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STARTING FEATS
A 1st-level character starts the game with one feat. If you’re a human, you get an extra feat at 1st level. All characters get another feat at 3rd level and one more at 5th level.
The pictures next to the feat names show what classes that feat is good for—use them to help make your choice.
Write your feats in Section I of your character sheet.
PREREQUISITES
Some feats have special requirements called “prerequisites” that you must have before you can take the feat. For example, you need an Intelligence score of 13 or higher to take the Combat Expertise feat. If you don’t have the prerequisite, you can’t take that feat. Some feats have more than one prerequisite.
SUGGESTED CLASS
Some Feats are flagged as being suggested for certain classes, but as long as your character meets the Prerequisites, you may take the feat.
Class Key
BENEFIT, PENALTY, POWER-UP
BENEFIT tells you what the feat does or how to use it. For most feats, you can choose them only once—if you can choose a feat more than once, the Benefit section tells you so.
PENALTY tells you any penalties for using the feat.
POWER-UP tells you what the feat does at higher levels.
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FEAT DESCRIPTIONS
PREREQUISITES: DEXTERITY 15 , Nimble Moves Feat
SUGGESTED CLASSES: F R
You can move through up to 15 feet of difficult terrain per round as if it were normal terrain. This is in addition to the 5 feet allowed by the Nimble Moves feat, for a total of 20 feet of difficult terrain per round.
PREREQUISITES: wizard SUGGESTED CLASSES: W
As a free action, you can enchant your weapons with some of your magical power. Until your next turn, your weapons count as +1 magic weapons (+1 on attack and damage rolls).
If you’re a 4th-level
wizard, when you use this feat your weapons count as +2 magic weapons.
PREREQUISITES: DEXTERITY 13
SUGGESTED CLASSES: B F R
You can move through up to 15 feet of difficult terrain per round as if it were normal terrain. This is in addition to the 5 feet allowed by the Nimble Moves feat, for a total of 20 feet of difficult terrain per round.
PREREQUISITES: None
SUGGESTED CLASSES: B F R
Every time you miss because of
concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An
invisible creature attacking you doesn’t get the +2 bonus on attack rolls for its
invisibility.
PREREQUISITES: STRENGTH 13, Power Attack Feat, Attack Bonus +1
SUGGESTED CLASS: F
When you use this feat, tell the GM that you’re going to try to cleave. Then make a melee attack.If you hit, you damage your opponent and get to make a free melee attack that round (using the same attack bonus) against a second creature. This second creature has to be adjacent to the first opponent and to you.This feats only lets you make one extra attack per round.
When you use this feat, take a –2 penalty to your Armor Class until your next turn.
PREREQUISITES: INTELLIGENCE 13
SUGGESTED CLASSES: F R
When you use this feat, you gain a +1 bonus to your Armor Class until the start of your next turn.
When you use this feat, you take a –1 penalty on melee attack rolls until the start of your next turn.
If you’re a 4th-level
fighter, the AC bonus increases to +2 and the melee attack penalty increases to –2.
PREREQUISITES: DEXTERITY 13, Attack Bonus +1
SUGGESTED CLASSES: F R
When you use this feat, you gain a +2 bonus on your ranged damage rolls until the start of your next turn.
When you use this feat, take a –1 penalty on your ranged attack rolls until the start of your next turn.
If you’re a 4th-level
fighter, the damage bonus increases to +4 and the ranged attack penalty increases to –2.
PREREQUISITES: DEXTERITY 13
You gain a +1 bonus to your AC. If you lose your
Dexterity bonus to AC (for example, if you are
paralyzed or tied up), you lose the +1 AC bonus from this feat.
PREREQUISITES: cleric SUGGESTED CLASS: C
You can channel energy two additional times per day.
PREREQUISITES: barbarian SUGGESTED CLASS: B
You can move through up to 15 feet of difficult terrain per round as if it were normal terrain. This is in addition to the 5 feet allowed by the Nimble Moves feat, for a total of 20 feet of difficult terrain per round.
PREREQUISITES: Point-blank Shot
SUGGESTED CLASSES: B F R
Your range increment penalty for using ranged weapons is only –1 per range increment.
instead of –2.
PREREQUISITES: None
SUGGESTED CLASSES: R W
While you are wearing light or no armor, your base speed increases by 5 feet (1 square). You can choose this feat multiple times, which increases your speed 5 feet each time you choose the feat.
PREREQUISITES: Strength 13, Power Attack, Cleave
SUGGESTED CLASSES: B F
When you use the Cleave feat, if you hit the second creature, you get to make a free melee attack (using the same attack bonus) against a third creature. This third creature has to be adjacent to the second opponent and you. As long as each extra attack hits, you can continue to make extra attacks in this way, so long as the next creature is adjacent to you and the previous creature. You cannot use Great Cleave to attack a particular creature more than once each round (for example, you can’t cleave back and forth between two enemies). You do not have to tell the GM you’re trying to use Great Cleave instead of Cleave (Great Cleave activates automatically if you try to use Cleave).
PREREQUISITES: None
You get a +2 bonus on all Fortitude
saving throws.
PREREQUISITES: cleric SUGGESTED CLASS: C
When you use your channel energy ability to damage undead creatures, increase the saving throw DC of that ability by +2.This feat doesn’t change the effect of using channel energy to heal living creatures.
PREREQUISITES: Great Fortitude
Once per day, when you roll a Fortitude saving throw and you think you’re going to fail, you can decide to reroll and use the second roll instead of the first one.You have to decide to use this feat before you know whether you made or failed the saving throw.
PREREQUISITES: None
You get a +4 bonus on initiative checks.
PREREQUISITES: Iron Will
Once per day, when you roll a Will saving throw and you think you’re going to fail, you can decide to reroll and use the second roll instead of the first one.You have to decide to use this feat before you know whether you made or failed the saving throw.
IMPROVED LIGHTNING REFLEXES
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PREREQUISITES: Lightning Reflexes Feat
Once per day, when you roll a Reflex saving throw and you think you’re going to fail, you can decide to reroll and use the second roll instead of the first one.You have to decide to use this feat before you know whether you made or failed the saving throw.
IMPROVED SPELL DIFFICULTY
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PREREQUISITES: cleric or
wizard SUGGESTED CLASSES: C W
Pick one of your attack spells that has a saving throw. Add +2 to the saving throw Difficulty Class for that spell.You can choose this feat multiple times, but you must pick a different spell each time you choose the feat.
PREREQUISITES: None
You get a +2 bonus on all Will
saving throws.
PREREQUISITES: None
You get a +2 bonus on all Reflex
saving throws.
MARTIAL WEAPON PROFICIENCY
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PREREQUISITES: None
SUGGESTED CLASSES: C R
Pick one martial weapon, like a battleaxe, longsword, shortbow short sword, or warhammer. You are able to use this type of weapon in combat. (If you don’t have proficiency in a weapon, you take a –4 penalty on your attack rolls with it.)You can choose this feat multiple times, but you have to pick a different martial weapon each time that you choose the feat.Fighters can’t choose this feat because they can already use all martial weapons without a penalty.
PREREQUISITES: DEXTERITY 13
SUGGESTED CLASSES: F R
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This means that difficult terrain only costs you 5 feet of movement instead of 10 feet of movement.
PREREQUISITES: None
SUGGESTED CLASSES: F R
You get a +1 bonus on ranged attack rolls and ranged damage rolls. You don’t get this bonus if your target is more than 30 feet away.
PREREQUISITES: STRENGTH 13 , Attack bonus +1
SUGGESTED CLASS: F
When you use this feat, you gain a +2 bonus on your melee damage rolls until the start of your next turn.If you are using a weapon two-handed, this bonus is +3 instead of +2.
When you use this feat, take a –1 penalty on your melee attack rolls until the start of your next turn.
If you’re a 4th-level
fighter, the damage bonus increases to +4 (or +6 if you are using a weapon two-handed) and the attack penalty increases to –2.
PREREQUISITES: Able to use a crossbow
SUGGESTED CLASSES: F R
If you shoot or throw a ranged weapon into melee combat, you do not take the normal –4 penalty for shooting into a melee.
PREREQUISITES: Attack Bonus +1
SUGGESTED CLASSES: F R
You can draw a melee or ranged weapon as a free action instead of as a move action.
PREREQUISITES: Proficiency with the crossbow type chosen
SUGGESTED CLASSES: F R
Pick either heavy crossbow or light crossbow. If you picked heavy crossbow, you can reload it as a move action. If you picked light crossbow, you can reload it as a free action. You can choose this feat multiple times, but you have to pick a different type of crossbow each time you choose the feat.
PREREQUISITES: Dexterity 13, Point-Blank Shot
SUGGESTED CLASSES: B F R
If you use a standard action and a move action to attack with a longbow, shortbow, or thrown weapon, you can make two attacks instead of one. Make an attack roll for each attack. You take a –2 penalty on both attack rolls.
PREREQUISITES: CHARISMA 13,
cleric SUGGESTED CLASS: C
When you use your channel energy ability, choose a number of creatures equal to your CHA Mod. These creatures are not affected by that use of channel energy (this lets you heal allies without healing nearby enemies).
PREREQUISITES: Able to use a shield
SUGGESTED CLASSES: C F
Increase the AC bonus granted by any shield you are using by +1.
SIMPLE WEAPON PROFICIENCY
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PREREQUISITES: None
SUGGESTED CLASS: W
You are able to use all simple weapons in combat. Only wizards can take this feat. (If you don’t have proficiency in a weapon, you take a –4 penalty on your attack rolls with it.)
PREREQUISITES: None
Pick one skill. You get a +3 bonus on skill checks with that skill. You can choose this feat multiple times, but you have to pick a different skill each time you choose the feat.
PREREQUISITES: Attack Bonus +1
SUGGESTED CLASSES: B F R
When an adjacent opponent takes a 5-foot-step away from you, you may immediately take a 5-foot-step, as long as you end up adjacent to that opponent. You can do this once per round.
PREREQUISITES: None
Your total number of hit points increases by +3.Fighters get this feat as a class ability for free at 2nd level, and cannot select this as a feat.
PREREQUISITES: cleric SUGGESTED CLASS: C
You gain a third option when using your channel energy ability: turn undead. As a standard action you can channel energy, and all undead within 30 feet of you must make a Will save or turn around and run away from you for 1 minute as if they had the
frightened condition. The DC of this save is 10 + 1/2 your
cleric level (minimum 0) + CHA. Undead that aren’t mindless (like ghosts and ghouls) get a new save each round to end this effect. Using channel energy this way does not damage undead or heal living creatures.
PREREQUISITES: None
SUGGESTED CLASSES: F R
When making a melee attack with a light weapon or rapier, you may use your DEX Mod instead of your STR Mod on the attack roll.
PREREQUISITES: Attack Bonus +1
SUGGESTED CLASSES: F R
Pick one weapon you can use, such as battleaxe, heavy crossbow, light mace, or longsword. You gain a +1 bonus on your attack rolls with that type of weapon.You can choose this feat multiple times, but you must pica different weapon each time you choose the feat.Fighters get this feat as a class feature automatically at1st level. If you are a
fighter and you choose this feat,you must choose a different weapon than the one you selected with your 1st-level
fighter Weapon Focus.