Feats
Feats typically modify a mechanic or bonus that already exists in the game. Most feats are passive, though some, such as metamagic feats, have active uses. Unlike abilities and definitions, feats do not define a character or grant entirely new mechanics. The lists below 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 advanced 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 swift melee touch spells as attacks of opportunity, so long as they are a swift action to cast.
- Improved Reflexive Spell: Select a known standard action touch spell that can be used as an attack of opportunity.
- 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.
- Extra Gumption: Gain 1 Gumption point.
- 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 attack 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 attack with 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 attack 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 attack 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.