Feats
Feats are typically a thing taken that modifies a mechanic or bonus that already exists in the game. Most feats are passive though there are some, like metamagic, that have some active use to them. These differ from abilities or definitions in that they do not define a character, nor do they give new mechanics. Below will be a set of lists that will do their best to organize them into feat lines based on prerequisites and benefits.
Advanced Simple Magic
- Extra Simplex Spell: Gain an extra simplex spell.
- Advance Simplex Spell: Gain an advance simplex spell.
Armor Training
- Armor Training (Light): Gain proficiency with light armor.
- Armor Training (Medium): Gain proficiency with medium armor.
- Armor Training (Heavy): Gain proficiency with heavy armor.
- Armor Training (Medium): Gain proficiency with medium armor.
Brawler
- Grappler: Initiating a grapple no longer provokes an attack of opportunity and gain +4 competency bonus on opposing grappler rolls.
- Interrupting Grapple: Gain the option to grapple instead of attack when a caster triggers an attack of opportunity.
- Lethal Unarmed Strike: Deal lethal damage with unarmed strikes.
- Long Strike: Gain an extra 5 ft. of reach at the cardinal directions.
Combat Prowess
- Battle Prowess: Gain extra attacks of opportunity per round.
- Improved Flanking: Gain a larger bonus to attack rolls while flanking.
- Supreme Flanking: Adjacent orthogonal squares around your character can be used to determine flanking.
- Impaling Charge: Double pole arm damage dice when charging.
- Improved Defensive Fighting: Gain more control over penalties and bonuses while fighting defensively.
- Improved Disarm: Gain +4 competency bonus to opposed disarm rolls, disarms do not provoke attack of opportunity.
- Improved Trip: Gain +4 competency bonus to oppose strength roll for or against trip attempts. Trip attempts will no longer provoke attacks of opportunity.
- Improved Feigned Strike: Feigned strikes are now a move action instead of a standard action.
- Greater Feigned Strike: Feigned Strikes become a swift action.
- Reckless Abandon: Gain more control over reckless fighting.
- Improved Shatter: Remove AC Penalty, gain bonus damage when successful.
- Improved Shove: Shoves do not provoke attacks of opportunity and +4 competency bonus to opposed rolls involving shoves.
- Improved Trample: Tramples do not provoke attacks of opportunity, gain +4 competency bonus to all opposed rolls involving tramples, and bonus damage to successful tramples.
General Feats
- Alert: Gain +3 to Initiative, Spot, and Listen checks.
- Grenadier: Grenades of all types have their damage and range increased.
- Strong Constitution: Forever gain 2 HP per HD, works retroactively.
Magic Feats
- Spell Focus: Select a number of spells and cast them at +1 CL and increase maximum dice by 1.
- Greater Spell Focus: Two of your focus spells gain still and silence at all times as well as bonus swift spells.
- Spell Penetration: Gain +2 bonus on rolls against spell resistance .
- Greater Spell Penetration: Gain additional +2 bonus on rolls against spell resistance.
- Overload Staff/Wand: Deal maximized damage with a staff or wand; see text.
- Practiced Counterspell: Gain a second counterspell per round.
- Reflexive Spell: Use melee touch spells as attacks of opportunity, so long as they are a swift action to cast.
- Tenth Level Spell Slot: Gain a 10th level spell slot for metamagic purposes.
- Weapon Casting: Use chosen weapon as focus, weapon's value becomes the focus value.
Metamagic
- Bolster Spell: Increase dice rolled for a spell by 4.
- Decoupled Spell: Cast a single concentration spell as if it does not need concentration.
- Improved Metamagic: Reduces spell slot increases for metamagic.
- Intensified Spell: Bypass resistances and partially bypass immunity to energy types.
- Mixed Metamagic: Use two metamagic feats on a single spell.
- Perfect Spell: Set all dice in a spell to their maximum result.
- Signless Spell: Remove somatic component requirements from spells.
- Soundless Spell: Remove verbal component requirements from spells.
- Swift Spell: Cast any standard action spell as a swift action, see text.
Ranged Prowess
- Careful Aim: Ignore partial cover and always hit intended targets engaged in grapples.
- Crack Shot: Gain an extra attack with bows, change the use of thrown weapons and crossbows from standard actions to attack actions.
- Forceful Shot: +1 attack and damage when using ranged weapons within 30 ft. of target.
- Practiced Reload: Reloading crossbow, or other weapons, becomes a move action.
Resistive
- Disciplined Mind: Re-roll failed saves against compulsion effects.
- Indomitable: Gain +2 innate bonus to all Will saves.
- Quick Feet: Take no damage instead of half-damage on successful reflex saves.
- Unbreakable: Gain +2 innate bonus to all Fortitude saves.
- Unshakable: Gain +2 Innate bonus to all Ego saves.
- Untouchable: Gain +2 innate bonus to all Reflex saves.
Shield Mastery
- Shield Training: Become trained with all types of shields.
- Shield Focus: Gain bonuses based on the type of shield, see text.
- Improved Shield Focus: Gain further bonuses based on type of shield, see text.
- Ray Guard: Gain Shield's AC bonus against touch and orb spells.
Specialist Feats
- Bolster Breath Weapon: Breath weapons gain 50% more damage dice, increases cool down between breaths.
- Contort Breath Weapon: Control whether a creature within the area of your breath weapon is hit at the cost of damage.
- Extra Focus: Gain 2 focus points.
- Extra Grace: Gain 2 grace points.
- Maximize Breath Weapon: Breath weapon deals max damage on all of its dice, increases cool down.
- Maximized Improvised Arcane Device: Maximizes dice rolls for IAD's, but cost higher spell slots to make.
- Pain Reaction: Activate Scourge as an immediate action using incoming damage as the damage threshold.
- Persistent Smite: Smite damage can be applied to all successful hits during Divine Smite.
- Lingering Divinity: The bonus to AC and Save bonuses gained during Divine Smite lasts 2 rounds.
- Swift Breath Weapon: Use a breath weapon as a swift action, adds 4 rounds to cool down.
- Swift Supernatural Ability: Once per day, use a supernatural ability (Su), as a swift action.
Weapon Generalization Tree
- Weapon Group Fixation: Gain +1 training bonus to hit for all weapons within the weapon-group.
- Weapon Group Defensive: Gain a +1 parry bonus to AC while wielding weapons within the weapon group.
- Offensive Group Training: Gain +2 training bonus to damage for all weapons within the weapon-group.
- Improved Weapon Group Fixation: Gain +1 a fully stacking training bonus to hit all weapons within the weapon-group.
- Improved Offensive Group Training: Gain +2 fully stacking training bonus to damage with all weapons within the weapon-group.
Weapon Mastery Tree
- Critical Focus: Gain +5 when confirming critical hits.
- Unique Weapon Training: Become trained with a unique weapon.
- Weapon Training: Become trained with a weapon group.
- Deadly Accuracy: Doubles the critical threat range for selected weapon.
- Rending Critical: Deal additional damage on critical hits.
- Weapon Fixation: Gain +1 training bonus to hit with selected weapon.
- Weapon Defensive: Gain +1 parry bonus to AC while wielding selected weapon.
- Weapon Offensive: Gain +2 training bonus to damage with selected weapon.
- Improved Weapon Fixation: Gain additional +1 training bonus to hit with selected weapon
- Improved Weapon Offensive: Gain additional +2 training bonus to damage with selected weapon.
- Weapon Mastery: Gain additional bonuses while wielding selected weapon, see text.
- Weapon Grand Master: Gain multiple benefits with selected weapon, see text.