Feats


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.

FEAT DESCRIPTIONS


 

ACROBATIC STEPS


 PREREQUISITES: DEXTERITY 15 , Nimble Moves Feat  SUGGESTED CLASSES:   R 
BENEFIT
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.

 

ARCANE STRIKE


 PREREQUISITES: wizard  SUGGESTED CLASSES: 
BENEFIT
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).
POWER-UP
If you’re a 4th-level wizard, when you use this feat your weapons count as +2 magic weapons.

  ATHLETIC
 PREREQUISITES: DEXTERITY 13  SUGGESTED CLASSES:    R 
BENEFIT
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.

  BLIND-FIGHT
 PREREQUISITES: None   SUGGESTED CLASSES:    R 
BENEFIT
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.

 

CLEAVE


 PREREQUISITES: STRENGTH 13, Power Attack Feat, Attack Bonus +1 SUGGESTED CLASS: 
BENEFIT
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.
PENALTY
When you use this feat, take a –2 penalty to your Armor Class until your next turn.

 

COMBAT EXPERTISE


 PREREQUISITES: INTELLIGENCE 13  SUGGESTED CLASSES:   R 
BENEFIT
When you use this feat, you gain a +1 bonus to your Armor Class until the start of your next turn.
PENALTY
When you use this feat, you take a –1 penalty on melee attack rolls until the start of your next turn.
POWER-UP
If you’re a 4th-level fighter, the AC bonus increases to +2 and the melee attack penalty increases to –2.

 

DEADLY AIM


 PREREQUISITES: DEXTERITY 13, Attack Bonus +1  SUGGESTED CLASSES:   R 
BENEFIT
When you use this feat, you gain a +2 bonus on your ranged damage rolls until the start of your next turn.
PENALTY
When you use this feat, take a –1 penalty on your ranged attack rolls until the start of your next turn.
POWER-UP
If you’re a 4th-level fighter, the damage bonus increases to +4 and the ranged attack penalty increases to –2.

 

DODGE


 PREREQUISITES: DEXTERITY 13
BENEFIT
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.

 

EXTRA CHANNEL


 PREREQUISITES: cleric   SUGGESTED CLASS: 
BENEFIT
You can channel energy two additional times per day.

 

EXTRA RAGE


 PREREQUISITES: barbarian  SUGGESTED CLASS: 
BENEFIT
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.

  FAR SHOT
 PREREQUISITES: Point-blank Shot  SUGGESTED CLASSES:    R 
BENEFIT
Your range increment penalty for using ranged weapons is only –1 per range increment.
instead of –2.

 

FLEET


 PREREQUISITES: None  SUGGESTED CLASSES:  R   W 
BENEFIT
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.

 

GREAT CLEAVE


 PREREQUISITES: Strength 13, Power Attack, Cleave  SUGGESTED CLASSES:   
BENEFIT
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).

 

GREAT FORTITUDE


 PREREQUISITES: None
BENEFIT
You get a +2 bonus on all Fortitude saving throws.

 

IMPROVED CHANNEL


 PREREQUISITES: cleric   SUGGESTED CLASS: 
BENEFIT
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.

 

IMPROVED GREAT FORTITUDE


 PREREQUISITES: Great Fortitude
BENEFIT
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.

 

IMPROVED INITIATIVE


 PREREQUISITES: None
BENEFIT
You get a +4 bonus on initiative checks.

 

IMPROVED IRON WILL


 PREREQUISITES: Iron Will
BENEFIT
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


 PREREQUISITES: Lightning Reflexes Feat
BENEFIT
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


 PREREQUISITES: cleric or wizard   SUGGESTED CLASSES:  
BENEFIT
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.

 

IRON WILL


 PREREQUISITES: None
BENEFIT
You get a +2 bonus on all Will saving throws.

 

LIGHTNING REFLEXES


 PREREQUISITES: None
BENEFIT
You get a +2 bonus on all Reflex saving throws.

 

MARTIAL WEAPON PROFICIENCY


 PREREQUISITES: None SUGGESTED CLASSES:    R 
BENEFIT
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.

 

NIMBLE MOVES


 PREREQUISITES: DEXTERITY 13 SUGGESTED CLASSES:   R 
BENEFIT
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.

 

POINT-BLANK SHOT


 PREREQUISITES: None  SUGGESTED CLASSES:   R 
BENEFIT
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.

 

POWER ATTACK


 PREREQUISITES: STRENGTH 13 , Attack bonus +1  SUGGESTED CLASS:  
BENEFIT
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.
PENALTY
When you use this feat, take a –1 penalty on your melee attack rolls until the start of your next turn.
POWER-UP
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.

 

PRECISE SHOT


 PREREQUISITES: Able to use a crossbow SUGGESTED CLASSES:   R 
BENEFIT
If you shoot or throw a ranged weapon into melee combat, you do not take the normal –4 penalty for shooting into a melee.

 

QUICK DRAW


 PREREQUISITES: Attack Bonus +1 SUGGESTED CLASSES:   R 
BENEFIT
You can draw a melee or ranged weapon as a free action instead of as a move action.

 

RAPID RELOAD


 PREREQUISITES: Proficiency with the crossbow type chosen SUGGESTED CLASSES:   R 
BENEFIT
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.

 

RAPID SHOT


 PREREQUISITES: Dexterity 13, Point-Blank Shot  SUGGESTED CLASSES:    R 
BENEFIT
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.

 

SELECTIVE CHANNELING


 PREREQUISITES: CHARISMA 13, cleric  SUGGESTED CLASS: 
BENEFIT
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).

 

SHIELD FOCUS


 PREREQUISITES: Able to use a shield  SUGGESTED CLASSES:   
BENEFIT
Increase the AC bonus granted by any shield you are using by +1.

 

SIMPLE WEAPON PROFICIENCY


 PREREQUISITES: None  SUGGESTED CLASS: 
BENEFIT
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.)

 

SKILL FOCUS


 PREREQUISITES: None
BENEFIT
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.

 

STEP UP


 PREREQUISITES: Attack Bonus +1 SUGGESTED CLASSES:    R 
BENEFIT
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.

 

TOUGHNESS


 PREREQUISITES: None
BENEFIT
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.

  TURN UNDEAD
 PREREQUISITES: cleric  SUGGESTED CLASS: 
BENEFIT
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.

 

WEAPON FINESSE


 PREREQUISITES:  None  SUGGESTED CLASSES:   R 
BENEFIT
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.

 

WEAPON FOCUS


 PREREQUISITES: Attack Bonus +1  SUGGESTED CLASSES:   R 
BENEFIT
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.