Weapon Focus—wielding appropriate weapon.

    Whenever you would normally be hit with a ranged weapon, you can spend an attack of opportunity to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects can’t be deflected.

    • If your base attack bonus is +6 or higher, you have at least 1 rank in Sleight of Hand, and have one hand free, instead of simply deflecting a thrown weapon, you can catch it and immediately throw it back. This requires a Sleight of Hand check (DC = the results of the missile’s attack roll) and uses an additional attack of opportunity.

    • If your base attack bonus is +11 or higher, you can deflect ranged spell attacks and spell-like abilities as if they were arrows, provided the attack in question specifically targets you and requires an attack roll. You cannot “catch” magical attacks and return them, however.

    • If your base attack bonus is +16 or higher, you can deflect even boulders and siege missiles. You cannot throw these missiles back unless your Strength allows it and you normally have the ability to throw such large missiles.

    Source: This feat subsumes the feat of the same name from the core rules, and also the Armed Deflection and Exceptional Deflection feats from the 3.5 edition System Reference Document, “Epic Feats” (this feat subsumes both the Armed Deflection and Exceptional Deflection feats). It also supersedes the duelist’s “Deflect Arrows” prestige class feature.

    Deft Blow [Finesse]

    Prerequisite: BAB +1, Weapon Finesse.

    Benefit: When using a slashing or piercing weapon in one hand to which Weapon Finesse applies (or a claw attack or crossbow), attacks with that weapon ignore up to 5 points of your opponent’s armor bonus to AC (if any). For every 4 points of your base attack bonus, increase the amount of armor bonus you can ignore by 1 (maximum 10 points at BAB +20).

    Special: Unlike the Unstoppable Strike feat (q.v.), which resolves a melee attack as a touch attack, this feat can be used in conjunction with a full attack.

    Synergy: The rogue’s Opportune Strike class feature applies to this feat.

    Source: This feat supersedes the Deft Strike feat from Complete Adventurer. It subsumes the Free Hand Fighter’s “timely tip” variant class feature, from the Advanced Player’s Guide, being both more flexible (applying to armor and shield) and more efficient (not requiring a move action).

    Far Shot [Ranged]

    You are more accurate at longer ranges.

    Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

    • Windage Shot (Strike): If your base attack is +6 or higher, you can make a single ranged attack as a full round action that increases all range increments by half (for example, a bow with a normal range increment of 100 ft. would have a range increment of 150 ft.).

    • At a base attack of +11, you can modify a ranged weapon and use in such a way that its range increments are increased by 50% even when you use it to make iterative attack. If you make a windage shot, the weapon’s range increments are doubled instead (this supersedes the Archer’s “legendary shot” class feature from Iron Heroes).

    • At a base attack of +16, your range increments are always doubled. You also gain the Horizon Shot (Strike) ability: as a full-round action, you can make a single ranged attack, the range of which is limited only by how far you can see (regardless of the normal range of the weapon).

    Synergy: If you also have Weapon Focus (splash weapons) or the Grenadier rogue talent, when you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. For every 4 points of your base attack bonus, add an additional square to the splash area and an additional +/-1 to the miss direction.

    Normal: You suffer a –2 penalty per full range increment between you and your target.

    Source: This feat subsumes the Splash Weapon Mastery feat from Adventurer's Armory, and the Distance Thrower feat from Ultimate Combat.

    Flanking Shot [Ranged]

    Prerequisites: Base attack bonus +1, Precise Shot, Point-Blank Shot.

    Benefit: Whenever two of your allies are in melee with an enemy and at least one ally is providing an Aid Another bonus to the other’s attacks (i.e., is flanking it; see Chapter 1), you automatically gain a like circumstance bonus to ranged attacks made from within your point-blank range against that enemy.

    In addition, when armed with a loaded ranged weapon, you can spend immediate actions to aid allies in combat (Aid Another) as long as they are within your point-blank range; they need not be within your reach.

    • If your base attack bonus is +6 or higher, you can also receive Aid Another circumstance bonuses from allies to your ranged attack rolls against any targets, as long as the aiding allies are within your point-blank range.

    • If your base attack bonus is +11 or higher, you can use these abilities at any range.

    • If your base attack bonus is +16 or higher, you automatically gain a circumstance bonus to ranged attacks, as if by Aid Another, equal to twice the number of allies threatening the target (even if they are not spending immediate actions to aid one another or you).

    Normal: You can flank only in melee.

    Source: This feat was inspired by the Distant Advantage feat, from the 4th edition Players Handbook II. It also subsumes the Enfilading Fire feat from Ultimate Combat.

    Flay Foe [Slashing]

    Prerequisites: Str 13, base attack bonus +6, Martial proficiency with slashing melee weapon (or proficiency with natural claw attack).

    Benefit: If you hit the same enemy more than once in a single round with slashing melee attacks, you deal an extra +1d6 damage (cumulative) for each previous successful slashing attack you made against that opponent that round with that weapon.

    Synergy: Applying this feat in conjunction with the Two-Weapon Strike and Vital Strike feats emulates the girallon windmill flesh rip maneuver, from the Tome of Battle. (A 16th level fighter hitting with all eight attacks would deal an additional 18d6 + 1½ Str bonus damage: 6d6 for the Vital Strike rend damage + 6d6 flaying for each weapon).

    Source: Champions of Ruin. This feat also supersedes the Hammer the Gap feat from Ultimate Combat.

    Grapple, Improved [Maneuver]

    Prerequisites: Dex 13, Martial Weapon Proficiency (unarmed attacks) or proficiency with natural attacks.

    Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 competence bonus on checks made to grapple a foe. This bonus increases by an additional +1 per 4 points of your base attack bonus. You gain a like bonus to the DC of attempts to grapple or pin you as well.

    • Grappling Strike: If your base attack bonus is +6 or higher, you gain the effects of the Maneuvering Strike feat (q.v.), but this applies only to grappling maneuvers made in conjunction with unarmed attacks.

    • Maintain Grapple: Also at BAB +6, once you have grappled a creature, you can maintain the grapple as a move action. You suffer no penalty on attack rolls and can make attacks of opportunity while grappling, and you retain your Dexterity bonus to AC when pinning an opponent or when grappled. As a full attack you can make iterative grapple checks to move, pin, and/or damage a grappled opponent, as if you were making iterative attacks.

    • Grab: If your base attack bonus is +11 or higher, on a successful unarmed attack, you can choose to forego any additional attacks that round and instead immediately attempt a grapple as a free action.

    • Inescapable Grasp: If your base attack bonus is +16 or higher, creatures you attempt to grapple or are grappling gain no benefit from freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. Your grapple also causes a dimensional anchor effect on the grappled opponent (caster level equal to your base attack bonus), and you can grapple even incorporeal beings, as if you had the ghost touch special ability. This supersedes the Tetori monk’s class feature of the same name.

    Synergy: If your base attack bonus is +6 or higher, you can apply the effects of any Strike feat (q.v.) you possess when maintaining a damaging grapple or pin as a standard action (rather than attempting iterative damaging attempts using the maintain grapple function). Applying the Vital Strike feat with this effect allows you to add 1½ times your Strength bonus to the Vital Strike damage, as per the corresponding synergy effect using the Two-Weapon Strike feat; this supersedes the Constrict ability from the core rules.

    If you have a number of ranks in Escape Artist greater than or equal to a grappling opponent’s base attack bonus, attempts to grapple you automatically provoke attacks of opportunity from you, even if this is not normally the case due to feats or special abilities. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as grab. If the enemy has such an ability, you may add the damage you deal as a circumstance bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity when you would be denied one for being surprised, helpless, or in a similar situation. If your base attack bonus is +6 or greater, you can make this attack of opportunity level even if the attacker has concealment or total concealment; at BAB +11, even if you are flat-footed, and at BAB +16, even if your attacker has exceptional reach. This supersedes the Close-Quarters Fighting feat from Complete Warrior, and also the Tetori Monk’s “counter-grapple” ability, from Ultimate Combat. If the attack of opportunity is used for a trip attempt, this function also supersedes the Under and Over feat from the Advanced Player’s Guide, and the Felling Escape feat from Ultimate Combat.

    Normal: You provoke an attack of opportunity when attempting a grapple. Maintaining a grapple, or grappling to move, pin, or damage an opponent, is a standard action.

    Hammer Fist [Unarmed]

    Prerequisites: Str 13+, Martial Weapon Proficiency (unarmed).

    Benefit: You add one and a half times your Strength bonus to damage when you hit with an unarmed attack. This extra damage does not apply if you are using Two-Weapon Fighting, or if you are holding anything in either hand. You must use both hands to make the unarmed attack.

    Synergy: When using the Power Attack feat in conjunction with Hammer Fist, you gain the damage bonus from Power Attack as if wielding a two-handed weapon.

    Source: Races of Faerun.

    Impaling Attack [Maneuver, Piercing]

    You can catch your opponents on your weapon and hold them in place.

    Prerequisites: Str 13, base attack bonus +6, Improved Grapple.

    Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.

    • If your base attack bonus is +11 or higher, while your opponent is impaled in this way, each time he starts his turn, it automatically takes normal damage from the weapon. As an immediate action, you can pull your weapon out of your opponent. Your opponent can also spend a move action to attempt a counter grapple check to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled.

    • If your base attack bonus is +16 or higher, you can let go of your weapon, and the impaled opponent still must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved. When the weapon comes out, instead of dealing the damage normal, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn.

    Synergy: If you also have the Slowing Strike feat, the reduction in movement from that feat applies whenever an opponent is impaled (even if you are not still holding the weapon, if your BAB is +11 or higher; the victim is immobile while you hold the weapon, is slowed to 5 ft. once you let go, and moves at half speed once the weapon is removed). If you have the Bleeding Strike feat, it automatically activates when the weapon is pulled out of the impaled foe.

    Normal: You can only attack unarmed, or with a natural weapon or light weapon, against opponents you are grappling.

    Source: This feat subsumes the Hamatula Attack and Hamatula Grasp feats from Cheliax: Empire of Devils, and the Impaling Critical and (with synergy) Improved Impaling Critical feats from Ultimate Combat.

    Manyshot [Ranged]

    Prerequisites: Wis 13, Sleight of Hand 1 rank.

    Benefit: When making a full attack action with a ranged weapon, you can attack one additional time that round with no additional reload time, if applicable. All of your attack rolls take a –2 penalty when using this function.

    • If your base attack bonus is +6 or higher and you have at least 6 ranks in Sleight of Hand, you can use this feat in conjunction with a standard action, making two attacks against a single opponent instead of one, each attack with a –2 penalty. Precision-based damage or [Strike] effects, if applicable, apply only once.

    • If your base attack bonus is +11 or higher and you have at least 11 ranks in Sleight of Hand, you can make the extra attack against a different target instead of both of them targeting the same opponent. Precision-based damage applies to each attack.

    • If your base attack bonus is at least +16 and you have at least 16 ranks in Sleight of Hand, in lieu of your regular attacks, you can make a single ranged attack at each and every target within range, to a maximum number of targets equal to half your base attack bonus (normal reload times obviously do not apply in this case). Each attack uses your primary attack bonus, and each enemy may only be targeted by a single attack.

    Source: This feat now subsumes the Rapid Shot and Manyshot feats from the core rules, and also the Greater Manyshot and Storm of Throws feats from the 3.5 edition System Reference Document (“Epic Feats”). It also subsumes the Arcane Archer’s “hail of arrows” prestige class feature, and the Swarm of Arrows epic feat from the 3.5 edition System Reference Document. Finally, it subsumes the Fighter-Archer’s “volley” variant class feature from the Advanced Player’s Guide.

    Medusa’s Wrath [Unarmed]

    You can take advantage of your opponent’s condition, delivering multiple blows.

    Prerequisites: Martial Weapon Proficiency (unarmed attacks), Staggering Strike, base attack bonus +11.

    Benefit: When making a full unarmed attack against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe, you can make two additional unarmed attacks at your highest base attack bonus.

    Overrun, Improved [Maneuver]

    You are skilled at ramming past opponents and running them down.

    Prerequisites: Str 13, Power Attack.

    Benefit: You do not provoke attacks of opportunity when performing an overrun maneuver. In addition, you receive a +2 competence bonus on checks made to overrun a foe. This bonus increases by an additional +1 per 4 points of your base attack bonus. You gain a like bonus to your CMD for defending against overruns, against the Counter Charge maneuver (see Chapter 1), and as a competence bonus to saving throws against trample attacks.

    You gain the following improvements as your skill at combat improves:

    • Improved Overrun: If your base attack bonus is +6 or higher, you can overrun as an attack action, rather than as a standard action (you can make iterative overrun attempts in this manner even if you do not normally receive iterative attacks, as in the case of creatures using natural weapons). If you fail to overrun an opponent, the target can’t knock you prone; your movement merely stops in the last legal space you occupy. This subsumes the boulder roll maneuver from the Tome of Battle, and also the Phalanx Fighter’s “stand firm” variant class feature from the Advanced Player’s Guide.

    • Greater Overrun: If your base attack bonus is +11 or higher, whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun. This subsumes the Greater Overrun feat from the core rules.

    • Charge Through: If your base attack bonus is +16 or higher, you can charge through allies’ spaces without impediment. When making a charge, you can attempt to overrun creatures in the straight-line path of the charge as free actions. If you successfully overrun a creature in the way, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature. This supersedes the feat of the same name from the Advanced Player’s Guide and the Juggernaut Charge feat from the Collected Book of Experimental Might (Malhavoc Press).

    Synergy: You can combine charging and overrunning with other feats in a variety of ways:

    • If you have medium or heavy armor proficiency, respectively, you gain a +1 armor bonus to overrun attempts when wearing medium armor, or a +2 armor bonus to overrun attempts when wearing heavy armor.

    • If you have Exotic shield proficiency, you gain a +1 shield bonus to overrun attempts when using a light shield, +2 with a heavy shield, and +3 with a tower shield.

    • If you have the Skirmish and Vital Strike feats, you can use them to deal Vital Strike damage to creatures you successfully overrun, in addition to the creature attacked at the end of the charge (see Skirmish, q.v.).

    • If your base attack bonus is +11 or higher and you have the Improved Weapon Maneuvers feat, on a successful overrun you slam into an opponent hard enough to make him drop whatever he’s holding (in practice, you can make a disarm check as a free action as the initial part of a bull rush or overrun attempt).

    Normal: You provoke an attack of opportunity when performing a combat maneuver. Creatures moved by combat maneuvers do not provoke attacks of opportunity. Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

    Parry, Open-Handed [Unarmed]

    Prerequisites: Base attack bonus +6, Combat Expertise, Dodge feat or agile dodge class feature, Exotic Weapon Proficiency (unarmed attacks).

    Benefit: Once per round when you have at least one hand free and are either fighting defensively or using the total defense action, you can attempt to parry (see Chapter 1) one melee weapon attack that would normally hit you. This costs an attack of opportunity. You must be aware of the attack and not flat-footed. An attack so deflected deals no damage to you.

    Synergy: If you also have the Combat Reflexes feat, you can make an immediate counterattack (an additional attack of opportunity) against any opponent whose attack you parry in this manner.

    Source: This feat supersedes the Crane Wing and Crane Riposte feats, from Ultimate Combat.

    Phalanx Fighter [Polearm]

    Prerequisite: Weapon Focus (polearm or spear); Martial shield proficiency.

    Benefit: You can use any qualifying polearm or spear of your size as a one-handed weapon when using a qualifying shield with your other arm.

    Source: This feat supersedes the “phalanx fighter” variant class feature, from the Advanced Player’s Guide.

    Point-Blank Shot [Ranged]

    You are especially accurate when making ranged attacks against close targets.

    Prerequisite: Base attack bonus +1.

    Benefit: You get a +1 circumstance bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. The range and bonuses increase according to your base attack bonus, per the following table:

    Base Attack Bonus Point-Blank Range Bonus to Atks, Damage
    +1 to +5 30 ft. +1
    +6 to +10 60 ft. +2
    +11 to +15 90 ft. +3
    +16 and up 120 ft. +4

    Readied Shot: If you use a held or readied action to fire a ranged weapon at point-blank range at any foe who charges you, each +1 damage bonus from this feat is +1d6 instead (maximum +4d6 at BAB +16). Creatures immune to extra damage from critical hits are immune to this effect.

    Synergy:

    • The range at which you can make sneak attacks or skirmish attacks is equal your point-blank range.

    • When using the Improved Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon. This supersedes the Sword and Pistol feat from Ultimate Combat.

    Source: This feat incorporates the Hyborian Ranger class feature of the same name, from Hyboria.Xoth.net, and has also been combined with the Ready Shot feat, from Heroes of Battle. It supersedes the Sniper’s “deadly range” variant class feature, from the Advanced Player’s Guide.

    Power Throw [Ranged]

    Prerequisites: Strength 13+.

    Benefit: You can apply your Strength bonus, rather than your Dexterity bonus, to thrown weapon attacks. For any attacks made this way, you can apply the Power Attack feat. You can also combine a charge with a hurled weapon attack, moving towards the target and taking a -2 penalty to AC in exchange for a +2 bonus to attack.

    Whenever you use two hands to throw a one-handed or two-handed weapon (not a light weapon), you gain a bonus on damage rolls equal to 1½ times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you.

    • If your base attack bonus is at least +6 and your Dexterity is 13 or greater, you can also apply half your Dexterity bonus (in addition to your Strength bonus) to damage rolls with weapons thrown with one hand.

    • If your base attack bonus is +11 or higher, you can apply your full Dexterity bonus (if any), as well as your Strength bonus, to damage with weapons thrown with one hand.

    • If your base attack bonus is +16 or higher, you can apply both your Strength bonus and your Dexterity bonus (if any) to attacks with weapons thrown with one hand.

    Special: You cannot use the Deadly Aim feat in conjunction with this feat.

    Normal: Thrown weapon attacks use your Dexterity modifier. Power Attack can be applied only to attacks with melee weapons. You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.

    Source: This feat subsumes both the Brutal Throw feat and the Power Throw feat from Complete Adventurer, and the Charging Hurler and Two-Handed Thrower feats from Ultimate Combat. It also supersedes the Hulking Hurler’s ranged power attack prestige class feature from Complete Warrior, and the Hurling Charge feat from the Miniatures Handbook.

    Precise Shot [Ranged]

    You are adept at firing ranged attacks into melee.

    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    • If your base attack bonus is +6 or higher, when you shoot or throw ranged weapons at a grappling or pinned opponent, you run no risk of hitting the wrong target.

    • If your base attack bonus is +11 or higher, your ranged attacks also ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. If you miss due to total concealment, you can immediately reroll once to see if you actually hit. You gain no more than one reroll per attempt.

    • At a base attack bonus of +16, as a full-round action you can take a single shot against an opponent with full cover, by ricocheting the shot.

    Normal: Firing into a melee has a –4 circumstance penalty; if you miss your intended target by a margin of 4 or less on the roll, the shot targets an adjacent creature instead.

    Synergy:

    • If you have at least 11 ranks in Stealth as a class skill, opponents struck by your ranged attacks (and observers) do not automatically know what square your attack came from, and must attempt to find you normally.

    • If you have the sneak attack ability, you can make ranged sneak attacks against targets with partial concealment if you have this feat and your base attack bonus (including the benefit from your Opportune Strike ability, if applicable) is at least +6. You can make ranged sneak attacks against targets with total concealment if your effective BAB is +11 or higher.

    Source: The advanced usages of this feat supersede the Improved Precise Shot feat and the Archer’s legendary shot class feature from Iron Heroes (Fiery Dragon Productions), and the Elven Accuracy feat from the Advanced Player’s Guide.

    Pulverize Foe [Bludgeoning]

    You enjoy smashing your opponents into submission.

    Prerequisite: Str 15, base attack bonus +6, Martial proficiency with bludgeoning melee weapon (or proficiency with natural slam attack).

    Benefit: If you hit the same enemy more than once in a single round with bludgeoning melee attacks, you deal an extra 1d6 points of bludgeoning damage for each previous successful bludgeoning attack you made against that opponent that round.

    Source: Champions of Ruin. This feat also supersedes the Hammer the Gap and Twin Thunders feats from Ultimate Combat.

    Ranged Maneuvers [Maneuver, Ranged]

    Prerequisites: Exotic Proficiency and Weapon Focus in the appropriate ranged weapon; Improved Combat Maneuvers (any) and/or Cleave.

    Benefit: You can perform combat maneuvers with qualifying ranged weapons, and can also apply the Cleave feat to ranged attacks. You must have the Improved Combat Maneuvers or other feat to be applied, and must meet all of its prerequisites.

    Source: This feat supersedes Ranged Mastery feat from the Collected Book of Experimental Might (Malhavoc Press) and also the “meteor shot” and “trick shot” variant class features, from the Advanced Player’s Guide. The ranged feint function replaces the Master Thrower’s “sneaky shot” prestige class thrown weapon trick from Complete Warrior, and also can simulate the Archer’s “unerring shot” token ability, from Iron Heroes (Fiery Dragon Productions).

    Ranged Threat [Ranged]

    Prerequisites: Point-Blank Shot.

    Benefit: When armed with a ranged weapon that is ready for use, you threaten every square within 5 ft., plus 5 ft. per 4 points of your base attack bonus. If a target in this area takes an action that provokes an attack of opportunity, you may make a ranged attack of opportunity at your highest bonus. You do not provoke attacks of opportunity when making a ranged attack of opportunity.

    • If your base attack bonus is +6 or higher, you can make a covering shot as a standard action. Covering Shot (Strike): When you miss with a ranged attack made as a standard action, you can pin down the target of that missed attack as a free action. The pinned-down target is treated as if it were entangled for 1 round. This supersedes the Gunslinger’s “covering shot” deed from Ultimate Combat.

    • If your base attack bonus is +11 or greater, you can choose for the target of your covering shot to be flat-footed for 1 round, rather than entangled. You cannot choose to purposely miss a target to gain this effect. This supersedes the Gunslinger’s “startling shot” deed from Ultimate Combat.

    • If your base attack bonus is +16 or higher, you do not provoke attacks of opportunity when using a ranged weapon from a threatened square. This supersedes the Combat Archery feat from the 3.5 edition System Reference Document, “Epic Feats.”

    Synergy:

    • If you also have the Combat Reflexes feat, you can choose to forego threatening nearby squares and instead lay down threatening fire. As a standard action, designate a straight line of squares to which you have a clear line of fire. All of the squares must lie within the same range increment of you. Opponents moving through those squares provoke ranged attacks of opportunity from you; this effect ends when you move. This supersedes the Suppressive Fire feat from Swashbuckling Adventures (Alderac Entertainment Group).

    • If you have the Manyshot feat, when making a full-attack action with a ranged weapon, you may choose to make a melee attack against an adjacent opponent with a drawn arrow or bolt (or with the butt of the weapon itself) rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire the weapon normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Manyshot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity. This subsumes the Stabbing Shot feat from the Advanced Player’s Guide.

    Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon. Ranged attacks provoke attacks of opportunity from threatening opponents.

    Source: Dragon magazine, issue 350 and also Advanced Feats: Secrets of the Alchemist (Open Design LLC). This feat also supersedes the Order of the Bow Initiate “close combat shot” prestige class feature, the Exotic Weapon Master’s “close quarters ranged shot” and the Master Thrower’s “defensive toss” stunts, from Complete Warrior; the Close-Quarter Fire feat from the Collected Book of Experimental Might (Malhavoc Press); the Close-Quarters Thrower feat and the Snap Shot feat chain from Ultimate Combat; and the Point Blank Master feat, the Archer’s and Crossbowman’s “safe shot” variant class feature, and the Zen Archer’s “reflexive shot” variant class feature, from the Advanced Player’s Guide.

    Reflexive Shot [Ranged]

    You are so practiced with ranged weapons that you fire them from pure reflex and “muscle memory” as much as from careful aim.

    Benefit: When using a projectile weapon, you may use your Dexterity modifier instead of your Wisdom modifier on attack rolls.

    • If your base attack bonus is +6 or greater, you can apply half your Dexterity modifier on damage rolls. When using a crossbow or firearm, you can instead apply your full Dexterity bonus to damage.

    • If your base attack bonus is +11 or higher, you can apply your full Dexterity modifier as a bonus to damage with ranged weapons. When using a crossbow or firearm, you can apply your full Dexterity bonus and your Wisdom bonus (if any) to damage.

    • If your base attack bonus is +16 or higher, you can apply both your Wisdom bonus (if any) and your Dexterity modifier to attacks with ranged weapons.

    Source: This feat supersedes the Crossbowman’s Deadshot chain of variant class features, from the Advanced Player’s Guide, and also the Gunslinger’s gun training class feature, from Ultimate Combat.

    Scything Blow [Two-Handed]

    Prerequisite: Str 13, base attack bonus +1, Cleave, Power Attack.

    Benefit: When using a slashing or piercing weapon in both hands (or a primary bite or gore attack), your melee attacks ignore up to 5 points of your opponent’s armor and/or shield bonus. For every 4 points of your base attack bonus, increase the amount of armor/shield bonus you can ignore by 1 (maximum 10 points at BAB +20).

    Source: This feat is similar to the Deft Strike feat (q.v.) from Complete Adventurer, but applies to two-handed weapons.

    Shared Precision [Ranged]

    Your skill at archery inspires your allies to follow your mark.

    Prerequisites: Base attack bonus +6, Deadly Aim, Precise Shot.

    Benefit: When you hit a creature with a ranged attack, allies within 10 feet of you gain the benefit of the Precise Shot feat against that target until the start of your next turn. Your allies must remain within 10 feet of you, and must be able both to see and hear you to gain this benefit.

    • If your base attack bonus is +11 or higher, you and any allies within 10 feet no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take action still provide cover, as do flat-footed allies. You and your allies must be able to see or hear each other to use this ability.

    • If your base attack bonus is +16 or higher, allies within 10 feet of you also gain the effects of the Deadly Aim feat against the designated target, even if they lack the prerequisites.

    Source: This feat supersedes the Divine Hunter’s shared precision, aura of care, and hunter’s blessing variant class features, from Ultimate Combat.

    Steady Aim [Ranged]

    You are skilled at making ranged attacks while in motion.

    Prerequisites: Base attack bonus +1.

    Benefit: The penalties you take in conditions involving movement (such as while mounted or on the pitching deck of a ship) are halved: -2 if on a mount taking a double move or ship’s deck in choppy seas, -4 on a running mount or on a ship’s deck in high waves.

    • If your base attack bonus is +6 or higher, you reduce the penalties by half again (to a total of -1 or -2, depending on conditions).

    • If your base attack bonus is +11 or higher, you take no penalties for making ranged attacks in unstable movement conditions (including earthquakes).

    Normal: You take a –4 penalty when making ranged attacks on a mount making a double move or on choppy seas, and –8 when the mount is running or in heavy seas.

    Source: This feat subsumes the Improved Mounted Archery feat, from Complete Warrior.

    Shorten Grip [Polearm]

    Prerequisites: Base attack bonus +6, Martial Weapon Proficiency (any polearm).

    Benefit: When wielding a polearm with which you have at least Martial proficiency and that has reach, you may treat the weapon as if it did not have reach. The weapon is unwieldy in this fashion and you take a –2 circumstance penalty on attack rolls when attacking an enemy you normally could not.

    Normal: Reach weapons cannot be used against adjacent foes.

    Source: Dragon magazine, issue 331. This feat also supersedes the Short Haft feat from the Player’s Handbook II.

    Skewer Foe [Piercing]

    A ruthless combatant, you like to impale enemies on spears and similar piercing weapons.

    Prerequisites: Str 15, base attack bonus +6, Martial proficiency with piercing melee weapon (or proficiency with natural bite or gore attack).

    Benefit: If you hit the same enemy more than once in a single round with a piercing melee attack, you deal an extra +1d6 points of piercing damage for each previous successful piercing attack you made against that opponent that round.

    Source: Champions of Ruin. This feat also supersedes the Hammer the Gap feat from Ultimate Combat.

    Spearfighter [Piercing, Spear]

    You keep foes at bay with jabs from your spear.

    Prerequisite: Base attack bonus +1, Weapon Focus (spear, long spear, or short spear).

    Benefit: When using a qualifying spear, any foe within reach who makes a full attack against you, and any foe which charges you, provokes an attack of opportunity. The attack of opportunity provoked by a charging opponent counts as if you had braced your weapon (Chapter 6).

    Source: Collected Book of Experimental Might.

    Trip, Improved [Maneuver]

    Prerequisites: Dex 13, Martial Weapon Proficiency (unarmed attacks or tripping weapon, or primary natural attack).

    Benefit: You do not provoke an attack of opportunity when performing a trip or unbalance combat maneuver. In addition, you receive a +2 competence bonus on checks made to trip or unbalance a foe. This bonus increases by an additional +1 per 4 points of your base attack bonus. You gain a like bonus to CMD when defending against these maneuvers. Your ability to trip people improves as you gain in combat experience:

    • Drag Down: If your base attack bonus is +6 or higher, whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action. This supersedes the feat of the same name, from Ultimate Combat.

    • Maneuver Training: If your base attack bonus is +6 or higher, you gain the effects of the Maneuvering Strike feat (trip or unbalance only), even if you do not possess that feat. This supersedes the tripping function of the Punishing Kick feat, from the Advanced Player’s Guide.

    • Greater Trip/Greater Unbalance: If your base attack bonus is +11 or higher, whenever you successfully trip an opponent, that opponent provokes an attack of opportunity from you. Whenever you unbalance an opponent as a combat maneuver, he or she is treated as flat-footed and cannot make attacks of opportunity.

    • Knockdown: If your base attack bonus is +16 or higher, whenever you deal damage (in hit points) greater than a melee opponent’s CMD in a single blow, you immediately gain a trip attack against that opponent as a free action. However, you do not gain an attack of opportunity (see below) when tripping an opponent through the use of this function. This supersedes the feat of the same name from the 3.5 edition System Reference Document (“Divine Feats”).

    Normal: You provoke an attack of opportunity when performing a trip or unbalance combat maneuver. Creatures that are knocked prone do not provoke attacks of opportunity; off-balance creatures lose their Dex bonus to AC, but are not otherwise flat-footed.

    Two-Weapon Defense

    So saying, he gripped his staff and threw himself upon his guard. Then the Tinker spat upon his hands and, grasping his staff, came straight at the other. He struck two or three blows, but soon found that he had met his match, for Robin warded and parried all of them. ―Howard Pyle, The Merry Adventures

    of Robin Hood (1883)

    Prerequisites: Two-Weapon Fighting.

    Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

    • This bonus increases by an additional +1 per 5 points of your base attack bonus thereafter (i.e., +2 at BAB +6, +3 at BAB +11, and +4 at BAB +16). Also, when you are fighting defensively, using the total defense action, or using the Combat Expertise feat, this shield bonus increases by an additional +1.

    • If your base attack bonus is +16 or higher, apply the enhancement bonus of your off-hand weapon also applies to the shield bonus to AC from this feat as well.

    Synergy: If you have the Weapon Finesse feat and are fighting with a finessable weapon in one hand and a light weapon in the other, you may choose to fight defensively with your off-hand weapon, while fighting normally with your primary weapon. The penalty for fighting defensively applies to all attacks with your off-hand weapon only, and you still gain the bonus to AC. You may not use total defense in this manner. This use of the feat supersedes (does not stack with) the normal AC bonus provided by the feat.

    Source: This feat supersedes the Two-Weapon Warrior’s “defensive flurry” variant class feature from the Advanced Player’s Guide and the Mythic Two-Weapon Defense feat from Mythic Adventures. The synergy use also supersedes the Dagger Defense feat from Art of the Duel (Sinister Adventures LLC).

    Two-Weapon Fighting

    You can fight with a weapon in each hand, making one attack each round with the second weapon in addition to your primary hand attacks.

    Prerequisites: Dex 13.

    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

    Synergy: A monk can use the Two-Weapon Fighting feat to perform a so-called “flurry of blows” in conjunction with any combination of weapons, unarmed attacks, and/or combat maneuvers (assuming the weapon(s) are in hand and the monk has at least Simple proficiency with them).For example, a 1st level monk can attack with two unarmed attacks, or with each of a pair of sickles, or twice with a single sickle, or with a sickle and an unarmed attack, etc., as long as the total number of attacks matches that gained with the Two-Weapon Fighting feat.

    Flurrying with a two-handed weapon limits your damage bonus from Strength and Power Attack to that of a one-handed weapon, however. You can flurry with ranged weapons, subject to the normal reload times (for projectiles) and Sleight of Hand requirements (for thrown weapons).

    Special: In addition to attacking with two separate weapons (or a double weapon), Two-Weapon Fighting can also be used in conjunction with any of the following:

    • A single polearm held in both hands (taking the off-hand attacks with the haft; treat as a staff). Secondary attacks gain ½ your Strength modifier for damage, as normal for two-weapon fighting, and gain damage bonuses from Power Attack as if using a light weapon.

    • A finessable weapon used in one hand (attacking with the pommel as a knuckle-duster for your off-hand attacks; treat as a light club).

    • Alternatively, you can activate two wands (one in each hand) as a standard action, applying the attack penalty as a penalty to Spellcraft checks made to activate them.

    Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each (an unarmed strike is always considered light). Activating a wand is a standard action.

    Source: This feat now subsumes the Haft Strike feat from Dragon magazine, issue 331, the Double Wand Wielder feat from Complete Arcane, and the Swashbuckler’s pommel swipe deed from the Advanced Class Guide.

    Two-Weapon Fighting, Bear Fang [Axe, Maneuver, Slashing]

    You have mastered the fierce style of fighting with hand axe and dagger at the same time (historically, this was termed fighting “Indian Style” on the American frontier). You can bring the fight to close quarters in the blink of an eye.

    Prerequisites: Str 13, Improved Grapple, Improved Trip, Two-Weapon Fighting.

    Benefit: If you hit a creature with both your hand axe and your dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple or trip as a free action without provoking an attack of opportunity, as if you had the improved grab or trip special ability. No initial touch attack is required.

    If you succeed on your grapple attempt, you drop your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest attack bonus (without the normal –4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling. If your base attack bonus is at least +6, you can grapple with iterative attacks and attack with the dagger likewise as well, using Two-Weapon Fighting.

    If you opt for the trip attempt (using your hand axe), you immediately gain an attack of opportunity against that opponent if your base attack bonus is at least +6. You can also choose to automatically grapple to the tripped opponent. This knocks you prone as well, but allows you all of the benefits of grappling in conjunction with this feat, as described above.

    Source: This feat supersedes not only the feat of the same name, but also subsumes the High Sword Low Axe feat, both from Complete Warrior.

    Two-Weapon Fighting, Improved

    You are skilled at fighting with two weapons.

    Prerequisites: Dex 15, base attack bonus +6, Two-Weapon Fighting.

    Benefit: Add your full Strength bonus to damage rolls made with your off-hand weapon.

    In addition, you can make iterative attacks with your off-hand weapon. In this case, the Multiattack feat generally applies only to iterative attacks made with your primary weapon; selecting Multiattack a second time allows you to mitigate the iterative attack penalties with your off-hand weapon as well.

    Normal: Without this feat, you can only get a single extra attack with an off-hand weapon, and add only half your Strength bonus to damage with an off-hand weapon.

    Source: This feat subsumes the Greater Two-Weapon Fighting feat, and incorporates the Double Slice feat as well.

    Two-Weapon Fighting, Oversized

    You are adept at wielding larger than normal weapons in your off-hand.

    Prerequisite: Str 13, Two-Weapon Fighting.

    Benefit: When wielding a one-handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.

    Source: Complete Adventurer.

    Two-Weapon Strike

    Prerequisites: Dex 15, base attack bonus +6; Two-Weapon Fighting and Improved Two-Weapon Fighting, or two claw attacks.

    Benefit: If you hit an opponent with both your primary attack and your off-hand attack (or both claw attacks) during the same round, you can apply the effects of one Strike feat you possess, even if the normal activating conditions have not been met.

    Synergy:

    • When used in conjunction with the Vital Strike feat in melee, you also add 1½ times your Strength bonus to the Vital Strike damage. This supersedes the Two-Weapon Rend feat and the Rending Claws feat from the Advanced Player’s Guide. You cannot also apply the Mountain Hammer ability, however (see Advanced Fighter Talents).

    • If you have the Versatile Unarmed Combat feat (q.v.) and have two hands free, your unarmed attacks count as claw attacks for purposes of qualifying for this feat and activating it. This supersedes the Boar Style feat from Ultimate Combat (in conjunction with the Daunting Strike feat, it also subsumes the Boar Ferocity feat; in conjunction with the Bleeding Strike feat, it subsumes the Boar Shred and Greater Rending Fury feats as well).

    • When used in conjunction with Maneuvering Strike feat, this feat subsumes the Two-Weapon Warrior’s “deft doublestrike” variant class feature, from the Advanced Player’s Guide.

    Two-Weapon Versatility

    Prerequisites: Dex 15, base attack bonus +6, Improved Two-Weapon Fighting, Two-Weapon Fighting.

    Benefit: When fighting with two different weapons, any weapon-specific benefits from feats or talents (such as Weapon Focus, Weapon Specialization, or the Improved Critical feat) that you receive with one weapon automatically apply to the other as well. If you already receive one or more of these benefits with the other weapon, the effects overlap, rather than stack.

    If your base attack bonus is +11 or greater, magical properties possessed by one weapon apply to both (if there is an overlap, use the best of each category; enhancement bonuses do not stack).

    Source: This feat supersedes the Tempest prestige class feature of the same name, from Complete Adventurer. It can also be used to simulate the Two-Weapon Warrior’s “twin blades” variant class feature, from the Advanced Player’s Guide.

    Unarmed Combat, Versatile [Unarmed]

    You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.

    Prerequisite: Exotic Weapon Proficiency (unarmed attacks).

    Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.

    • If your base attack bonus is +6 or higher, you can change the damage type as a free action. In addition, for each consecutive round that you change the type of damage selected from the previous round, the threat range of your unarmed attack increases by 1, to a maximum of 15-20/x2 after 4 rounds (2 rounds if you also have the Improved Critical feat).

  • If your base attack bonus is +11 or higher, your unarmed attacks can deal two different types of damage simultaneously (e.g., bludgeoning and slashing).

  • If your base attack bonus is +16 or higher, your unarmed attacks deal bludgeoning, piercing, and slashing damage. For purposes of increasing the threat range (see above), the damage type is treated as if it were re-assigned each round.

  • Special: If you possess this feat, your unarmed attacks are treated as natural weapons for purposes of spells such as greater magic fang and for purposes of qualifying for feats such as Eldritch Claws (q.v.).

    Source: Players Handbook II. This feat also subsumes the Hamatulatsu feat from the Pathfinder Chronicles Campaign Setting and the Mountain Breaking Fists feat from The Warrior’s Way (Sinister Adventures, LLC).

    Weapon Finesse [Finesse]

    You are trained in using your agility in melee combat, as opposed to brute strength.

    Benefit: With a light weapon, natural weapon, or weapon with the “finesse” property made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and when calculating CMB. Additionally, you can substitute your Dexterity modifier instead of your Strength modifier when calculating any Strength-dependent DCs for strike feats (q.v.) and/or strike talents you possess.

    If you carry a shield, its armor check penalty applies to your attack rolls.

    • If your base attack bonus is +6 or greater, you can apply your Dexterity bonus instead of your Strength bonus on damage rolls as well as attack rolls. Any Strength penalty to damage still applies, however.

    • If your base attack bonus is +11 or higher, you can apply your Strength modifier and/or your Dexterity modifier to damage, at your option, and can choose which modifier to apply to attacks and CMB.

    • If your base attack bonus is +16 or higher, you can apply both your Strength bonus (if positive) and your Dexterity bonus to attacks, CMB, and damage.

    Special: Other feats requiring this feat gain the [Finesse] descriptor.

    Synergy: You cannot use this feat in conjunction with the Power Attack feat.The rogue’s Opportune Strike class feature applies when determining the effects of this feat.

    Source: This feat also subsumes the Agile Maneuvers feat from the core rules, the Fury’s Fall feat from Cheliax: Empire of Devils, the Shadow Blade feat from the Tome of Battle, the Aldori Swordlord’s Deft Strike prestige class feature, and the Mythic Weapon Finesse feat from Mythic Adventures.

    Weapon Finesse, Special [Finesse]

    You can apply finesse to weapons that do not normally allow it.

    Prerequisites: Str 13, Dex 13, Martial Weapon Proficiency, Weapon Finesse.

    Benefit: Choose a weapon group for which you have at least the Martial level of proficiency. You can use all weapons from that group in conjunction with the Weapon Finesse feat, even if this is not normally possible.

    • If your base attack bonus is +6 or greater, you can apply your Dexterity modifier instead of your Strength modifier on damage rolls as well as attack rolls.

    • If your base attack bonus is +11 or higher, you can apply both your Strength modifier and your Dexterity modifier to attacks, and choose which modifier to apply to damage.

    • If your base attack bonus is +16 or higher, you can apply both your Strength modifier and your Dexterity modifier to both attacks and damage.

    Normal: Weapon Finesse applies only to light weapons and weapons with the “finesse” property.

    Weapon Focus

    Choose one specific type of weapon (e.g., longswords). You can also choose unarmed attacks or grapples (or rays, if you are a spellcaster) as your weapon for purposes of this feat.

    Prerequisites: Proficiency with selected weapon, base attack bonus +1.

    Benefit: You gain a +1 competence bonus to all attack rolls you make using the selected weapon. For every 5 points of your base attack bonus thereafter, this competence bonus increases by an additional +1, per the following table:

    Base Attack Bonus Attack Bonus
    +1 to +5 +1
    +6 to +10 +2
    +11 to +15 +3
    +16 or higher +4

    Special: You can gain this feat multiple times; each time, it applies to a new type of weapon.

    Special: This feat is merged with the Weapon Focus feat

    Synergy: If you have the weapon training class feature, Weapon Focus applies to a weapons group (Chapter 6) instead of a single weapon type.

    Source: This feat scales so as to subsume the Epic Weapon Focus feat from the 3.5 edition System Reference Document (“Epic Feats”).

    Weapon Maneuvers, Improved [Maneuver]

    Prerequisites: Combat Expertise.

    Benefit: You do not provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver. In addition, you receive a +2 competence bonus on checks made to bind, disarm, parry, or sunder a foe’s weapon. This bonus increases by an additional +1 per 4 points of your base attack bonus. You gain a like bonus to the DC for performing these combat maneuvers against you as well. When attacking an object, you ignore 1 point of the object’s hardness per +1 bonus granted by this feat.

    If your base attack bonus is +6 or greater, you gain the following additional abilities:

    • Blade Binder: Whenever you successfully bind an opponent’s weapon with yours, that opponent gains grappled and flat-footed conditions until he wrests his weapon free (by succeeding at a combat maneuver check as an attack action) or drops it (as a free action) on his turn. Dropping the weapon provokes an immediate attack of opportunity from you (the opponent is aware of this if he or she succeeds at a combat maneuver check against you as a free action). This supersedes the Blade Binder feat, from the Pathfinder Campaign Setting.

    • Disarm, Greater: Whenever you successfully disarm an opponent, the weapon lands a number feet away from its previous wielder equal to your disarm CMB check results, in a random direction. You can choose the direction by reducing the distance by 5 ft.; if you cause the weapon land within 15 ft., you specify the exact location (including into your off-hand, if desired).

    • Blinding/Disarming/Sundering Strike (Strike): As a standard action, you can make a single melee attack. If it hits, you gain a bind, disarm, or sunder attempt (your choice) against that opponent as a free action. You can use this attack in conjunction with the Vital Strike feat (q.v.). This emulates the Warblade’s disarming strike maneuver, from the Tome of Battle.

    • Sundering Parry: If you successfully use a held action to parry an opponent’s attack, you can automatically attempt to sunder the weapon; this does not require an action. This emulates the Crushing Defense feat from Dragon magazine (issue 301).

    If your base attack bonus is +11 or higher, you gain the following additional abilities:

    • Halbschwert: You can wield any weapon with which you have at least Martial proficiency against a foe grappling you, without the normal penalty. This simulates one function of the Weapon Supremacy feat, from the Players Handbook II.

    • Sunder, Greater: Whenever you sunder armor or shield and destroy it, any excess damage is applied to the wielder/wearer (no damage is transferred if you decide to leave the item with 1 hit point). If you sunder an opponent's armor or shield and destroy the item with a single hit, you instead deal an amount of damage to your opponent equal to the total amount of damage you dealt to destroy the armor or shield (this supersedes the Deadly Concussion feat from Dragon magazine, issue 333).

    If your base attack bonus is +16 or higher, you gain the following additional ability:

    • Sunder, Aggressive: When you successfully sunder a weapon using your weapon, you cause broken pieces of the sundered weapon to strike its bearer. Immediately make an attack roll (as a free action) against the weapon's wielder (using only your base attack bonus and any masterwork or enhancement attack bonus the sundered weapon had). If this attack hits, the target takes damage as if he was struck by the weapon in its unsundered state. This option is from Sean K Reynolds’ web site.

    Synergy: There are two major areas of synergy:

    • Come to Grips: If you have the Improved Grapple or Improved Trip feat, after a successful parry or bind with a Finesse weapon, you may immediately make a trip attempt or initiate a grapple as a free action that does not provoke an attack of opportunity. This option duplicates the Come to Grips feat from Art of the Duel (Sinister Adventures LLC). Historical Note: Wrestling was often used as a foundation for weapon training, and many sword instructors integrated swordplay with wrestling, especially in Germany and Italy.

    • Swashbuckler: If you have the Weapon Finesse feat, are wielding a light or one-handed weapon in one hand, and have nothing in your other hand, then the bonuses granted by this feat are doubled. (This allows a better simulation of the various swashbuckling movies with Douglas Fairbanks and Errol Flynn.)

    Normal: You provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver. Disarmed weapons and gear land at the feet of the disarmed creature. You cannot ignore item hardness when sundering, and excess sundering damage is wasted.

    Source: This feat combines the Improved Disarm, Improved Sunder, Greater Disarm, and Greater Sunder feats from the core rules.

    Weapon Proficiency, Exotic

    Benefit: You gain the Exotic level of proficiency with one specific weapon (Chapter 6).

    Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a different weapon.

    Synergy: If you gain Exotic proficiency with two weapons in the same weapons group (e.g., the broadsword and the bastard sword, both heavy blades), you automatically gain Exotic proficiency with all other weapons in that same group (e.g., the falchion, greatsword, scimitar, and scythe).

    Weapon Proficiency, Martial

    Benefit: Choose one weapons group (see Equipment). You have the Martial level of proficiency with all weapons in that group.

    Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. Barbarians, fighters, paladins, and rangers have Martial proficiency with all weapons. They need not select this feat.

    Weapon Proficiency, Simple

    You are trained in the basic use of most weapons.

    Benefit: You gain the Simple level of proficiency with all weapons (see Equipment).

    Normal: When using a weapon with which you are not proficient, you take a –4 competence penalty on attack rolls.

    Special: All characters except for druids and wizards automatically have Simple proficiency with all weapons. They need not select this feat.

    Weapon Specialization

    Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon.

    Benefit: You gain a +1 competence bonus on all damage rolls you make using the selected weapon. For every 4 points of your base attack bonus, this damage bonus increases by +1, as per the following table:

    Base Attack Bonus Damage Bonus
    +0 to +3 +1
    +4 to +7 +2
    +8 to +11 +3
    +12 to +15 +4
    +16 to +19 +5
    +20 or above +6

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

    Special: This feat is merged with the Weapon Focus feat

    Synergy: If you have the weapon training class feature, Weapon Focus applies to a weapons group (Chapter 6) instead of a single weapon type.

    Source: This feat scales so as to subsume the Epic Weapon Specialization feat from the 3.5 edition System Reference Document (“Epic Feats”).