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Feats
Acrobatic [General]

You have excellent body awareness and coordination.

Benefit: +2 bonus on all Sleight of Hand and Tumble checks.




Alertness [General]

You have finely tuned senses.

Benefit: +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.




Armor Proficiency (Light) [General]

You are proficient with light armor.

Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide, Move Silently and Tumble checks.

Special: All characters except wizards, sorcerers and monks automatically have Armor Proficiency (Light) as a bonus feat.




Armor Proficiency (Medium) [General]

You are proficient with medium armor.

Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide and Move Silently checks.

Special: Fighters, barbarians, paladins, clerics, druids and bards automatically have Armor Proficiency (Medium) as a bonus feat.




Armor Proficiency (Heavy) [General]

You are proficient with heavy armor.

Benefit: When you wear a type of armor with which you are proficient, the AC penalty for the armor applies only to Hide and Move Silently checks.

Special: Fighters, paladins and clerics automatically have Armor Proficiency (Heavy) as a bonus feat.




Augment Summoning [General]

Your summoned creatures are more powerful than normal.

Benefit: Any creature you conjure with a Summon spell gains a +4 enhancement bonus to Strength and Constitution.




Blind-Fight [General]

You know how to fight in melee without being able to see your foes.

Benefit: In melee, if you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

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

A fighter may select Blind-Fight as one of his bonus feats.

An invisible attacker gets no advantages related to hitting you in melee -- you don't lose your Dexterity bonus to AC and the attacker doesn't get the +2 bonus for being invisible. However, the invisible attacker's bonuses still apply for ranged attacks.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduce your speed to three-quarters of what it would normally be, instead of one-half.

Normal: For invisible attackers trying to hit you, regular attack roll modifiers do apply and you lose your Dexterity bonus to AC. Speed reduction for darkness and poor visibility also applies.




Brew Potion [Item Creation]

You can create potions that contain spells.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. Whoever drinks the potion is the target of the spell.

The base price of a potion is: its spell level ? its caster level ? 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.




Cleave [General]

You can follow through with powerful blows.

Benefit: If you cause enough damage to a creature to make it drop below 0 hit points or kill it, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special: A fighter may select Cleave as one of his bonus feats.




Combat Casting [General]

You are adept at casting spells in combat.

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.




Combat Expertise [General]

You are trained at using your combat skill for defense as well as offense.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your AC. This number may not exceed your base attack bonus. The changes to attack rolls and AC last until your next action.

Special: A fighter may select Combat Expertise as one of his fighter bonus feats.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to AC.




Combat Reflexes [General]

You can respond quickly and repeatedly to opponents who let their defenses down.

Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dex of 15 can make a total of three attacks of opportunity in one round — the one attack of opportunity any character is entitled to, plus two more because of the fighter's +2 Dex bonus. Likewise, if four goblins move out of the fighter's threatened squares, he can make an attack of opportunity against three of them. You can still only make one attack of opportunity per actual opportunity. You may also make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his bonus feats.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.




Craft Magic Arms and Armor [Item Creation]

You can create magic weapons, armor and shields.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor or shield takes one day for each 1,000 gp in the price of its magical features. To enhance any of the above items, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor or shield enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials and half the time that it would take to craft that item.




Craft Rod [Item Creation]

You can create magic rods that have varied magical effects. Benefits: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.




Craft Wand [Item Creation]

You can create wands that cast spells.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.




Craft Wondrous Item [Item Creation]

You can create a wide variety of magic items, such as Gauntlets of Dexterity or Dust of Disappearance.

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, raw materials and time that it would take to craft that item.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.




Deflect Arrows [General]

You can deflect incoming arrows, as well as bolts, spears and other projectile or thrown weapons.

Benefit: You must have at least one hand free to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage. You must be aware of the attack and not be flat-footed. Ranged weapon, such as boulders hurled by giants, or ranged attacks generated by spell effects, such as Melf 's Acid Arrow, can't be deflected.

Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his bonus feats.




Diehard [General]

You can remain conscious after attacks that would fell others.

Benefit: When reduced to between –1 and –9 hit points, you automatically stabilize.

When using this feat, you can take either a single move or standard action each turn, but not both and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action, you take one point of damage after completing the act. If you reach –10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between –1 and –9 hit points is rendered unconscious and dying.




Dodge [General]

You are adept at dodging blows.

Benefit: During your action, Dodge will give you a +1 bonus against the first monster to attack you in a round.

A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose Dodge bonuses. Also, Dodge bonuses (such as this one and a dwarf's racial bonus on Dodge attempts against giants) stack with each other, unlike most other bonuses.

Special: A fighter may select Dodge as one of his bonus feats.




Empower Spell [Metamagic]

You can cast spells to greater effect.

Benefit: All variable, numeric effects of an empowered spell are increased by onehalf. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets and so forth, as appropriate. For example, an empowered Magic Missile deals 1.5? its normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.




Enlarge Spell [Metamagic]

You can cast spells farther than normal.

Benefit: You can alter a spell with a range of close, medium or long to double the range of the spell. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.




Exotic Weapon Proficiency [General]

Choose an exotic weapon, such as the bastard sword or shuriken. You understand how to use that type of exotic weapon in combat.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

A fighter may select Exotic Weapon Proficiency as one of his bonus feats.




Extend Spell [Metamagic]

You can cast spells that last longer than normal.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.




Extra Turning [General]

You can turn or rebuke creatures more often than normal.

Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gain four additional uses per day.

Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.




Great Cleave [General]

You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

Benefit: This feat works like Cleave, except that there is no limit to the number of times that you can use it per round.

Special: A fighter may select Great Cleave as one of his bonus feats.




Great Fortitude [General]

You are tougher than normal.

Benefit: You get a +2 bonus on all Fortitude saving throws.




Greater Spell Focus [General]

Choose a school of magic to which you have already applied the Spell Focus feat. Your spells of that school are now even more potent than before.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.




Greater Spell Penetration [General]

Your spells are remarkably potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.




Greater Weapon Focus [General]

Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Greater Weapon Focus as one of his fighter bonus feats.




Heighten Spell [General]

You can cast a spell as if it were a higher-level spell than it actually is.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare Hold Person as a 4th-level spell (instead of a 2nd-level spell) and it would in all ways be treated as 4th-level spell.




Improved Counterspell [General]

You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency.

Benefit: When countering spells, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.




Improved Critical [General]

Choose one type of weapon, such as a longsword or greataxe. With that chosen weapon, you know how to hit where it hurts.

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).

Special: 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.

This effect doesn't stack with any other effect that expands the threat range of a weapon (such as the Keen Edge spell).

A fighter may select Improved Critical as one of her bonus feats.




Improved Feint [General]

You are skilled at misdirecting your opponent's attention in combat.

Benefit: You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

A fighter may select Improved Feint as one of her bonus feats.




Improved Initiative [General]

You can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter may select Improved Initiative as one of his bonus feats.




Improved Trip [General]

You are trained not only in tripping opponents safely but also in following through with an attack.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if he does not meet the prerequisites.




Improved Turning [General]

Your turning or rebuking attempts are more powerful than normal.

Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.




Improved Two-Weapon Fighting [General]

You are an expert in fighting two-handed.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can get only a single extra attack with an offhand weapon.

Special: A fighter may select Improved Two-Weapon Fighting as one of his bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.




Improved Unarmed Strike [General]

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when attacking them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike and you can deal only nonlethal damage with such an attack.

Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level.

A fighter may select Improved Unarmed Strike as one of her bonus feats.




Investigator [General]

You have a knack for finding information.

Benefit: You get a +2 bonus on all Gather Information checks and Search checks.




Iron Will [General]

You have a stronger will than normal.

Benefit: You get a +2 bonus on all Will saving throws.




Lighting Reflexes [General]

You have faster-than-normal reflexes.

Benefit: You get a +2 bonus on all Reflex saving throws.




Magical Affinity [General]

You have a knack for magical endeavors.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.




Manyshot [General]

You can fire multiple arrows as a single attack against a nearby target.

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see the Special section).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 on the third arrow and –8 on the fourth).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.




Martial Weapon Proficiency [General]

Choose a type of martial weapon, such as a longbow. You understand how to use that type of martial weapon in combat.

Use this feat to expand the list of weapons with which you are proficient beyond the basic list in your class description.

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: Barbarians, fighters, paladins and rangers are automatically proficient with all martial weapons.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one.




Maximize Spell [Metamagic]

You can cast spells to maximum effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables. A maximized spells uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 10th-level wizard deals points of damage equal to 60 plus onehalf of 10d6.




Mobility [General]

You are skilled at dodging past opponents and avoiding blows.

Benefit: You get a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.




Natural Spell [General]

You can cast spells while in a wild shape.

Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them and you do not gain the ability to speak while in a wild shape.




Negotiator [General]

You are good at gauging and swaying attitudes.

Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.




Nimble Fingers [General]

You are adept at manipulating small, delicate objects.

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.




Persuasive [General]

You have a way with words and body language.

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.




Point Blank Shot [General]

You are skilled at making well-placed shots with ranged weapons at close range.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.




Power Attack [General]

You can make exceptionally powerful melee attacks.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. (If you attack with a two-handed weapon that isn't a double weapon, add twice this number instead). This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

You can't use Power Attack with a light weapon.

Special: A fighter may select Power Attack as one of her bonus feats.




Precise Shot [General]

You are skilled at timing and aiming ranged attacks.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Special: A fighter may select Precise Shot as one of his bonus feats.




Quick Draw [General]

You can draw weapons with startling speed.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.

A character that has this feat may throw weapons at her full normal rate of attacks (much like a character with a bow).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Special: A fighter may select Quick Draw as one of his bonus feats.




Quicken Spell [Metamagic]

You can cast a spell with a moment's thought.

Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than one full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.




Rapid Reload [General]

Choose a type of crossbow (light or heavy). You can reload a crossbow of that type more quickly than normal.

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for light crossbow, you may fire that weapon as many times in a full attack action as if you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a light crossbow, or a full-round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

A fighter may select Rapid Reload as one of her bonus feats.




Rapid Shot [General]

You can use ranged weapons with exceptional speed.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Special: A fighter may select Rapid Shot as one of his bonus feats.

A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light armor or no armor.




Scribe Scroll [Item Creation]

You can create scrolls, from which you or another spellcaster can cast the scribed spells.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level ? its caster level ? 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.




Self-Sufficient [General]

You can take care of yourself in harsh environments and situations.

Benefit: You get a +2 bonus on all Heal checks and Survival checks.




Shield Proficiency [General]

You are proficient with bucklers, small shields and large shields.

Benefit: You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield's AC penalty on attack rolls and on all skill checks that involve moving.

Special: Barbarians, bards, clerics, druids, fighters, paladins and rangers automatically have Shield Proficiency as a bonus feat.




Shot on the Run [General]

You are highly trained in skirmish ranged weapon tactics.

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Special: A fighter may select Shot on the Run as one of her bonus feats.




Silent Spell [Metamagic]

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.




Simple Weapon Proficiency [General]

You understand how to use all types of simple weapons in combat.

Benefit: You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, rogues and wizards are automatically proficient with all simple weapons.




Skill Focus [General]

Choose a skill, such as Move Silently, etc. You have a special knack with that skill.

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.




Snatch Arrows [General]

You are adept at grabbing incoming arrows, as well as crossbow bolts, spears and other projectile or thrown weapons.

Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.

You must have at least one hand free to use this feat.

Special: A fighter may select Snatch Arrows as one of his bonus feats.




Spell Focus [General]

Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it apples to a new school of magic.




Spell Penetration [General]

Your spells are especially potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.




Spring Attack [General]

You are trained in fast melee attacks and fancy footwork.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attack of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least five feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Special: A fighter may select Spring Attack as one of his bonus feats.




Stealthy [General]

You are particularly good at avoiding notice.

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.




Still Spell [Metamagic]

You can cast spells without gestures.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.




Stunning Fist [General]

You know how to strike opponents in vulnerable areas.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for one round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be stunned.

Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack once per monk level per day.

A fighter may select Stunning Fist as one of her bonus feats.




Toughness [General]

You are tougher than normal.

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times. Its effects stack.




Track [General]

You can identify different types of creatures (e.g. elementals) and the general direction in which they are traveling.

Benefit: Your ability to find tracks or follow them is dependent upon your rank, or the amount of skill points you have, in Survival. If your rank in Survival is greater than or equal to the creature's CR, you are able to see the direction and the creature type. Tracks of repeated creature types are not visible to you; for example, if there are two sets of human tracks, you see only one of them. You can identify a maximum of five creature or monster types.

Normal: Without this feat, you will not be able to tell the general direction of a creature, nor will you be able to identify its type.

Special: A ranger automatically has Track as a bonus feat.




Two-Weapon Defense [General]

Your two-weapon fighting style bolsters your defense as well as your offense.

Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Two-Weapon Defense as one of his bonus feats.




Two-Weapon Fighting [General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Benefit: Your penalties on attack rolls for fighting with two weapons is reduced. The penalty for your primary hand is reduced by 2 and the penalty for your offhand is reduced by 6.

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his bonus feats.




Weapon Finesse [General]

You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.

Benefit: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: A fighter may select Weapon Finesse as one of her bonus feats.




Weapon Focus [General]

Choose one type of weapon, such as a greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the Ray of Frost spell).

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

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.

A fighter may select Weapon Focus as one of his bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.




Weapon Specialization [General]

Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

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.

A fighter may select Weapon Specialization as one of his bonus feats.




Whirlwind Attack [General]

You can strike nearby opponents in an amazing, spinning attack.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the Haste spell).

Special: A fighter may select Whirlwind Attack as one of his bonus feats.




Widen Spell [Metamagic]

You can increase the area of your spells.

Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a Fireball spell (which normally produces a 20-ft.-radius spread) that is widened now fills a 40-ft.-radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.