General Feats
(Can be taken by everyone)
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Aberration Blood (L. of M.) Pre: Humanoid
B: Gain an aberration physical feature that grants you a benefit.
Bulging Eyes: +2 bonus on Spot checks
Flexible Limbs: +2 bonus on Grapple checks
Segmented Eyes: +3 bonus on Search checks
Slimy Skin: +4 bonus on Escape Artist checks
Sticky Fingers: +3 on Climb checks
Tail: +4 on Balance checks
Webbed Hands: +4 bonus on Swim checks
Ability Focus (MM1) Pre: Special Attack
B: +2 DC for all saving rolls vs. your special attack can be taken again for another special attack
Able Sniper (R. of Wild) Pre: Dex 13, Hide +5
B: Gain +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30' away. In addition you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding.
Able Learner (R. of Destiny) Pre: Human or Doppelganger
B: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat doesn't affect the skill point cost to learn a language or to gain literacy. This feat can only be taken at first level.
Abyss-Bound Soul (H. of Abyss) Pre: Evil Brand, Thrall to Demon
B: Your evil brand incorporates the personal symbol of your demon lord and a +2 bonus on saving rolls made against good spells. Additional benefits depend on your demon lord.
Baphomet--2x damage with weapons in a charge
Dagon--Water Breathing
Demogorgon--1/day you can automatically summon a tanar'ri with a CR of 1/2 your level for 1 hour
Fraz-Urb'luu--+1 level when casting illusion spells
Graz'zt--Immunity to fear,
Juiblex--Acid resistance 5 or +5 to current acid resistance,
Kostchtchie--Cold resistance 5 or +5 to current cold resistance
Malcanthet--cast enchantment spells at +1 caster level
Obox-ob--Your natural armor bonus +1
Orcus--Cast necromancy spells at +1 level
Pale Night--Immunity to insanity and confusion effects
Pazuzu--+2 on Reflex saves while flying
Yeenoghu--+1 on attack and damage rolls
Zuggtmoy--Ignore extra damage from critical attacks 25% of the time.
When you die your soul goes to your demon patron, you can only be restored with true resurrection, miracle or wish.
Acheron Flurry (Planar) Pre: Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (The Planes) +4
B: Designate a foe to distract with mock attacks (-2 to your AC) your foe may take only 1 standard or move action on his next turn.
Acrobatic B: +2 on Jump and Tumble checks.
Acrobatic Strike (PHB2) Pre: Tumble +12.
B: If you succeed in using Tumble to avoid an opponent's attack you gain a +6 on next attack that you make against that foe as long as the attack occurs before the end of your current turn.
Active Shield Defense † (PHB2) Pre: Shield proficiency, Shield Specialization
B: When fighting defensively and using a shield you do not take the standard fighting defensively penalties on attacks of opportunity. When using the total defense action and a shield you still threaten the area around you as normal. You can make attacks of opportunity with a -4 penalty.
Adaptable Flanker † (PHB2 Pre: Combat Reflexes, Vexing Flanker, BAB +4
B: As a swift action, you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square for you and your allies. You also occupy your current square for flanking an opponent.
Advantageous Avoidance (C. Sc.) Pre: 3rd level any luck feat
B: Expend 1 luck roll, as an immediate action, to reroll a critical hit confirmation made while attacking you, you can expend 2 luck rerolls to force a foe to reroll an attack roll made against you. You can use this feat after seeing the results of the die roll.
Aerial Reflexes (R. of Wild) B: While flying, you gain a bonus on Reflex saves based on your maneuverability.
Maneuverability Bonus   Maneuverability Bonus  
Clumsy +0   Good +3  
Poor +1   Perfect +4  
Average +2    
Aerial Superiority (R. of Wild) B: While flying, you gain a +1 dodge bonus to AC against those who can't fly or have a lower maneuverability class than you.
Agile B: +2 on Balance and Escape Artist checks
Agile Shield Fighter † (PHB2) Pre: Shield Proficiency, Improved Shield Bash, Shield Specialization
B: When making a shield bash and armed strike attack as part of a full attack action you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with 2 weapons.
Air Devotion (C. Champ.) B: Once per day, as a Swift action, for 1 minute, you can grant yourself a bonus to your AC equal to +1/four levels (max +6). Thrown and projectile weapons have a 50% miss chance against you while the air mantle is in effect. You can select this feat multiple times gaining 1 extra use of the ability per day. If you turn or rebuke undead you gain 1 additional use of this feat per every 3 daily turn attempts you spend.
Alertness B: +2 to Listen and Spot checks, familiars grant this to their master.
Alluring (S. & S.) B: +2 on Diplomacy Checks and the save DC of your mind affecting language-dependent spells.
Altitude Adaptation (Frost) Pre: Base Fort save +2
B: Gain +4 bonus on all Fort saves to avoid the effects of Altitude sickness and apply the effect of the next lower altitude when checking for the effects altitude has on you.
Ancestral Knowledge (R. of S.) Pre: Dwarf, Wis 15
B: Can make any Knowledge Check, even if the DC is higher than 10, you can also use your Wis Modifier in place of your Int Mod.
for any Knowledge Check.
Ancestral Relic (B. of ED.) Pre: Good alignment, 3rd level
B: Makes a masterwork family heirloom or item that belonged to another person connected to you. With a sacrifice of valuable items (gold, or other treasure) in a consecrated or hallowed place. You must spend 1 day/1,000 gp sacrificed and you must spend at least 8 hours of that in prayer or meditation, not stopping to eat or rest. The cost is the market cost of the item.
Level Max Relic Value   Level Max Relic Value   Level Max Relic Value
3rd 1,350 gp   9th 18.000 gp   15th 100,000 gp
4th 2,700 gp   10th 24,500 gp   16th 130,000 gp
5th 4,500 gp   11th 33,000 gp   17th 170,000 gp
6th 6,500 gp   12th 44,000 gp   18th 220,000 gp
7th 9,500 gp   13th 55,000 gp   19th 290,000 gp
9th 13,500 gp   14th 75,000 gp   20th 380,000 gp
Animal Affinity +2 to Handle Animal and Ride checks
Animal Devotion (C. Champ.) B: Once per day as a Swift action you can give yourself the power of an animal for 1 minute.
Ape's Fury; +2 Str/6 levels (max +8), fur sprouts all over your body and remains for the duration of the effect.
Cheetah's Sprint; +5'/4 Character levels Move (max +30), your body is covered in spots for the duration of the effect.
Hawk's Flight; Fly at 5'/5 levels (max +20'); for the duration of the effect luminescent wings grow from your back.
Serpent's Strike; gain a natural bite attack that deals no damage, but injects the subject with poison that deals 1d3 Con damage. The poison has a Fort save, DC 10+1/2 your level +your Cha modifier and negates the poison. Your upper canine teeth grow into fangs for the duration of the effect.
Animal Friend (B. of Ex. D.) Pre: Cha 15, Wild Empathy class feature
B: +4 exalted bonus on wild empathy checks to sway the attitudes of animals and good-aligned magical beasts.
Appraise Magic Value (C.Adv.) Pre: Appraise 5+, Knowledge (Arcana) 5+, Spellcraft +5
B: With an item that you know is magical, after 8 hours uninterrupted work and spending 25 gp you can a magic item. The DC is 10+ the caster level of the item.
Aquatic Shot (Storm.) Pre: Point Blank Shot
B: Don't take the normal penalty for making a ranged attack though water. Thrown Weapons -2/5', Missile Weapons -2/10', You can fire an Aquatic Longbow underwater with a range increment of 30', Also water doesn't provide cover against your ranged attacks if you out of the water and firing at a target in water. If you weapon's range increment is different underwater than it is underwater than it is above the water, count the water surface as the beginning of a new range increment and use your underwater range increment after the point in which your weapon strikes the water.
Archivist of Nature (H. of Horror) Pre: Dark Knowledge
B: Can use your Dark Knowledge on giants and fey, use your Knowledge (Nature) for Dark Knowledge checks regarding these 2 creature types.
Area Attack (S. Species) Pre: Str 19, Huge size, Power Attack
B: Can make an area attack with a large heavy object dealing damage to all creatures two or more size categories smaller than you in a 180 degree radius equal to your reach, you add 1.5 times your Str modifier to the damage.
Size Category Damage  
Huge 1d8  
Gargantuan 2d6  
Colossal 2d8  
This is awkward and you suffer -2 to AC and Reflex saves until your next turn.
Armor Proficiency (light) B: No armor check penalty on attack rolls when wearing light armor
Armor Proficiency (medium) Pre: Proficiency with Light Armor
B: No armor check penalty on attack rolls when wearing medium armor .
Armor Proficiency (heavy) Pre: Proficiency with Medium Armor
B: no armor check penalty on attack rolls when wearing heavy armor.
Armor Specialization † (PHB2) Pre: Proficiency with selected armor type, BAB +12
B: Chose 1 type of medium or heavy armor with which you are proficient and gain DR2/- with that armor. Any time you lose your Dex bonus you lose the benefit of this feat. You can gain this feat multiple times, its effects don't stack, each time you take the feat, it applies to a new type of armor.
Arterial Strike (C. War.) Pre: BAB 4+, Sneak Attack Ability
B: Can sacrifice 1d6 Sneak Attack for a 1hp/rnd bleeding wound, that bleeds until the victim receives a DC 15 Heal check or a cure spell. Multiple bleeding wounds stack.
Ascetic Hunter (C. Adv.) Pre: Improved Unarmed Strike, favored enemy
B: Add 1/2 your favored enemy bonus to damage on unarmed strikes.
Ascetic Knight (C. Adv.) Pre: Improved Unarmed Strike, ability to smite evil
B: Paladin & Monk levels stack for unarmed strike damage. In addition you can freely multiclass between Monk and Paladin.
Ascetic Rogue (C. Adv.) Pre: Improved Unarmed Strike, sneak attack
B: +2 to the DC of your stun when making a sneak attack unarmed strike. If you have levels in rogue and monk they stack for the purpose of determining your unarmed strike damage. In addition you can multiclass freely between monk and rogue.
Assume Supernatural Ability Pre: Wis 13, able to resume a new form magically
B: Learn to use a supernatural ability of another creature when assuming its form though polymorph or a similar effect. The saving DC is based on your stats not those of the creature whose form you have assumed. Breath Weapon; DC is 10 +Con modifier +1/2 HD, for all other supernatural abilities the DC is 10+ Cha modifier +1/2 HD (if you have no Con score use your Cha or +0 whichever is higher). Using this ability is disorienting, you take a -2 penalty on all attack rolls, saving rolls, skill checks and ability checks. In stressful or demanding situations you must make a Will save DC 19 to use this ability.
Athletic +2 on Climb and Swim checks
Auspicious Marking (R. of S.) Pre: Goliath
B: +2 on Cha when dealing with other goliaths, in addition you can reroll any stabilization check 1 per turn.
Awesome Blow (MM1) Pre: Str 25, Power Attack, Improved Bull Rush, Size Large+
B: Take -4 to your attack roll and knock foe 10' in any direction landing prone, to avoid they must make a Reflex save DC = damage dealt. Can only move the target in a straight line and if there is obstacle or opponent in the way the target stops movement and both take 1d6 damage.
Axespike (R. of S.) Pre: Armor Proficiency (Heavy), Weapon Focus (greataxe), Armor Proficiency (Heavy), Weapon Focus (Armor Spikes)
B: When making a full attack with your greataxes you can make an additional attack with your armor spikes at -5, you can only add 1/2 your Str Modifier to the damage from this extra attack as if it were an off-hand weapon attack.
Baleful Moan (L. Mortis.) Pre: Undead type, incorporeal subtype, Daunting Presence
B: All living creatures in 30' must make a Will save against your Moan or be shaken for 1 minute (DC 10+1/2 HD+Cha modifier).
Ballista Proficiency † (H. of B.) B: You don't take a -4 penalty to fire a ballista
Bane Magic (H. of Horror) B: Deal +2d6 against a specific type of creature from the list of Ranger's enemies. Has no effect on non-damaging spells. Can be taken multiple times each time for a new category of creature.
Battle Hardened (R. of S.) Pre: Dwarf, BAB +4
B: Receive +4 bonus on saving rolls against fear, you also gain +2 bonus on initiative checks.
Battlefield Inspiration (Min.) Pre: Cha 13
B: As a free action you can inspire in your allies within 30' granting a +2 save vs. fear.
Beloved of Demons (Ex. of Evi) Pre: Evil, 6th level caster, Knowledge (the Planes) +6, Evil Brand, Power Attack
B: If take a good or lawful creature down to dying or dead gain 1/2 your class level in temporary hit points for 1 minute. Can sacrifice up to 5 temporary hit points for DR 5/good for 1 round.
Bestial Hide (L. of M.) Pre: Aberration Blood
B: +1 Natural AC for every 2 aberrant feats you have.
Better Lucky than Good (C. Sc.) Pre: 6th level any 2 luck feats
B: Expend one luck roll, as a Swift action when making an attack roll, to turn a natural 1 into a natural 20.
Blazing Berserker (Sand.) Pre: Able to rage
B: Gain the fire subtype while in rage with immunity to fire and vulnerability to cold (taking +50% damage).
Blessed by Tem-Et-Nu (Sand.) Pre: Patron Deity Tem-Et-Nu, must have defeated a hippopotamus in single combat
B: Hippopatamui can't attack you unless they are magically compelled. If can turn or rebuke undead you can rebuke and command hippotami as an evil cleric rebukes or commands undead gain +2 sacred bonus to AC vs. Chaotic-Aligned Fire creatures. Cleric is now an additional favored class for you. Your aura radiates law with a strength equal to your level. If you change to a new deity you lose all benefits of this feat and take damage as if you were bitten by a hippopotamus, without a replacement feat.
Blessing of the Godless (Ex. of Evil) Pre: Evil, Knowledge (Religion) +6, you need a minimum ranks in religion to perform the rite

B: Gain access to religious ceremonies that provide malevolent energy to up to 5 allies. Each rite takes 6 minutes to perform, requires unholy water, dung from an evil creature and for the creatures to stand at one of the five points on a pentagram. The effects last for 24 hours.
Dark Pact +6: Creates a pool of hit points equal to your class level x number or participants; henceforth all participants can draw their class level in hit points to recover lost hit points.
Anoint the Wicked +9: Each participant gains +4 moral bonus on checks made to oppose Intimidate checks and on saving rolls vs. fear
Shield of the Godless +12: Each participant gains a +4 moral bonus on saving throws vs. divine spells. Participants also gain DR 5/- against smite attacks made against them. If any participant is is affected by a divine spell all participants within 60' gain a +2 moral bonus on attack and damage rolls for 1 round.

Blind Fight † B: In melee every time you miss because of concealment you can reroll your miss chance percentile dice one time to see if you hit. Invisible attackers get no special advantage related to hitting you in melee, you don't lose your Dex bonus and that attacker doesn't get a +2 to hit you. The bonus do still apply for ranged attacks. You take only half the usual penalty to speed for being unable to see in darkness and poor visibility, reducing your speed to 3/4 of normal. This feat is of no use against a creature under a blink spell.
Blind Fight (S. & F.) Pre: BAB 5+, Blind Fight, Wisdom 19+
B: Reroll miss chance for concealment, Blindsight 5' Radius.
Blindsight 5' Radius (S. & F.) Pre: BAB +4, Blind-Fight, Wisdom 19+
B: You can detect the location of foes who are no more than 5' away from you, invisibility and darkness are irrelevant. You are not able to detect incorporeal creatures.
Block Arrow † (H. of B.) Pre: Dex 13, Shield Proficiency
B: When using a shield, once per round, you can deflect a ranged attack that would have hit you. You must be aware of the attack and not flatfooted. Massive ranged weapons and ranged attacks generated by spells can't be deflected by this feat.
Blood Calls to Blood (H. of Horror) Pre: Spontaneous arcane caster, must be descended from a fiend
B: Gain +2 saving roll bonus vs. spells and spell-like effects cast by fiends and half-fiends.
Blood War Conscript (H. of Abyss) Pre: Evil Brand
B: Gain +1 bonus on attack and damage rolls against lawful or good creatures
Blowhard (S. Species) Pre: Con 20, Huge size, Power Attack
B: As an attack action you can use your breath to affect all creatures in a cone 5' per point of Con bonus. Each creature in the A.O.E. is affected as struck by a wind effect with its strength depending on your size (DMG Table 3-7).
Size Category Wind Effect  
Huge Strong  
Gargantuan Severe  
Colossal Windstorm  
You can't use this feat with a breath weapon.
Bolster Resistance (L of Mortis) Pre: Corpsecrafter
B: Undead you create gain +4 turn resistance.
Bonus Breath (S. Species) Pre: Breath Weapon with limited uses per day
B: Can breathe 1 additional time per day after 1 hour. You can gain this feat multiple times granting you 1 additional use each day.
Born Flyer (R. of Wild) Pre: Dex 13
B: You gain a +4 bonus on saves or checks you make to maneuver in the air or to stay aloft. If you don't have a natural fly speed, this feat allows you to take feats that have a natural fly speed as a prerequisite.
Bounding Assault (PHB2) Pre: Dex 13, Dodge, Mobility, Spring Attack, BAB +12
B: When using the Spring Attack feat, you designate 2 foes rather than 1. Your movement doesn't provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of your foes or split the attacks between them.
Brachiation (C. Adv.) Pre: Climb 4+, Jump 4+
B: Move through the trees at your land speed, you must be at least 20' high and in medium or dense forests to use this feat.
Brand of the 9 Hells (T of 9 H.) Pre: Lawful Evil, Devil
B: Choose an archdevil to whom you have sworn fealty and gain a +2 bonus on Bluff, Diplomacy and Sense Motive checks made against denizens of that archdevil's layer, but take a -2 penalty on the same checks made against denizens of other layers. In addition you gain a +2 bonus on Intimidate checks. The brand grants an additional benefit, depending upon the archdevil with which it is associated.
Bel: The brand is a cold iron longsword or greatsword (your choice) that glistens with green hellfire. This weapon deals normal damage appropriate to your size, plus an extra 1d6 points of damage against good-aligned creatures, or an extra 2d6 points of damage against demons. You are proficient with this weapon, even if you normally lack weapon proficiency with the weapon.
Dispater: In keeping with your lord's fearful paranoia you grow a pair of eyes in the back of your head. You can't be flanked nor can you be caught flat-footed.
Mammon: The brand allows you to better play the careful game of balance necessary of all devils. when faced with mighty foes, you grovel and ask for mercy. Against weaker enemies, you show no quarter. If you attack an opponent with more HD than you, you automatically begin to project an aura of pity in a 30;' radius around you. All creatures in this area must make a Will save, DC 10 +1/2 your HD +your Cha modifier, or take a -2 penalty on attacks against you. They see you as weak, pathetic and barely worth the effort of slaying. Creatures with fewer HD than you or any creature at half its maximum hit points or less (even one with more HD than you), suffer a different effect from this aura. These creatures become shaken, Will negates DC 10 +1/2 your HD +your Cha modifier, as you take on a ghastly, enraged aspect in their eyes. A creature with more HD than you that is subsequently reduced to half hit points must make a new save against this version of your aura. If it fails, the creature becomes shaken but it no longer takes the -2 penalty on attack rolls described above (it if failed its save against the first aura). The aura is a mind-affecting ability. A creature needs to save against each version of the aura only once every 24 hours. The aura's effect last as long as a creature is within its area.
Fierna and Belial: The brand of Fierna and Belial consumes you, infesting your thoughts with sinister urges. Once per round, you can use a melee touch attack to bestow these dark impulses on another creature. The target of this ability must make a Will save, DC 10 +1/2 your HD +your Cha modifier. If it fails this save, the target is dazed for 1 round, lost in starry dreams of endless treasure, arcane might and wishes fulfilled. You can use this mind-affecting ability once every 1d4 rounds.
Levistus: The brand of Levistus grants you a mystical link to that trapped archdevil's prison. Once per day as a Swift action, you become encased in armor of ice. You gain resistance to cold 20, and all of your natural attacks deal an extra 1d6 points of cold damage. This benefit lasts for 10 minutes.
Glaysa: The brand of Glasya fills you with power, drawn from the shuddering remains of the Hag Countess. Once per day, you can activate this ability as a Swift action. You gain fast healing 3 for 1minute. Pulpy, tumorous flesh erupts from your wounds to seal your injuries.
Baalzebul: This brand causes your body to sweat a glistening slime. You gain a +4 bonus on grapple and Escape Artist checks.Your natural attacks deal and extra 1d6 points of acid damage.
Mephistopheles: The brand of Mephistopheles burns with unholy energy. 3/day as a Swift action you can invoke those flames to wreathe your body, for 1 round all of your natural attacks deal an extra points of fire damage. At the start of each of your turns, any creature in squares adjacent to you take 1d6 points of fire damage.
Asmodeus: The brand of Asmodeus fills you with power and authority. 3/day as a Swift action you can use command as the spell, as a spell-like ability. Once a character gains a brand of the Nine Hells, it can never gain the brand of another archdevil. Nondevils can gain this feat, and the feats that require it as a perquisite, by performing a particularly useful act for an archdevil fo Hell. This option is unavailable to player characters.
Breathing Link (Storm.) Pre: Aquatic Elf or water genasi, Will save +2
B: As a free action, on your turn, you can give 1 creature within 5' water breathing as a supernatural effect until you direct the ability to another or end the effect (as a free action). The ability ends if you and the creature are separated by more than 5' or if you die.
Bright Sigil (R. of Destiny) Pre: Illumian
B: As a standard action you can increase the illumination from your illumin sigils to provide a bight glow. Your sigils shed illumination equivalent to a daylight spell for 1 round.
Brutal Strike (PHB2) Pre: Str 13, Power Attack, BAB +6
B: If you use your Power Attack feat to increase your damage with a bludgeoning weapon you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fort save, DC 10 +your extra damage from Power Attack, or be sickened for 1 round. You can use this feat once per round during your attack action. This feat can't be used against a creature that is not subject to extra damage from critical hits.
Brutal Throw (C. Adv.) B: Add your Str mod. to attack rolls to hit with thrown weapons, instead of your Dex modifier.
Burrow Friend (R. of S.) Pre: Gnome, Cha 13
B: Gain +2 bonus on Handle Animal check and Wild Empathy Checks involving burrowing mammals, if you have the ability to speak with animals you can use this ability 1 extra time per day.
Cautious Attack (Drow) Pre: Wis 13, Dodge
B: When you ready a standard action to attack you gain a +1 dodge bonus to AC, that lasts until you take the readied action, or until the start of your next turn (whichever comes first).
Catfolk Pounce (R. of Wild) Pre: Catfolk, Dex 13
B: If you use the charge action against a flat-footed foe, you can make a full attack at the end of a charge.
Celestial Mount (B. of ED.) Pre: 4th level Paladin
B: Give the celestial template to your special mount
Celestial Mount (B of BD. L. of M.) Pre: 4th level Paladin
B: Your special mount gains the celestial creature template. It gains the ability to Smite evil 1/day, darkvision 60', Resistance to acid, cold and electricity based on its total HD, DR and SR that increases with your special mount's HD.
Centaur Trample † (R. of Wild) Pre: Centaur, Dex 15
B: When you attempt to overrun an opponent, your target may not chose to avoid you. You may make 1 hoof attack against any target you knock down (prone targets take -4 to AC).
Channeled Rage (R. of Destiny) Pre: Half-Orc, ability to rage
B: You may spend one of your daily uses of rage as an immediate action to add your Str bonus on a Will saving roll.
Charaltan (S. & S.) Pre: Combat Expertise
B: With study can ignore 1/2 natural and normal AC.
Chaos Devotion (C. Champ.) B: Once pre day as a Swift action. Roll 1d6 and if odd add the bonus to attack, if even add the bonus to AC, this effect lasts for 1 minute.
Chaotic Mind (Psionic) B: Remove insight AC bonus to other creatures, can't use if have PPs
Chosen Foe B: During your turn, as a free action, you gain a +1 bonus on attack rolls made against the foe and a +1 AC bonus on attacks made by that foe.
Circle Kick (S. & F.) Pre: BAB 9+, Improved Unarmed Strike, Dex 15+
B: A successful unarmed attack allows you to make a 2nd attack against another foe that you threaten.
City Slicker (R. of Destiny) B: Disguise, Forgery, Gather Information and Knowledge (Local) are always class skills for you. This feat can be taken only at 1st level.
Clan Prestige (R. of S.) Pre: Dwarf, Cha 13
B: +4 on Cha based skills when dealing with other members of your clan (once specified it can be changed).
Cleave † Pre: Str 13+, Power Attack
B: If you kill a creature you can make an immediate free attack against another creature you threaten with the same weapon and at the same attack bonus as the attack that dropped the previous foe. You can use this ability once per round.
Clever Opportunist (Drow) Pre: Combat Reflexes
B: If you hit a creature of your size or smaller with an attack of opportunity you can change places with them. Both of you must be able to occupy the new space.
Clever Wrestling † (C. War.Draco.) Pre: Small or Medium size, Improved Unarmed Strike
B: Gain bonus if foe large or larger
Opponent's Size Bonus   Opponent's Size Bonus  
Large +2   Gargantuan +4  
Huge +4   Colossal +6  
Clever Wrestling (Storm.) Pre: Dex 13, Improved Trip
B: If you trip a foe in combat you can immediately make another trip attempt against another foe within reach at the save BAB as your last trip attack.
Clinging Breath (MM4) Pre: Con 13, breath weapon with recharge time in rounds
B: When using a breath weapon it can chose for it to add additional damage in the next round to all creatures and objects affected by it. This damage is equal to 1/2 the damage the breath weapon dealt to that creature or object. A second save is not allowed, but any creature or object that avoided all damage from the breath weapon in the first round doesn't take any extra damage. As a full-round action, a targeted creature can attempt a Reflex save (using the breath weapon's original save DC) to remove the clinging breath weapon and negate further damage. Rolling around on the ground grants a +2 bonus on this save. The feat only works on a breath weapon that has instantaneous duration and that deals damage. When a creature uses this feat add 1 to the number of rounds it must wait before using its breath weapon again.
Cloak Dance (Psionic) Pre: Hide 10+ Perform (Dance) 2+
B: Take a move action to obscure your exact position or take a full move to entirely obscure your exact position.
Cloak of the Oybrith (H. of Abyss Pre: Chaotic alignment
B: Gain DR 1/lawful, +1 DR for each additional Abyssal Heritor feat taken.
Close-Quarters Fighting † (C. War.) Pre: BAB 3+
B: Gain attack of opportunity when a foe attempts to grapple you even if foe has improved grapple or similar feat. If the foes has such an ability add the damage you deal as a bonus on your opposed check to resist being grappled. Doesn't grant an extra attack of opportunity when you normally wouldn't.
Cold Endurance (Frost) Pre: Base Fort +2
B: Can exist comfortably in temperatures of 0 degree to 90 degrees F, also gain +2 save against cold effects.
Combat Acrobat (PHB2) Pre: Balance +9, Tumble +9
B: Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Balance check to remain on your feet.
Sure Footed Maneuver: With a DC 15 Balance check, you can ignore up to 4 squares of difficult terrain. You still endure any effects or hazards associated with the terrain.
Combat Expertise Pre: Int 13+
B: When using an attack action you can trade your Attack Bonus for an AC bonus (+5 max), up to a max of your BAB. The changes last until your next action.
Combat Intuition † (C. Adv.) Pre: Sense Motive 4+, BAB 5+
B: As a fee action use sense motive to assess the level of your foe (table p 102). You gain +4 to such checks and narrow the result to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against in the previous round, you gain +1 insight bonus on your melee attack rolls against that creature.
Combat Reflexes † B: When foes leave themselves open you may make a number of additional attacks of opportunity equal to your Dex bonus. You may also make attacks of opportunity while flat-footed. This feat doesn't allow a rogue to use their opportunist ability more than once per round.
Combat Tactician (PHB2) Pre: Dex 13, Dodge, BAB +12
B: You can designate 1 specific foe as the target of this feat as a free action. If neither you nor the target threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn.
Combat Tinkering (Dungeon.) B: You gain +4 bonus on Concentration to avoid being distracted while attempting to make Disable Device or Open Lock checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check, but the DC is increased by +20.
Cometary Collision † (PHB2) Pre: Str 13, Improved Bull Rush, Power Attack
B: You can ready a standard action to use this feat when a foe charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. You take the standard -2 penalty to AC for charging.
Complementary Insight (R. of Destiny) Pre: Half-Elf
B: Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description.
Concussion Attack (C. Sc.) Pre: Sneak Attack +3d6
B: Impose -2 on Int and Wis checks and skill for 10 rounds by expending 2d6 of sneak attack. You can use this feat a second time in increase the duration.
Constant Guardian † (Drow) B: Once during your turn as a free action you can take a -2 penalty to attack rolls to grant a single ally within 10' a +2 dodge bonus to AC. The effect lasts until the start of your next turn or until you move more than 10' from the chosen ally, whichever comes first.
Control Shape (MM1) B: Lets a lycanthrope control their shape; see book for details
Controlled Respiration (S. Species) Pre: Time limit on how long you can remain out of water, Endurance
B: You can control your breathing and remain out of water longer doubling the normal time limit after which you must make Con checks to avoid suffocation. Doesn't allow creatures that can't normally breathe air to do so.
Cool Head (C. Sc.) Pre: Any 2 mental skill tricks
B: Learn up to 2 mental skill tricks at no cost, increase your level of mental skill tricks by 1.
Coordinated Shot † (H. of B.) Pre: Point Blank Shot, Precise Shot
B: Able to ignore the cover provided to a target by your allies for a ranged shot.
Coordinate Strike (R. of Wild) Pre: Handle Animal +5, Animal Companion
B: During any round in which your animal companion or special mount makes a melee attack, you gain a +1 bonus on your attack rolls against the same target.
Corpsecrafter (L. Mortis) B: Undead you create gain +4 Str and +2 hp/HD
Crescent Moon (C. War.) Pre: Improved Disarm, Improved 2-Weapon Fighting, 2-Weapon Fighting, Weapon Focus (Dagger) Weapon Focus (Bastard Sword, longsword, scimitar or short sword)
B: May make a free disarm attempt if hit with both weapons
Crossbow Sniper † (PHB2) Pre: Proficiency with hand, heavy or light crossbow, Weapon Focus with that weapon, BAB +1
B: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dex bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60' when you are using a crossbow for which you have the Weapon Focus feat.
Crush (S. Species) Pre: Huge Size or larger
B: As a standard action you can jump onto opponents using your whole body to crush them. This attack is useful only against creatures at least 3 size categories smaller than yourself. Add 1.5 times you Str damage to determine the total damage.
Size Category Crush Base Damage  
Huge 2d8  
Gargantuan 4d6  
Colossal 4d8  
A crush attack deals bludgeoning damage and affects as many creatures as can fit under your body. Each creature in the A.O.E. must make a Reflex save DC 10+Str modifier +your size modifier for grapple checks. On a failure the opponent is pinned and automatically takes crush damage each round the pin is maintained.
Crushing Strike (PHB2) Pre: Weapon Focus (Bludgeoning Weapon), Weapon Mastery (Bludgeoning), Weapon Specialization with a bludgeoning weapon, BAB 14+
B: When you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +1 bonus on attack rolls until the end of your current turn.
Cumbrous Dodge (S. Species) Pre: Dodge, Tumble +4
B: As a free action you gain a +2 bonus to AC for the rest of the encounter, but after the encounter you are fatigued.
Cumbrous Fortitude (S. Species) Pre: Great Fortitude
B: Before rolling a Fort save you can use this feat to give yourself +6 on the saving roll. After the saving roll is resolved, regardless of the result, you are staggered and can only take a partial action.
Cumbrous Reflexes (S. Species) Pre: Lightning Reflexes
B: Before rolling a Reflex save you can use this feat and gain a +6 bonus on the saving roll. After the save is resolved, regardless of the result, you are prone and dazed.
Cumbrous Will (S. Species) Pre: Iron Will
B: Before rolling a Will save you can use this feat to give yourself a +6 bonus on the saving roll. After the saving roll is resolved, regardless of the result, you are shaken until the end of the encounter (-2 on attack rolls, checks and saving rolls).
Cunning Evasion (PHB2) Pre: Hide +9, evasion
B: If caught within an area attack whose damage you avoid completely due to your evasion or improved evasion ability, you can make a combined Hide check and a 5' step as an immediate action. You can attempt this check only if there is cover suitable for a Hide check, and you can take your 5' step into cover before making your Hide attempt. If you have the hide in plain sight class feature, you do not need cover near you to attempt the Hide check.
Cunning Sidestep (Draco.) Pre: Improved Unarmed Strike, Clever Wrestling, size Small or Medium
B: Gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed.
Opponent Size Bonus   Opponent SizeBonus Bonus  
Large +2   Gargantuan +3  
Huge +4   Colossal +4  
Dallah Thaun's Luck Pre: Hafling, Cha 13
B: Once per day, you can opt to gain a +5 luck bonus on a single saving roll. However, if you use this ability, you gain a -2 penalty on all other saving rolls until sunrise the next morning.
Danger Sense (C. Adv.) Pre: Improved Initiative
B: Can reroll one initiative roll per day.
Danger Sense (Min.) Pre: Improved Initiative
B: Once per day your can reroll an initiative check and chose the best of two rolls.
Daredevil Athlete (C. Sc.) B: 3x day, as an immediate action, you can gain a +5 bonus on a single Balance, Climb, Escape Artist, Jump, Ride , Swim or Tumble check.
Daring Outlaw (C. Sc.) Pre: Grace +1, Sneak Attack +2d6
B: Rogue and Swashbuckler levels stack for determining your competence bonus on Reflex saves and the swashbuckler's dodge bonus to AC. Your rogue and swashbuckler levels stack for determining your sneak attack bonus.
Daring Warrior † (C. Sc.) Pre: Weapon Specialization , Grace +1
B: Fighter and Swashbuckler levels stack for the purpose of determining your competence bonus to Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. Your fighter and swashbuckler also stack for the purpose of feats that require a minimum fighter level.
Darkstalker (L. of M.) B: When you hide creatures with blindsight, blindsense, scent or tremorsense must make a Listen or Spot check to notice you. You can't hide in plain sight unless you have that ability as a class feature. In addition you can flank creatures that have the all-around vision special quality.
Dash (C. War. & Min.) B: +5' Move if wearing light armor, or none and carrying light load.
Daunting Presence † (L. Mortis) Pre: Cha 13, BAB 1+
B: Make take a standard action to Awe all within 30' causing them to be shaken for 10 minutes.
Deadeye Shot † (PHB2) Pre: Point Blank Shot, Precise Shot, BAB +4, skirmish or sneak attack ability.
B: By firing just as your ally connects with a blow you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds that target loses his Dex bonus to AC against your attack.
Deadly Chill (L. Mortis) B: Undead you create deal +1d6 cold damage with their natural weapons.
Deadly Poison (S. Species) Pre: Con 19, poison special attack that deals ability damage as secondary damage, Virulent Poison
B: Your poison attack is more potent, if the subject of the attack fails the second saving roll the poison deals double its normal secondary damage
Death Blow (C. Adv.) Pre: Improved Initiative, BAB 2+
B: Do a coup de grace as a standard action instead of a full move.
Deadly Defense † (C. Sc.) B: When using a light weapon or a weapon for which you have the Weapon Finesse feat you can deal an extra 1d6 damage when fighting defensively and in light armor without a shield. If you have the Combat Expertise feat you also gain the benefit of Deadly Defense when taking a penalty of at least -2 on your attack roll from the feat.
Deafening Strike (C. Sc.) Pre: Sneak attack +4d6
B: Expend 3d6 sneak attack to deafen foe for 3 rounds, additional uses of the feat extend the duration.
Death Devotion (C. Champ.) B: Once per day as a Swift action, for 1 minute, you can bestow 1 negative level/4 levels (max 5). The target must make a Fort save, DC 10 +1/2 your level +your Cha modifier, to avoid taking the negative level. In addition if you can turn/rebuke undead you can spend 3 turning attempts to gain one more use of this feat. You can take this feat multiple times gaining and extra daily use.
Debilitating Strike (H. of Horror) Pre: Surge of Malevolence, moderate taint
B: Makes your unarmed attacks evil for purposes of overcoming DR, if you deal physical damage to a creature the target takes 2 points of Con if your corruption is higher than your depravity, or 4 points of Wis if your depravity is higher than your corruption. If you have equal amounts you choose. You can use this power 2x day if you have moderate taint or 4x day if you have severe taint.
Deceitful B: +2 bonus to Disguise and Forgery Checks.
Deep Denizen (S. Species) Pre: Underground as sole terrain type
B: You gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent.
Deepspawn (L. of M.) Pre: Aberration Blood, one other aberration feat
B: Gain 2 short powerful tentacles on your waist giving you 2 tentacle natural attacks that deal 1d4 damage (for Medium creatures) plus your Str modifier. The tentacle attacks are treated as primary weapons. If you attack with a weapon then your tentacle attacks are secondary attacks made with -5 penalty on the attack roll and you can only add 1/2 your Str bonus to damage. You also gain +2 bonus on grapple checks.
Defensive Archer † (R. of Wild) Pre: Point Blank Shot
B: Gain a +4 dodge bonus to AC against attacks of opportunity provoked when you make a ranged attack.
Defensive Strike † (C. War.) Pre: Dex 13, Int 13, Combat Expertise, Dodge
B: If foe attacks and misses while you are in total defense on next turn gain +4 to attack roll, you gain no bonus on a foes that doesn't attack you or one that hits.
Defensive Sweep † (PHB2) Pre: BAB +15
B: If an opponent begins his action adjacent to you and doesn't move, he provokes an attack of opportunity from you immediately after his turn ends, provided that you threaten the square that he occupies. Any sort of movement, including a 5' step, allows the opponent to avoid provoking this special attack of opportunity. This feat doesn't give you the ability to make additional attacks of opportunity in a given round.
Defensive Throw (C. War.) Pre: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike
B: Make an immediate trip attack on your Dodge partner if he misses his attack on you.
Deflect Arrows † Pre: Dex 13+, Improved Unarmed Strike
B: Must have 1 hand free, once per round when you would normally be hit with a ranged weapon, if you are aware of the attack you can deflect that ranged weapon.
Deformity (Clawed Hands) (V. Dark.) Pre: Willing Deformity
B: Able to deal 1d6 points of damage as an unarmed claw attack the creature is considered armed even when unarmed and doesn't draw attacks of opportunity when making an unarmed attack.
Deformity (Eyes) (V. Dark.) Pre: Willing Deformity
B: As a supernatural ability the character can use see invisible once per day.
Deformity (Face) (V. Dark.) Pre: Willing Deformity
B: +2 bonus on Intimidate checks and Diplomacy checks with evil creatures.
Deformity (Gaunt) (V. Dark.) Pre: Willing Deformity
B: Gain +2 Dex and -2 to Con as well as a +2 bonus on Escape Artist and Intimidate checks.
Deformity (Obese) (V. Dark.) Pre: Willing Deformity
B: +2 Con and -2 to Dex, furthermore they gain a +2 bonus on Intimidate checks and saving rolls vs. poison.
Deformity (Skin) (H. of Horror) Pre: Evil alignment, Willing Deformity, Medium Size
B: Add 5' to your reach, -1 AC, -2 Hide.
Deformity (Tall) (H. of Horror) Pre: Evil alignment, Willing Deformity, Medium Size
B: Gain 5' reach, you are clumsier and suffer -1 AC and -2 on your Hide checks.
Deformity (Teeth) (H. Horror) Pre: Evil alignment, Willing Deformity
B: Gain a bite attack 1d4+Str modifier, can use as a secondary attack at -5 for 1d4+1/2 Str modifier.
Deformity (Tongue) (H. Horror) Pre: Con 13
B: Immune to 1 specific disease and +2 save vs. other diseases, you recover ability damage at double the normal rate, your blood can be used to provide a +4 bonus on the Heal check.
Deft Hands B: +2 on Sleight of Hand Checks and Rope Checks
Deft Strike (C. Adv. Draco.) Pre: Int 13, Combat Expertise, Spot 10+, sneak attack
B: Find a weak point ignoring bonus and natural armor bonuses. This requires a Spot check, against DC equal to your target's AC. If you succeed, your next attack against the target (which must be made no later than your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply. If you use a ranged weapon to deliver the attack, your opponent must be within 30' of you to benefit from this feat.
Demonic Skin (H. of Abyss) B: +1 Natural AC for every 2 Abyssal heritor feats you have, take a -2 penalty to Escape Artist.
Demonic Sneak Attack (H. of Abyss) Pre: Sneak attack class feature
B: When making a successful sneak attack you can reroll a number of sneak attack die equal to the number of Abyssal heritor feats you have. Take -2 penalty to Bluff.
Deft Opportunist † (C. Adv. & Min.) Pre: Dex 15, Combat Reflexes
B: +4 bonus on attack rolls when making attacks of opportunity.
Deft Strike (C. Adv.) Pre: Int 13, Combat Expertise, Spot +10, sneak attack
B: As a standard action you can try to find a weak spot in a foe's armor, requires a Spot check with a DC equal to the target's AC. If you succeed, your next attack against that target (which must be made in your next turn) ignores the target's armor bonus and natural armor to AC (including any enhancement bonuses). Other AC bonuses still apply normally. If you use a ranged attack, you foe must be within 30'.
Desert Dweller (S. Species) Pre: Desert terrain type
B: Your Fort save DC to avoid subdual damage is reduced to 10. In addition you can go without water for a number of hours equal
to 24+ twice your Con score.
Destruction Devotion (C. Champ.) B: 1/day, as an immediate action, If deal damage with a melee attack, not a melee touch attack, your can temporarily reduce the struck creatures AC bonus or Natural AC bonus by 1, for 1 minute. Multiple hits stack (to a max of 0 AC). At 10th level you reduce your foe's AC by 2 points. You can take this feat multiple times gaining 1 extra use. If you can turn/rebuke undead you gain 1 extra use of this feat for each turning attempt you spend.
Destruction Retribution (L. Mortis) Pre: Corpsecrafter
B: When undead you create die they explode for 1d6+1d6/2 HD of negative energy over a 10' spread.
Destructive Rage (C. War.) Pre: Rage or Frenzy ability
B: +8 Str check to break down doors or break objects while in rage.
Detach (S. Species) Pre: Con 19, Regeneration
B: As an attack action you can detach a portion of your body that can make a melee attack other than a bite and uses it as a thrown weapon (range increment 20'). The thrown member deals its base damage +Str modifier (not 1.5 times your Str modifier). Special attacks that deal damage, such as poison and acid, take effect normally from the thrown member. Ability damage, ability drain and energy drain attacks can't be made with a detached body part.
Devil's Aura (T 9 Hells) Pre: Cha 13, Intimidate +9, Devil's Favor
B: Generate an aura of fear for 1 round as a swift action with a DC of 1/2 your HD +your Cha modifier. You are able to use this feat once per devil-touched feat you have. The aura extends 10' and those that fail are shaken 1d3 rounds. Multiple exposures have no additional effect.
Devil's Favor (T 9 Hells) Pre: Pact with a devil
B: Gain +2 on attack, save or skill check. Can use this ability once per day for each devil-touched feat you have.
Devil's Flesh (T 9 Hells) Pre: Con 15, Devil's Favor
B: Gain a bonus on your Natural Armor and on Intimidate checks equal to half the number of devil-touched feats you have. Take a penalty of the same amount on Diplomacy checks against good creatures.
Devil's Sight (T 9 Hells) Pre: Wis 15, Devil's Favor
B: Gain Darkvision 60' (+60' if you have darkvision), you also, as a swift round action, gain blindsight 30'. You can use blindsight once per devil-touched feat that you have.
Devil's Stamina (T 9 Hells) Pre: Devil's Favor, Base Fort +3
B: You gain +2 hit points per devil-touched feats you have. Once per day gain 5 rounds of fast healing 1/number of devil-touched feats you have.
Devil's Tongue (T 9 Hells) Pre: Cha 15, Devil's Favor
B: As a standard action you can speak soothing words dazing your foe and rendering them flat-footed, unless they make a Will save with a DC of 10+ 1/2 HD+ your Cha modifier. You can use this ability once per devil-touched feat you have. You can expend 2 uses of the ability to use it as a Swift action. Your target must be able to understand you to use this feat on them.
Devoted Inquisitor (C. Adv.) Pre: Smite Evil, Sneak Attack
B: When you use your sneak attack and smite ability in the same attack against the same foe you can daze them. They must make a Will save , DC 10+1/2 your level +your Cha modifier, or be dazed 1 round. In addition you can multiclass freely between paladin and rogue.
Devoted Tracker (C. Adv.) Pre: Track, Smite Evil, Wild Empathy
B: Levels in paladin and ranger stack for determining smite damage and determining the bonus for your wild empathy class feature. Doesn't allow additional daily uses of your smite evil ability. If you have both a special mount and companion animal feature you can designate your special mount as your animal companion, gaining the benefits of both. In addition you can multiclass freely between paladin and ranger.
Diehard Pre: Endurance
B: When reduced to between -1 and -9 hit points you are automatically stabilized. You may also chose to act as if you were disabled, even if it is not your turn, you must make the decision to act disabled as soon as you are dropped below 0 hit points. If you decide to act as disabled you can take 1 action. If you take a move action you don't injure yourself, but if you take any other action; you injure yourself 1 hit point, and if you reach -10 hit points you die.
Dilate Aura (T 9 Hells) Pre: Aura Ability
B: Once per encounter you can double the range of your aura for a number of rounds equal to your Cha modifier.
Diligent B: +2 on Appraise and Decipher Script Checks
Dirty Fighting (S. & F.) Pre: BAB 2+
B: Inflict +1d4 damage with a full attack action.
Disciple of Darkness (V. Dark.) B: 1/day, while performing an evil act, add +1 luck bonus to any die roll
Disease Immunity (H. of Horror) Pre: Con 13
B: Immunity to one specific disease and gain a +2 saving roll bonus on other diseases. You recover points lost to disease at 2x rate. Your blood can be used, with a Heal check, to give another saving roll to anyone who has a disease you are immune to. You can give a +4 to a saving roll for a disease that your aren't immune to.
Disemboweling Strike (C. Sc.) Pre: Sneak Attack +5d6, Weapon Focus (any slashing weapon)
B: Expend 4d6 sneak attack to do 1d4 Con damage, with a slashing weapon for which you have the Weapon Focus feat. You can't use this feat against the same target more than 1/day.
Dive for Cover (C. Adv.) Pre: Base Reflex save +4
B: Reroll a failed Reflex saving roll, regardless of success or not you become prone after using Dive for Cover.
Diverse Background (R. of Destiny) Pre: Half-Human
B: Choose 1 class. That class is also a favored class for you. This feat may only be taken at first level.
Diving Charge (R. of Wild) B: When charging while flying, if you move at least 30' and descend at least 10', you gain a bonus on your damage roll based on your fly speed (The damage bonus is based on your fly speed, not how far you have moved in your charge).
Fly Speed Damage Bonus  
30' or slower +1d6  
31'-90' +2d6  
91' or faster +3d6  
Dodge † Pre: Dex 13
B: You can select an opponent on any of your actions to have a +1 Dodge bonus to AC against them. Dodge bonuses stack, if you lose your Dex bonus to AC you lose your Dodge bonus.
Double Hit † (Min.) Pre: BAB +1
B: May make an attack of opportunity with your off hand against the same target at the same time.
Draconic Archivist (H Horror) Pre: Dark Knowledge
B: Can use your Dark Knowledge (Arcana) for dark knowledge checks on dragons and constructs.
Dragon Breath (R. of D.) Pre: Half-Dragon, 6 HD, breath weapon
B: You can use your breath weapon every 1d4 rounds.
Dragon Cohort (Draco.) Pre: 9th level, Speak Language (Draconic)
B: You gain a cohort selected from (Table 3-14 Draco. 138), just as you would by selecting the Leadership feat. However, you may treat the dragon's ECL as if it were 3 lower than indicated.
Dragon Hunter (Draco.) Pre: Wis 13
B: Gain +2 dodge bonus to AC against attacks made by dragons and a +2 competence bonus on saving rolls against the spells, attacks and special abilities of dragons. You also gain a +2 competence bonus on any opposed check you make against a dragon.
Dragon Hunter Bravery (Draco.) Pre: Wis 13, Dragon Hunter
B: You and all allies within 30' who can see you are treated as having +4 HD for the purposes of determining your resistance to the frightful presence of dragons. All creatures so affected also gain +4 morale bonus on Will saves made to resist a dragon's frightful presence. Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon's frightful presence if you succeed on yours or are immune.
Dragon Hunter Defense (Draco.) Pre: Wis 13, Dragon Hunter
B: Gain evasion ability against the breath weapons of dragons. You also gain a bonus equal to 1/2 your character level on all saving rolls you make against the supernatural or spell-like abilities of dragons.
Dragon Steed (Draco.) Pre: Cha 13, Ride +8, Speak Language (Draconic)
B: Gain the service of a dragonnel (Draco. 150) as a steed. It serves you loyally as long as you treat it fairly, like a cohort. If you have a special mount, this dragonnel replaces your special mount (Draco. 139).
Dragon Tail (R. of D.) Pre: Dragonblooded, 1st level only
B: You have a tail that can make a secondary attack in combat. It deals bludgeoning damage by size. (see table on R. of D. 98).
Dragon Toughness (M. of W.) Pre: Base Fort +5
B: Gain +12 hit points
Dragon Trainer (R. of D.) Pre: Dragonblooded, Handle Animal +4, Speak (Draconic)
B: Use your Handle Animal skill to handle and train dragons with Int 6 or lower as if they were animals, can also train and rear animals with the dragonic template as if they were animals. Even with this feat you can't rear dragons with Handle Animal skill.
Dragon Wings (R. of D.) Pre: Dragonblooded, 1st level only
B: You have wings that aid your jump checks, granting +10 Jump You can also glide 20' forward for each 5' drop, you glide at 30' (Average), can't hover, can't glide with medium or heavy load. If you fall unconscious in midair, your wings unfurl, you fall in a tight circle taking only 1d6 points of damage from the fall.
Dragon-Wrought (R. of D.) Pre: Koblod, 1st level
B: You are a dragonwrought koblod, your type is dragon and you lose dragon subtype, you retain all other subtypes and racial traits. Your scales become tinted with the color that matches your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision 60' and Low-Light Vision. You gain +2 racial bonus on the skill indicated for your draconic heritage (on table R. of D. 103).
Dragonbane (Draco.) Pre: Int 13, Dragonfoe, BAB +6
B: You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such and attack deals +2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30' to gain the bonus.
Dragoncrafter (Draco.) Pre: Knowledge (Arcana) +2
B: Can create any dragoncraft item whose prerequisites you can meet. Creating a dragoncraft item follows the normal rules for Craft skill (Dragoncraft items Draco. 116).
Dragondoom (Draco.) Pre: Int 13, Dragonbane, Dragonfoe, BAB +10
B: When you attack a dragon, the critical multiplier improves.
Normal Multiplier New Multiplier  
x2 x3  
x3 x5  
x4 x7  
Dragonfriend (Draco.) Pre: Cha 11, Speak Language (Draconic)
B: Gain +4 bonus on Diplomacy checks made to adjust the attitude of a dragon and a +2 bonus on Ride checks made to ride a dragon. In addition you gain a +4 bonus on saves against the frightful presence good dragons.
Dragonsong (Draco.) Pre: Cha 13, Knowledge (Arcana) +4, Perform +6, Speak Language (Draconic)
B: Gain a +2 bonus on any Perform check involving a song, poetics, or any other verbal or spoken form of performance. In addition the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) gains a +2.
Dragonthrall (Draco.) Pre: Speak Language (Draconic)
B: Gain +4 bonus on any Bluff check made against a dragon and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a -2 penalty on saves against the enchantment spells and effects cast by dragons. You can't select this feat if you have already taken Dragonfriend feat.
Dream Telling (H. Horror) B: Can interpret the basic symbolism of a dream (table p122).
Driving Attack (PHB2) Pre: Weapon Focus (Piercing Weapon), Weapon Mastery (Piercing Weapon), Weapon Specialization with that weapon, BAB 14+
B: Use a full round action to make 1 melee attack with a piercing weapon, if you hit make a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Str modifier. You don't provoke an attack of opportunity with this bull rush, and you can't move forward with you foe. If you succeed in pushing an opponent back 10' or more, you can reduce the distance you push him by 10'. In return, your foe falls prone in the square where you push his movement. Note that by reducing the distance you push your opponent , you can have him fall prone in his current space.
Dual Strike (C. Adv.) Pre: Improved 2-Weapon Fighting 2 Weapon Fighting
B: As a standard action you can make a melee attack with your primary and secondary weapons using the worse of the two weapon's attack modifiers. If using a one-handed or light weapon you take a -4 penalty on this attack roll; otherwise you take a -10 penalty on the attack roll. Each weapon deals its normal damage. DR applies separately. When you make this attack, you apply precision-based damage (such as from a sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your off-hand weapon deals regular damage.
Dual Strike (S. & F.) Pre: BAB 3+, Combat Expertise
B: If you and ally have this feat when flanking foe +4 to BAB.
Dust Cloud (S. Species) Pre: Dex 19, Int 19, Huge size, Combat Reflexes, wings or a tail
B: As an attack action you can sweep a limb across the ground and create a dust cloud. This 180 degree cloud has a radius in feet equal to 20x HD. Creating the cloud has a 50% chance to snuff unprotected flames or nonmagical origin in the area. The cloud obscures vision and creatures caught within are blinded while inside +1 round after emerging. Any creature caught in the cloud must succeed on a Concentration check DC 10+1/2HD+Str modifier to cast a spell. The cloud lasts for 1+Dex modifier rounds. A flying creature with this feat must be within reach of the ground to create the effect, but need not actually be in contact with it.
Dutiful Guardian (Drow) Pre: Constant Guardian
B: Whenever the beneficiary of your Constant Guardian feat is attacked, you can take an immediate action to instantly exchange places with that character. Both you and the ally must be able to occupy the new space.
Dumb Luck (C. Sc.) Pre: 6th level and two luck feats
B: 1/day, as an immediate action, you can expend a luck reroll to convert a natural 1 on a saving roll into a natural 20. You can use this feat once per day and you gain 1 luck reroll per day.
Durable Form (L. of M.) Pre: Aberration Blood
B: Gain +2 hit points for each aberrant feat you have.
Dwarven Armor Proficiency † (R. of S.) Pre: Dwarf Armor Proficiency (Heavy)
B: Proficiency with battle plate, interlocking plate and mountain plate and you take no armor nonproficiency penalties wearing these exotic armors.
Dwarf's Toughness (M. of W.) Pre: Base Fort save 5+
B: gain +6 hit points.
Eagle Claw Attack (C. War.) Pre: Wis 13, Improved Sunder, Improved Unarmed Strike
B: When you make an Unarmed Strike vs. an object add Wis modifier to the damage.
Eagle Claw Attack (S. & F.) Pre: BAB 2+, Improved Unarmed Strike, Sunder, Dex 15+
B: You can strike a foe's weapon or shield with an unarmed strike.
Earth Adept (R. of S.) Pre: Con 13, Wis 13, Earth Sense
B: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.
Earth Devotion (C. Champ.) B: 1/day, as an immediate action, you can ignore the effects of difficult terrain for 1 minute and gain a +5 bonus on Balance, Climb and Jump checks. Or you can use it on nearby terrain, within 30', changing 1x 5' square/3 levels into difficult terrain (max 6 squares). The squares must be adjacent and the effects last 1 minute. At 10th level you can cause stone spikes to sprout, they act like caltrops with your BAB and can't be swept away. This effect lasts for 1 minute and can be used to immediately attack creatures in the A.O.E. You can take this feat multiple times granting you an extra daily use. You gain one additional use of this feat by expending a turn/rebuke undead attempt.
Earth Fist † (R. of S.) Pre: Dwarf, Gnome, or Goliath, Con 13, Wis 13, Earth Sense, Improved Unarmed Strike
B: While touching the ground your unarmed attacks are treated as cold iron weapons for purposes of DR.
Earth Master (R. of S.) Pre: Con 13, Wis 13, Earth Adapt, Earth Sense
B: As long as you are touching the ground you gain a +1 bonus on attack rolls.
Earth Sense (R. of S.) Pre: Con 13, Wis 13
B: As long as you are touching the ground you can take a move action to sense the number of creatures within 20' that are also touching the ground and you know the direction to each one, but you can't pinpoint their location.
Earth's Embrace Pre: Str 15, Improved Grapple or Improved Grab, Improved Unarmed Strike
B: Deal +1d12 damage to pinned foe each round that you have it pinned, both of you must remain immobile, giving other foes a +4 to hit you, creatures immune to critical hits are immune to this feat.
Efficient Defender † (City) Pre: Heavy Armor proficiency
B: When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than that armor normally provides. However, because you must adjust and customize the armor to more effectively cover weak spots, it is also slightly more encumbering, increasing its armor check penalty by 1. You aren't required to make use of this feat. You decide when donning the armor whether you wish to don it normally, or with this feat in effect.
Eldritch Erosion (C. Sc.) Pre: Sneak Attack +4d6, Knowledge (Arcana) 1+
B: Expend 4d6 sneak attack to reduce foe's SR and power resistance by 5 (min. 0) for 10 rounds. If you use this feat a second time it only extends the duration.
Elf Dilettante (R. of Wild) Pre: Dex 13
B: Gain a +1 bonus on all untrained skill checks. You can attempt untrained checks using skills that normally do not allow untrained use. If a skill doesn't allow skill checks this feat has no effect.
Empowered Ability Damage (L. Mortis) Pre: Cha 11, undead type, incorporal subtype, supernatural ability to drain or damage an ability score
B: Increase all variables of empowered ability damage by 50%.
Endure Sunlight (L. Mortis) Pre: Sunlight powerlessness or sunlight-related weakness
B: Resist all dangerous effects of sunlight for a few rounds.
Endurance B: +4 on checks or saves for Swim checks to resist non-lethal damage, for Con checks to continue running, hold your breath or to avoid nonlethal damage from starvation and thirst, or to Fort saves from hot or cold environments to resist non-lethal damage or saves to resist damage from suffocation. Also you may sleep in light or medium armor without becoming fatigued.
Energy Affinity (Min.) Pre: Knowledge (Arcana) +5, Able to cast one spell of each; acid, cold, electricity, and fire
B: You can modify a spell to use a different energy type.
Enhanced Power Sigils (R. of D.) Pre: Illumian, two power sigils
B: The bonuses granted by each of your power sigils improve by 1.
Evil Brand (Ex. of E.) B: +2 bonus on Diplomacy & Intimidate vs. evil creatures.
Evil Devotion (C. Champ.) B: 1/day, as an immediate action, cloak yourself and allies in 30' with evil granting the evil alignment to your weapons and DR 1/5 levels Good weapons overcome your DR.
Eviscerator (L. Mortis) Pre: Cha 13, undead type, Death Master, Daunting Presence, Improved Critical BAB 1+
B: When you score a critical against a foe all living creatures in 30' allied to the foe are shaken for 1 minute.
Exalted Smite (B. of ED.) Pre: Smite evil class ability
B: Add the good alignment to a weapon when using your smite ability.
Exotic Armor Proficiency †(R. of S.) Pre: Armor Proficiency of the proper type
B: Proficiency with a specific type of exotic armor with no penalties for using it.
Exotic Weapon Proficiency Pre: BAB +1 (Str 13 for Bastard Sword and Dwarven Axe)
B: Able to use an exotic weapon, you may take this feat multiple times, each time for a new weapon.
Exotic Shield Proficiency † (R. of S.) Pre: Shield Proficiency, BAB +1
B: Proficiency with 1 type of exotic shield.
Expanded Aura of Courage (H. of B.) Pre: Aura of Courage class feature
B: Your aura of courage affects allies within 60' of you.
Expeditious Dodge † (R. of Wild) Pre: Dex 13
B: When you move 40' or more in a single turn, you gain a +2 bonus to AC until the beginning of your next turn. Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.
Expert Siege Engineer † (H. of B.) Pre: Profession (Siege Engineer) +8
B: Gain +2 bonus on attack and damage rolls made when using a siege engine.
Expert Swimmer (Storm.) Pre: Swim +4, Endurance
B: You can hold your breath for 3 rounds per point of Con and you gain +4 to your Con checks to hold your breath. On a successful Swim check you can swim at your full land speed as a full round action, or half that as a move action. If you have Swim speed then you gain +10' to that speed.
Expert Tactician (C. Adv.) Pre: Dex 13, Combat Reflexes, BAB 2+
B: If you hit with attack of opportunity your allies gain +2 circumstance bonus on melee attacks and damage rolls against that creature for 1 round.
Expert Tactician (S. & F.) Pre: BAB 3+
B: Gain 1 extra partial action a round when your foe is denied his Dex bonus in combat.
Extend Rage (C. War.) Pre: Rage or Frenzy ability
B: Rage or Frenzy lasts 5 extra rounds.
Extended Reach (S. Species) Pre: Small or large size, nonrigid body, or a nonrigid attack form
B: Your body or body part with which you can deliver a melee attack is boneless and flexible allow you to threaten a larger than normal area with melee attacks; +5' to your reach..
Extra Contacts (City.) Pre: Cha 11
B: Your maximum number of contacts increases by 4. You can take the Extra Contacts feat multiple times. Its effects stack, each time you take the feat, you add another 4 to your max number of contacts.
Extra Favored Enemy (M. of W.) Pre: BAB 5+, at least 1 favored enemy
B: Add an extra favored enemy.
Extra Followers (H. of B.) Pre: Cha 13, Leadership
B: Can lead twice as many followers as indicated by your Leadership Score.
Extra Rage (C. War.) Pre: Rage or Frenzy ability
B: You can rage or frenzy 2 times more each day, can take this feat multiple times and it does stack.
Extra Smiting (C. War.) Pre: Smite ability, BAB 4+
B: 2 extra smite/day, you can take it multiple times, it stacks.
Extra Stunning Attack (C. War.) Pre: BAB 2+, Stunning Fist
B: Can make 3 extra stunning attacks per day, can take this multiple times, it does stack.
Extraordinary Trapsmith (R. of D.) Pre: Craft (Trapmaking) +9
B: Reduce the cost to make a trap by 25% (50% for kobolds).
Eyes in the Back of your Head (C. War.) Pre: Wis 13, BAB 1+
B: Foes lose +2 bonus for flanking you, can still be caught flat-footed and are still subject to sneak attack.
Eyes of the Abyss (H. of Abyss) Pre: Any 1 Abyssal heritor feat
B: Gain Darkvision 30' and a bonus on Search and Spot checks equal to the number of Abyssal heritor feats you have. Your eyes glow causing -2 on Diplomacy checks.
Fade into Violence (PHB2) Pre: Bluff +6, Hide +6
B: When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, chose a single target for this feat. If that opponent threatens both you and 1 of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on the Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit doesn't apply to ranged attacks or attacks of opportunity that you provoke. Once you choose a target for this feat, you can't switch to as new target for the rest of the encounter.
Far Shot † Pre: Point Blank Shot
B: Increases the range increment of a projectile weapon by 150%, when you use a thrown weapon the range increment is doubled.
Faster Healing (M. of W.) Pre: Base Fort save 5+
B: You recover lost hit points and ability score points faster
Hit Point Recovery
Activity Faster Healing + Long term care Normal +Long term care  
Strenuous 1 2 0 0  
Light 1.5 3 2 2  
Bed Rest 2 4 1.5 3  
Ability Point Recovery
Activity Faster Healing + Long term care Normal +Long term care  
Strenuous 2 3 0 0  
Light 2 3 2 2  
Bed Rest 2 3 2 4  
Favored (City.) Pre: Membership in a guild, church, or other organization. If selecting this feat for a church, you must also be a true member, not merely a congregant.
B: Select 1 of your organization's associated skills. As long as you remain a member of that organization, you gain a +2 competence bonus on checks made with that skill. Additionally, you gain 1 special benefit depending on your specific guild, church, or organization. These are described as "favored benefits" in the guild, organization, and church enters (City. 84) You can take this feat more than once. Its effects don't stack, each time you take this feat, you apply it to a different organization of which you are a member.
Favored Critical (M. of W.) Pre: BAB 5+, at least 1 favored enemy
B: Double the threat range for 1 of your favored enemy that is subject to criticals.
Favored of the Companions † (B. of ED.) B: 1/day when performing an act of good you gain a +1 luck bonus on any 1 roll or check.
Favored Power Attack (C. War.) Pre: Favored Enemy, Power Attack, BAB 4+
B: When using Power Attack against a Favored Enemy, can subtract a number from your attack and add 2x that number to damage. 3x if you use a weapon in two hands.
Fearless Destiny (R. of Destiny) Pre: Human or Half-Human, Heroic Destiny, 6th level
B: 1/day any effect that would reduce you to -10 hit points or fewer instead reduces you to -9 hit points and leaves you in a stable condition. Effects that kill you without reducing you to -10 hit points function normally.
Feign Weakness (S. & S.) Pre: BAB 2+, Improved Unarmed Strike
B: Make a Bluff check vs. foe's Sense Motive who then thinks you are unarmed allowing you to make a attack vs. them as flat-footed.
Fell Conspiracy (Ex. of E.) B: Forge a link that enables easy commo & gain 3 ceremonies.
Fire Devotion (C. Champ.) B: Sheath yourself in flames that light as a torch and able to deal 1+1/3 levels extra fire damage, must make check to prevent ignition.
Fiery Fist † (PHB2) Pre: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, BAB 8+
B: As a swift action you can use a stunning fist attack to surround your fist and feet in flame. For the rest of your turn, you gain an extra 1d6 points of fire damage on your unarmed strikes.
Final Strike (S. Species) Pre: Acid, air, cold earth, electricity fire or water subtype
B: When killed (taken to -10 hit points or lower) your body explodes in a final strike with a blast of elemental destruction. Everything in 60' is subject to this explosion and deals 1d6/HD damage to a maximum of 20d6. A Reflex save with a DC of 10 +1/2 your HD +your Con modifier can be made for 1/2 damage. The blast has a secondary effect which can be negated with a second saving roll using the same DC.
Acid--Acid: Blindness for 2d4 rounds, Fort negates
Air--Wind: 1d6 sonic damage per 2 HD, Reflex 1/2
Cold--Cold: Ice shards for 1d6 per 2 HD, Reflex 1/2
Earth--Blast of Rock: Earthquake (as the spell), Reflex 1/2
Fire--Fire: Light Blast 1d6 per 2 HD, Reflex 1/2
Water--Blast of Water: Drench nonmagical fire automatically or magical fire as per dispel magic as if cast by a Sorcerer of your
HD. Your corpse is unsuitable for raise dead or resurrection spells only a true resurrection, miracle, or wish can restore life.
Fire Devotion (C. Champ.) B: 1/day, as a Swift action, you can sheathe yourself in flames that do not harm you, but do light up the area as a torch and causes your weapons to deal +1 point of damage/3 levels (max +7), for 1 minute. Any foe injured by this effect must make a Reflex save, DC 10 +1/2 your level +your Cha modifier, or catch fire taking 1d4 points of fire damage per round. They can extinguish themselves as a move action. You can take this feat multiple times granting yourself and extra daily use. If you turn/rebuke undead you gain 1 extra use of this feat for every 2 turn attempts you spend.
Fist of the Heavens (B. of ED.) Pre: Wis 15, Sanctify, Ki Strike, Stunning Fist
B: +2 DC to your stunning fist if used against an evil creature. If the stunning attack succeeds the creature is staggered for 1 round.
Fists of Iron (C. War.) Pre: Improved Unarmed Strike, Stunning Fist, BAB 2+
B: Declare use before attack deal extra 1d6 points of damage with your unarmed attack. Each attempt counts as a use of your Stunning Fist feat for the day.
Fists of Iron (S. & F.) Pre: BAB 2+, Improved Unarmed Strike
B: Declare use before attack then deal +1d4 damage, use 3+Wis modifier times per day.
Flay † (PHB2) Pre: Str 13, Power Attack
B: When you use your Power Attack feat with a slashing or piercing weapon against a foe who lacks an armor bonus to AC, you inflict horrid pain on your target. If your attack hits, your opponent must make a Fort save, DC 10 +your damage bonus from Power Attack. If this save fails, he takes a -2 penalty on attacks for 1 round.
Fleet of Foot (C. War.) Pre: Dex 15+, Run
B: Can run and make a direction change of 90 degrees or less, must be in light armor and carrying no more than a light load. May use this feat 1/round and 1/foe.
Flick of the Wrist (C. War.) Pre: Dex 17, Sleight of Hand 5+, Quick Draw
B: If you draw and attack with a light weapon you catch your foe flat-footed, can only be used once per round.
Fling Ally (R. of S.) Pre: Str 19, Rock Hurling or racial ability to throw rocks, size large or larger (goliaths qualify)
B: Able to throw ally at least 1 size category smaller than you and throw them toward a specific square up to 5 range increments away. It takes a full round action to throw an ally and you must hit AC 5 to throw your ally to the chosen square. If you miss roll for the random location as per missing with a thrown weapon (PHB 138). If the square is occupied your ally lands prone in that square. In any case the ally doesn't provoke attacks of opportunity for being thrown. Allies 1 size smaller than you have a range increment of 5', smaller allies have a range increment of 15', if you have hurling feat or the racial ability to throw rocks the range is 20' and 40' respectively.
Fling Enemy (R. of S.) Pre: Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger (goliaths qualify)
B: When grappling a foe you can fling him away with a successful grapple check, flinging the enemy requires a standard action for every 5 points that you beat your foe's grapple check or escape artist check you can throw the foe 10'. Your foe lands prone in the square you designate. You must be strong enough to lift the foe over your head, the enemy doesn't provoke attacks of opportunity for this movement.
Fling Enemy (S. Species) Pre: Str 23, Huge size, Improved Grab
B: You can make a grapple check at -20 against an opponent at least 2 size categories smaller than you. If you succeed, on your next action you can use an attack to fling the held opponent (range increment 120'). A creature can be thrown horizontally or vertically. If thrown vertically it takes damage normally. If thrown horizontally it takes damage as if fallen 1/2 the distance. You may also fling the creature at another creature. Make an attack roll at -4, with appropriate range penalties, against the target creature. If you hit both creatures take the amount of damage that the thrown creature would have taken.
Flyby Attack (M. of W.) Pre: able to fly
B: When flying you can take a move action plus another partial action at any point in the move.
Flying Fish Leap (Storm.) Pre: Jump +8, Swim +4
B: When leaping out of the water with a high jump you ignore the Jump penalty. In addition you can fling yourself over the surface of the water leaping laterally as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump.
Flying Kick (C. War.) Pre: Str 13, Jump 4+, Improved Unarmed Strike, Power Attack
B: With unarmed your charge deals +1d12 points of damage.
Focused Mind (R. of Wild) Pre: Elf, Concentration +2
B: When you take 10 or 20 on an Intelligence check or Intelligence-based skill check, you gain a +2 bonus on the check.
Foe Specialist (Min.) Pre: Sneak Attack +1d6, BAB +4
B: Deal +1d6 damage to a specific type of creature chosen from among the possible enemies for a ranger. Can gain this feat multiple times against other creatures each time.
Font of Life (H. Horror) Pre: Must be a living creature
B: You can save immediately if struck for negative levels.
Forbidden Lore (H. Horror) Pre: Barding Knowledge or Lore, mild depravity
B: If the question touches on supernatural, horrific tainted or otherwise forbidden subjects +2 if mildly tainted +4 if moderately tainted and +6 if severely tainted.
Force of Personality (C. Adv.) Pre: Cha 13+
B: Add your Cha mod. instead of your Wis mod. to Will rolls.
Force of Will (Psionic) B: Substitute Will save for Reflex or Fortitude scores.
Fortitude (L of Mortis) Pre: Not good, Tomb-Tainted Souls
B: 25% chance to resist critical hits and do not risk death from massive damage (50+ hp from 1 attack).
Fortuitous Strike (C. Sc.) Pre: 6th level, any luck feat
B: Expend 1 luck roll, as a swift action, to reroll a weapon damage roll, you can expend 2 rerolls to reroll an attack roll. You gain 1 luck reroll each day.
Freerunner (C. Sc.) Pre: Any 2 movement skill tricks
B: Learn 2 movement skill tricks and increase your limit on movement skill tricks by 1.
Freezing the Lifeblood † (C. War.) Pre: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB 10+
B: Declare before use, can paralyze a humanoid foe for 1d4+1 rounds with an unarmed attack, your foe can avoid this by making a Fort save, DC 10+ 1/2your level +your Wis modifier, each attempt counts as a use of your Stunning Fist feat. Creatures immune to stun are immune to this feat.
Frightful Presence (Draco.) Pre: Cha 15, Intimidate +9
B: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30' who have fewer levels or HD than you become shaken for a number of rounds equal to 1d6 +your Cha modifier. The effect is negated by a Will save DC 10 +1/2 your level +your Cha modifier. A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an Int of 3 or lower, nor does it affect dragons.
Frozen Berserker (Frost) Pre: Ability to rage
B: As long as you are under the effects of a barbarian rage you gain the cold subtype; are immune to cold and vulnerable to fire.
Gape of the Serpent (S. Species) Pre: Swallow Whole
B: You can swallow a creature of up to your size category. Like a snake you can stretch your mouth to accommodate large prey. However, the process is time consuming. If your second grapple check is successful after you have established a hold against a creature larger than one you can normally swallow you begin to swallow the creature. On the following round you must make an additional grapple check to complete swallowing. The held creature can fight to try to break the grapple as normal while you are attempting to swallow it. Your gullet can hold 1 creature of the maximum size; other maximum numbers of swallowed creatures remain the same.
Generous Sacrifice (Ex. of E.) B: Donate negative levels to a willing target .
Ghost Attack (Psionic) B: Make attack as ghost touch weapon .
Ghost Scarred (L. Mortis) Pre: Knowledge (Religion) 8+
B: +2 on attack and damage rolls against incorporeal undead, and gain +2 on saves vs. spells cast by incorporeal undead.
Ghostly Grasp (L. Mortis) Pre: Cha 15, Incorporeal Subtype
B: Can wear, wield and otherwise use items as if not incorporeal.
Giant's Toughness (M. of W.) Pre: Base Fort 8+
B: Gain +9 hit points, can gain this feat multiple times.
Gift of Faith (B. of ED.) Pre: Wis 13
B: +2 save vs. any fear, despair or fear link effect (but not charms or compulsions).
Gift of Grace (B. of ED.) Pre: Diving Grace class ability
B: Sacrifice any amount of your own divine grace, up to your Cha bonus to the save bonus for your allies for 1 day or until you revoke it which is a free action.. You can divide that bonus among allies that you touch up to a maximum of 1 ally per level.
Gnoll Ferocity (R. of Wild) Pre: Gnoll, rage or frenzy ability
B: When you use your rage ability, you gain a bite attack. This attack deals 1d6 points of damage, scaling normally with size (MM1 296) plus your Str bonus. Alternatively, you can make the bite attack as part of a full attack as a secondary weapon with a -5 penalty on the attack roll (your other attacks take no penalty), but in this case you only add half your Str bonus on damage. Other animal headed creatures can use this feat.
Good Devotion (C. Champ.) B: 1/day, as an immediate action, you can grant yourself and any allies within 30' DR +1/5 levels, and adding the Good alignment to all your weapons for 1 minute. Your DR can be overcome by evil. You can take this feat multiple times granting yourself an extra use of it each day. If you turn/rebuke undead you gain an additional use of this feat when you spend a turn attempt.
Good Karma (C. Sc.) Pre: 3rd level
B: As an immediate action, expend 1 luck roll to redirect an attack against an ally onto you instead. You must be within range of the attack to use that ability. The attack roll remains the same, but it is against you and if it hits you take 1.5 times damage. You gain 1 luck reroll per day.
Gnome Foe Killer (R. of S.) Pre: Gnome
B: Gain +2 racial bonus on weapon damage rolls against koblods and goblinoids.
Gnome Tunnel Acrobatics † (Dungeon.) Pre: Gnome or BAB +4, Knowledge (Dungeoneeering) +2 and Tumble +9
Gnome Puppeteer: If you use your Tumble skill to avoid a foe's attack, you can use this maneuver on the next round. Make a double move and attempt a Tumble check at -5 to avoid a foe's attack. If your Tumble check succeeds, your foe make an attack of opportunity by targets a creature of your choice within its reach rather than you. You can use this maneuver against 1 creature per round.
Tunnel Scrambler: If you make a successful melee attack against a foe who has walls adjacent to at least two sides of their space, you can make a special Tumble check on your next turn. This check requires a full-round action. As part of this action, make a Tumble check to move through the target's space. On a successful check, you stop in his space (rather than move past them) and attack as part of your full-round action. If the check fails, you provoke an attack of opportunity, and the rest of your full-round action is wasted. If you melee attack hits, you move your foe 5' in a direction of your choice. You now occupy the space that they occupied (or 1 of the spaces of your choice). If your melee attack misses, you return to the space you occupied when you started this maneuver.
Wall Leaper: If you drop from a wall while climbing and land adjacent to a creature, you can make 1 attack as a standard action, as a charge and you gain a bonus on your damage roll equal to the falling damage you take.
Goad † (R. of S.) Pre: Cha 13, BAB +1
B: As a move action you can target a foe with Int 3+ who can hear you forcing that foe to make a Will save (DC 10+1/2 your level +your Cha bonus) or be forced to attack you, they can still cast spells, make ranged attacks move or perform naturally.
Goad † (C. Adv. & Min.) Pre: Cha 13+, BAB 1+
B: As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Int of 3+ (the goad is a mind-affecting ability). When the goaded foe starts its next turn, if it threatens you and has line of sight to you, it must make a Will save, DC 10+1/2 your level +your Cha modifier. If the foe fails its save, you are the only creature it can make melee attacks against this turn (if it kills you, knocks you out, loses sight of you, or otherwise is unable to make melee attacks against you it may make normal attacks against other foes). A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks.
Graft Flesh (L. Mortis) Pre: Heal 10+
B: Able to graft your monster species flesh onto others
Grass Trekker (S. Species) Pre: Plains terrain type
B: Gain a +2 competency bonus on Jump checks. In addition you don't need to make a Fort save when making a forced march until you have traveled for 12 hours. The save DC for longer travel is 10+ 1 per hour beyond 12.
Great Captain (Storm.) Pre: Profession (Sailor) +7, Knowledge (Geography) +7, Leadership
B: If in command of a vessel you can use the aid another action to assist all other persons on board who are performing the same action in the current round. Commanding a vessel is a move action.
Great Cleave † Pre: Str 13+, Cleave, Power Attack, BAB 4+
B: No limit to the number of times you can cleave.
Great Fortitude B: You gain a +2 bonus on all Fort saves.
Great Flyby Attack (S. Species) Pre: Fly Speed, Flyby Attack
B: This feat is a full-round action. When flying you can move up to your fly speed in a straight line and attack a number of foes equal to your Dex modifier. All targets must be within your reach along the line of your movement. Make 1 attack roll, add the appropriate modifiers and compare the result to the AC of each foe you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature (don't divide the damage among the targets and targets of your attack do not get attacks of opportunity against you, but other opponents can make attacks.
Greater Heavy Armor Optimization † (R. of S.) Pre: Armor Proficiency (heavy), BAB +4
B: When wearing heavy armor lessen the armor check penalty by 1 and increase the armor bonus by 1.
Greater Manyshot † (Psionic) Pre: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6
B: When using the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and if you score a critical hit with more than 1 of the arrows, each critical hit deals critical damage.
Greater Multigrab (S. Species) Pre: Str 19, Dex 15, Improved Grab, Multigrab
B: When grappling an opponent with only the part of your body that made the attack, you take no penalty on grapple checks to maintain the hold.
Greater Multiweapon (S. Species) Pre: Dex 19, 3 Arms, BAB +15, Improved Multiweapon Fighting, Multiweapon Fighting, Multidexterity
B: Make up to 3 attacks with each off-hand weapon that you wield, with a -10 penalty on the 3rd attack.
Greater Multiweapon Fighting (Epic) Pre: Dex 19, 3 or more hands, Improved Mutliweapon Fighting, Multiweapon Fighting, Multidexterity, BAB 15+
B: You may make up to 3 extra atacks with each weapon you wield, at a -10 penalty.
Greater Mighty Roar (S. Species) Pre: Animal or magical beast, Large size, Mighty Roar
B: Each foe that fails the Will save DC 10+ 1/2 your HD + your Cha modifier are panicked for 2d6 rounds. A panicked creature takes -2 penalty on attack rolls, saves and checks, has a 50% chance of dropping what they are holding and run away from you as quickly as it can. The effects of being panicked supersede the effects of being shaken.
Greater Powerful Charge † (Min.) Pre: Medium or Larger, Power Charge, BAB +4
B: As Powerful Charge, but treat yourself as one size category larger. For Colossal creatures the extra 6d6 becomes 8d6.
Greater Resiliency (C. War.) Pre: DR as class feature or innate ability
B: +1 DR, you can't take this feat more than once.
Greater Two-Weapon Defense † (C. War.) Pre: Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, BAB +11
B: Gain +3 shield defense when using two-weapon fighting, if fighting defensively you gain +6 shield defense.
Greater Two-Weapon Fighting † Pre: Dex 19, Improved 2-Weapon Fighting, 2-Weapon Fighting, BAB 11+
B: Get a 3rd attack with your off-hand weapon at -10 penalty.
Greater Two-Weapon Fighting (Epic) Pre: Improved 2-Weapon Fighting, 2-Weapon Fighting, Ambidexterity, BAB 15+
B: In addition to the standard extra attack you get with an off-hand weapon and the 2nd attack with the off-hand provided by Improved 2-Weapon Fighting, you get a 3rd attack with the off-hand at a -10 penalty.
Greater Weapon Focus † Pre: Proficiency with weapon, Weapon Focus with the same weapon Fighter of 8th level
B: Gain +1 to hit with selected weapon, it stacks with other bonuses on attack rolls including Weapon Focus. You may take this feat multiple times, each time for a new weapon.
Greater Weapon Specialization Per: Proficiency with selected weapon, Greater Weapon Focus and Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Fighter 12th level
B: +2 on all damage rolls stacks with other bonuses. You can gain this feat multiple times, each time for a new weapon.
Grenadier (PHB2) B: +1 on attacks and damage with splash weapons
Guardian Spirit (C. Arcane) Pre: Watchful Spirit class ability
B: Reroll initiative 2x day, reroll any save 1/day, these effects must be used immediately after the initial initiative check or saving roll is made.
Guerrilla Scout (H. of B.) B: Gain +1 on initiative checks, Listen and Spot ranks cost 1 skill point, even if they are cross-class skills.
Guerrilla Warrior (H. of B.) B: When wearing light or medium armor reduce the armor check penalty of the armor by 1.
Hammer and Piton † (Dungeon.) Pre: Str 15, Climb +3
B: While wielding a one-handed bludgeoning melee weapon in your primary hand and a climbing piton or spike in the other, you can make a touch attack with the piton as a standard action. This attack deals 1d4 +your Str modifier points of damage to the target which must be Larger or bigger. If the target is as least 1 size category larger than you, you can make a special Climb check, DC the target's AC, to enter his space as a move action. You must make the check on the same turn in which you struck your foe with the piton. If the check succeeds, you enter and remain in the target's space without provoking an attack of opportunity from the target. You lose your Dex bonus to AC, but if your foe moves, you remain in his space as he moves. If any attack against you deals 10 points of damage, you must make a Climb check, DC equal to the damage, to remain in place. If the check fails you must leave your foe's space and enter the nearest clear space.
Hamstring (C. War.) Pre: BAB 4+, Sneak Attack Ability
B: Forego +2d6 sneak attack to reduce your foe's speed by 1/2, this lasts for 24 hours or a successful DC 15 Heal check or a the application of a cure spell. Creatures immune to Sneak Attack are immune to this feat as are creatures with no legs, it takes two Hamstring attacks to slow the movement of 4 legged creatures. Other speeds aren't affected. You may only use this ability 1/round.
Hand Crossbow Focus † (Drow) Pre: Proficiency with hand crossbow, BAB +1
B: You can reload a hand crossbow as a free action. You also gain a +1 bonus on attack rolls with a hand crossbow. This bonus doesn't stack with the bonus from Weapon Focus, but it is the equivalent of Weapon Focus for the purpose of qualifying for feats, prestige classes and anything else that requires that feat.
Hasty Spirit (C. Mage) Pre: Watchful spirit class feature from Wu Jen
B: If you use an initiative reroll from your watchful spirit class feature you can take an extra move action on 1 turn during this encounter. Also gain 1 extra initiative reroll from your watchful spirit.
Head Shot (C. Sc.) Pre: Sneak Attack +6d6, Weapon Focus (any Bludgeon. weapon)
B: Expend 5d6 sneak attack to us a bludgeoning weapon, for which you have the Weapon Focus feat you can confuse foe for 1 round. A successful Will save, DC 10+the number of extra dice normally dealt by your sneak attack +your Dex modifier. If you use this feat a second time before 1 round has elapsed the effect of the first use expires. You must be able to reach your foe's head to use this feat.
Healer's Luck (C. Sc.) B: Expend 1 luck roll, as a swift action, to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast, on your current turn.
Healing Devotion (C. Champ.) B: 1/day gain fast healing 1+1/5 levels for 1 minute, can automatically activate it if you drop to 0 hit points.
Hear the Unseen (C. Adv.) Pre: Listen 5+, Blind-Fight
B: As a move action that doesn't provoke attacks of opportunity, you can attempt a DC 25 Listen check. If successful, you can pinpoint the location of all foes within 30' as long as you have line of effect to them. Doesn't eliminate the normal miss chance for concealment, but it insures you can target the correct square. If you are deafened or within an area of silence, you can't use this feat. If an invisible or hidden opponent is attempting to Move Silently your Listen check is opposed by your foe's Move Silently check, but they gain a +15 bonus on this check. Doesn't work against perfectly silent foes, such as incorporeal creatures.
Heart of the Nabassu (H. of Abyss) B: Can harmless absorb a number of negative levels equal to the number of Abyssal heritor feats you have. Take -2 penalty on Handle Animal checks.
Heat Endurance (Sand.) Pre: Fort save +2
B: Gain +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up to 1200 F without having to make a Fort save. Your protection against heat is level 1(Sand. 14).
Heavy Armor Optimization † (R. of S.) Pre: Armor Proficiency (Heavy), BAB +4
B: When you wear heavy armor, lessen the AC check penalty by 1 and increase the armor bonus by 1.
Heavy Lithoderms (R. of S.) Pre: Goliath
B: Gain +1 natural AC bonus
Heavyweight Wings (R. of D.) Pre: Str 15, Reinforced Wings, wings, glide speed or fly speed
B: You can fly with heavy armor or a heavy load. Your speed is still reduced by encumbrance.
Hellsworn (Ex. of E.) B: Gain extraplanar subtype and 1 infernal ability.
Heroic Destiny (R. of Destiny) Pre: Human or Half-Human
B: 1/day, before you make an attack roll, ability check, skill check, saving roll, or caster level check you may roll 1d6 and add it as a bonus on the roll, check or save.
Hindering Opportunist (PHB2) Pre: Combat Reflexes, BAB +3
B: Whenever an opponent provokes an attack of opportunity from you, you can choose to replace that attack with an aid another action targeting that opponent.
Hold the Line (C. War.) Pre: BAB 2+, Combat Reflexes
B: You can make an attack of opportunity against a foe charging into an area your threaten. Your attack is resolved before the charge attack is resolved.
Holy Radiance (B. of ED.) Pre: Cha 15, Nimbus of Light
B: Glow with light seen out to 10' (shadowy at 20') dealing undead within 10' 1d4 points of damage while they remain in your halo.
Holy Subdual † (B. of ED.) Pre: Subduing Strike
B: Can convert smite damage into nonlethal damage.
Hostile Mind (Psionic) Pre: Cha 15
B: When targeted the caster must make a Will save or suffer 2d6 points of damage.
Hover (MM1) Pre: Fly Speed
B: When flying the creature can halt its forward movement and hover in place as a move action. It can then fly in any direction including straight down or straight up at half speed regardless of its maneuverability class. A hovering creature can take a full-round action and make a full attack except with its wings. If a Large + creature is hovering within 20' of the ground the draft can create a hemispherical cloud (radius 60') creating a cloud of any lose debris that can snuff our small open flames or provide concealment 20% miss chance to creatures between 15' and 20' and total concealment (50%) at 25' or more. Those caught in the cloud must make Concentration check DC 10+ 1/2 HD to cast a spell.
Human Heritage (R. of Destiny) Pre: Half-Human race or human-descended race
B: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case you retain any other subtypes you had and you retain any traits common to all creatures of your original type. This feat may only be taken at 1st level (see the variant Half-Human and Human-Like Races of Destiny 150).
Hurling Charge † (Min.) Pre: Quick Draw, BAB +6
B: If you charge a foe you can make a ranged attack as well as a melee attack, you must have the thrown weapon in your hand at the start of your charge. Both attacks must be made at the same target.
Impending Attack (C. Sc.) Pre: Sneak attack +4d6
B: Expend 3d6 sneak attack to impose -2 Dex and Str checks and skills for 10 rounds, if you use this feat a 2nd time, before the first expires, the effect ends.
Imperious Command (Drow) Pre: Cha 15, Intimidate +8
B: If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.
Improved Assume Supernatural Ability (S. Species) Pre: Wis 17, Assume Supernatural Ability, able to assume a new form magically
B: Functions like Assume Supernatural Ability except you do not take the -2 penalty on all attack rolls, saves, skill checks and ability checks when using it. You can take this feat multiple times, but you can't apply it more than once to the same special ability.
Improved Buckler Defense † (C. War.) Pre: Shield Proficiency
B: May make an attack with off-hand weapon and still use your bucker for defense.
Improved Bull Rush † Pre: Str 13, Power Attack
B: Perform a Bull Rush without provoking an attack of opportunity, gain +4 bonus on Str check.
Improved Cohort (H. of B.) Pre: Cha 15, Leadership
B: The maximum level of cohorts you gain from the Leadership feat is 1 lower than your character level.
Improved Combat Expertise † (C. War.) Pre: Int 13, Combat Expertise, BAB 6+
B: Can use your total up to your total BAB for defense with Combat Expertise.
Improved Critical † Pre: Proficient with the weapon, BAB +8
B: Double your critical threat range, can be taken multiple times each time for a different weapon.
Improved Disarm† Pre: Int 13+, Combat Expertise
B: You don't provoke an attack of opportunity when you attempt to disarm a foe, nor does your foe have a chance to disarm you if you fail on your attempt. You also gain a +4 on your opposed attack roll to disarm your foe.
Improved Diversion † (C. Adv.) Pre: Bluff 4+
B: Use Bluff to create a diversion to hide as a move action with a +4 on your Bluff for this action.
Improved Dragon Wings Pre: Dragonblooded, Dragon Wings, 6 HD
B: You can fly at 30' (Average) if carrying only a light load. You can't fly while exhausted or fatigued. You can fly for 1rnd/Con (minimum 1) You can fly twice as long, but become fatigued. If you spend more than 10 minutes per day flying you become fatigued. With gliding you can remain aloft a hile. At 12 HD you can fly with no more exertion then walking. You can make a dive attack; works like charge, but must fly 30' minimum and descend at least 10', must be using a piercing weapon and you do double damage. You can run if you fly in a straight line.
Improved Energy Drain (L. Mortis) Pre: Cha 15, energy drain supernatural ability
B: Bestowing a negative level grants you +1 on skill, ability, attack and saving throws for 1 hour.
Improved Favored Enemy (C. War.) Pre: Favored Enemy, BAB 5+
B: Deal an extra 3 points of damage to 1 favored enemy, stacks with your existing favored enemy bonuses.
Improved Feint Pre: Dex 13, Combat Expertise
B: Can make a Bluff check to feint in combat as a move action .
Improved Flight (C. Adv.) B: Improve your maneuverability class by one when flying.
Improved Flyby Attack (Epic) Pre: Fly speed, Flyby Attack, Dodge, Mobility
B: When flying the creature can take a move action and another partial action as any point during the move, the creature can't take a 2nd move action during a round when it makes a flyby attack.
Improved Grapple † Pre: Dex 13, Improved Unarmed Strike
B: Don't provoke an attack of opportunity when you make a touch attack to start a grapple, you also gain a +4 bonus on all grapple checks.
Improved Heat Endurance (Sand.) Pre: Fort save +6, Heat Endurance
B: Gain fire resistance +5. You can exist comfortable in temperatures up to 1600 F without having to make a Fort save (Sand. 12). Your protection against heat is level 3.
Improved Initiative † B: You gain a +4 on initiative checks.
Improved Mounted Archery † (C. War.) Pre: Ride +1, Mounted Archery, Mounted Combat
B: Take 1/2 the penalty when mounted if you steed takes a double move, you can make your attack at any time during your mount's move.
Improved Multiattack (Epic) Pre: 3 or more natural weapons, Multiattack
B: The creature's secondary attacks with natural weapons have no penalty (still add only 0.5 Str bonus).
Improved Multiattack (S. Species) Pre: 3 natural weapons, Multiattack
B: The usual -3 penalty on attack rolls for the secondary attacks doesn't apply to your secondary attacks with natural weapons. The damage bonus for such attacks is still only 1/2 your Str modifier.
Improved Multiweapon Fighting (Epic) Pre: Dex 15, 3 or more hands. Multiweapon Fighting, Multidexterity, BAB 9+
B: In addition to the single extra attack you get with each extra weapon from Multiattack Fighting you get a 2nd attack with each extra weapon at a -5 penalty.
Improved Multiweapon Fighting (S. Species) Pre: Dex 15, 3 arms, BAB +9, Multidexterity, Multiweapon Fighting
B: In addition to the single extra attack you get each round with your off-hand weapon from Multiweapon Fighting, you get a second extra attack with each such weapon at -5 penalty.
Improved Natural Armor (MM1) Pre: Natural armor, Con 13
B: +1 Natural AC, can be taken multiple times
Improved Natural Attack (MM1) Pre: Natural weapon, BAB +4
B: Increase by 1 step the damage for a natural weapon attack.
Improved Overrun Pre: Str 13, Power Attack
B: Foe may not attempt to avoid you in overrun attack, you also gain a +4 bonus on your Str check to knock down your foe.
Improved Overrun (S. & F.) Pre: Combat Expertise, Improved Bull Rush, Trip Power Attack, Str 13+
B: If you overrun a foe who is at least 1 size smaller Knock them over and get an immediate attack of opportunity.
Improved Paralysis (L. Mortis) Pre: Undead type, paralysis special ability, ability focus (paralysis)
B: +4 to the DC for paralysis from natural attacks.
Improved Precise Shot † Pre: Dex 19, Point Blank Shot, Precise Shot, BAB 11+
B: Ignore the AC bonus for anything less than total cover or total concealment with ranged attacks. You always strike the foe when shooting into a grapple. An 11th level ranger who has chosen the archery combat style is treated as having this feat, when wearing light armor or no armor, even if they don't have the perquisites for this feat.
Improved Rapid Shot † (C. War.) Pre: Manyshot, Point Blank Shot, Rapid Shot
B: Ignore the -2 penalty to Rapid Shot Feat for ranged attacks.
Improved Rock Hurling Pre: Str 23, Rock Hurling, size Large or larger (goliaths qualify)
B: You can hurl rocks weighing 40-50 lbs with a range increment of 80' for 2d6+Str modifier damage, they have a max range of 5 increments and you gain a +1 when throwing rocks.
Improved Scent (S. Species) Pre: Scent ability
B: Can detect approaching enemies and sniff out hidden foes within 60'. Double this for strong scents and triple the distance for overpowering smells.
Improved Shield Bash † Pre: Shield Proficiency
B: Keep your shield AC when performing a shield bash.
Improved Shieldmate †(Min.) Pre: Shieldmate, BAB +4
B: As Shieldmate except that the bonus is +2, +3 with tower shield.
Improved Sigil (Aesh) (R. of Destiny) Pre: Illumian, aesh power sigil
B: Your aeh power sigil grants you a +1 insight bonus per power sigil with which you have selected the Weapon Focus feat.
Improved Sigil (Hoon) (R. of Destiny) Pre: Illumian, hoon, power sigil
B: Your hoon power sigil grants you a +1 insight bonus per power sigil on saving throws against death effects, on saves to avoid death by massive damage and on Fort saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation.
Improved Sigil (Naen) (R. of Destiny) Pre: Illumian naen power sigil
B: Your naen power sigil grants you a +1 insight bonus per power sigil on saving rolls against illusions and against language--dependent effects.
Improved Sigil (Uur) (R. of Destiny) Pre: Illumian, uur power sigil
B: Your uur power sigil grants you +1 insight bonus per power sigil on ranged weapon damage rolls whenever your target is denied its Dex bonus to AC.
Improved Sigil (Vaul) (R. of Destiny) Pre: Illumian, vaul power sigil
B: Your vaul power sigil grants you a +1 insight bonus per power sigil on saving rolls against mind-affecting spells and abilities.
Improved Skirmish (C. Sc.) Pre: Skirmish +2d6,/+1 AC
B: Move at least 20' and increase your skirmish damage by 2d6 and your competence bonus to AC improves by +2.
Improved Smiting (C. Divine) Pre: Cha 13, smite ability
B: add an alignment and +1D6 damage to your smite attack. You can't choose an alignment component that isn't part of your alignment and once this choice is made it can't be changed. If you later change alignments then you lose the benefit of this feat.
Improved Sunder † Pre: Str 13, Power Attack
B: You don't provoke an attack of opportunity when striking at an object held by your foe, you also gain a +4 bonus on the attack against an object held or carried by another creature.
Improved Sunder (S. & F.) Pre: BAB 2+, Sunder
B: 2x damage when you strike a foe's weapon.
Improved Swimming (C. Adv.) Pre; Swim 6+
B: Swim at 1/4 your speed instead as a Move action or of 1/2 your speed as a full-round action.
Improved Toughness † (C. War.) Pre: Base Fort save +2
B: Gain 1 hp/HD or Level.
Improved Trip † Pre: Int 13, Combat Expertise
B: You don't provoke an attack of opportunity when you attempt to trip a foe while you are unarmed, you also gain a +4 on Str to trip check to trip your foe. If you trip the opponent you immediately get a free melee attack against them.
Improved 2-Weapon Defense †(C. War.) Pre: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, BAB 6+
B: When wielding Two-Weapons you gain a +2 shield bonus, +4 when using the total defense action. Can't be used with natural or unarmed attacks.
Improved Weapon Familiarity † (C. War. & R. of S.) Pre: BAB 1+
B: Treat all exotic weapons for your race as martial weapons.
Improved 2-Weapon Fighting † Pre: Dex 17 2-Weapon Fighting BAB 6+
B: You get an extra attack with an off-hand weapon at a -5 penalty. A 6th level ranger who has chosen the 2-weapon fighting style, when in light armor or unarmored, is treated as having this feat even if they don't have the prerequisites for it.
Improved Unarmed Strike † B: Considered armed even when unarmed, you don't provoke attacks of opportunity from armed opponents when attack them while unarmed. You still gain an attack of opportunity against any opponent who makes an unarmed attack against you. Your unarmed attacks can deal lethal or nonlethal damage at your option. A monk automatically gains this feat as a bonus feat at 1st level.
Improved Web (S. Species) Pre: Able to create webs as an extraordinary ability at least twice per day
B: +2 to the DC to escape or burst your webs. You may take a full-round action to attack with your webs and if you do so, you may attack 1 additional target per point of Dex bonus you have. No such target may be more than 10' from another target. Using this feat requires 2 uses of your daily use of web ability.
Inside Connection (R. of Destiny) B: you gain +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (Local) and Sense Motives make in conjunction with a chosen organization. You can gain this feat multiple times. Its effects do not stack, each time you take this feat it applies to a new organization. The organizations are limited to those that you have a positive or neutral relationship with.
Instantaneous Rage (C. War.) Pre: Rage or Frenzy ability
B: Start your rage as an Immediate action, must be aware of the attack.
Indomitable Soul (PHB2) Pre: Endurance, Iron Will
B: When you make a Will save against a mind affecting or fear ability you roll 2d20 and take the best result.
Inhuman Reach (L. of M.) Pre: Aberration Blood
B: Gain additional 5' for reach with a weapon and a +2 bonus on Climb checks.
Inhuman Vision (L. of M.) Pre: Aberration Blood
B: Gain a bonus on Spot checks equal to the number of aberrant feats you have. You also gain +5' of darkvision for every aberrant feat that you possess.
Inquisitor (Psionic) B: +10 on Sense Motive vs. Bluff Check
Insightful Reflexes (C. Adv.) B: Use your Int mod. instead of your Dex mod. to Reflex saves.
Inspirational Leadership (H. of B.) Pre: Cha 17, Leadership
B: As long as their morale is no worse than normal the cohort and followers you gain from the Leadership feat always begin combat in a heartened condition (+1 morale bonus on Will saves vs. fear and for morale checks), you also gain a +5 on rally checks to rally the cohort/followers you have gained from the Leadership feat.
Intimidating Rage (C. War.) Pre: Rage or Frenzy ability
B: Designate a single for in 30' that you can demoralize (PHB 76) as a free action; rending them shaken as long as you are in rage, can only be used against 1 foe/encounter.
Intimidating Strike † (PHB2) Pre: Intimidate +4
B: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your BAB. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You can't use this feat to worsen an opponent's fear condition beyond shaken.
Indomitable Soul (PHB2) Pre: Endurance, Iron Will
B: Whenever you make a Will save against a mind affecting or fear ability; you can roll 2d20 and use the higher of the 2 die rolls.
Intuitive Attack † (B. of ED.) Pre: BAB 1+
B: Use your Wis modifier instead of your Str modifier with a simple weapon.
Inured to Energy (S. Species) Pre: Resistance to the energy type you specify when taking this feat.
B: +10 to your existing type of energy resistance. You can use this feat only to improve existing energy resistance, not gain new resistance. You can gain this feat multiple times, its effects stack. Each time you take the feat you can either apply it to another type.
Investigator Pre: Con 20, Toughness
B: If you survive 50 points of damage from a single attack and make your Fort save on your next action you gain +4 Str and +4 Con and -2 AC until the end of the combat at which time you become fatigued.
Iron Will B: You get a +2 bonus on Will saves.
Irresistible Gaze (S. Species) Pre: Gaze Attack
B: +2 to the DC of all saving rolls against your gaze attack. This feat stacks with Ability Focus (Gaze Attack).
Jack of all Trades (C. Adv.) Pre: Int 13+
B: Use any untrained skill as if you had 1/2 rank in it. Allows you to attempt skill checks in skills that normally don't allow untrained skill checks. If a skill doesn't allow skill checks, (such as Speak Language) this feat has no use.
Judged by Aurifar (Sand.) Pre: Patron deity Aurifar, must have survived 3 days in the waste without water
B: Gain +2 sacred bonus on Con checks to avoid the negative effects of thirst. You gain +2 sacred bonus to your AC vs. undead that are adversely affected by sunlight. Cleric is now an additional favored class for you. Your Aura shows faint abjuration magic. If you lose favor with Aurifar, or change your deity you lose the benefit of this feat and immediately begin experiencing the effects of thirst as though you had gone 1 week without water. You don't gain a replacement feat.
Karmic Strike (C. War.) Pre: Dex 13, Combat Expertise, Dodge
B: Take a -4 AC and make an attack of opportunity on foe that just hit you, doesn't grant more attacks of opportunity than you are allowed. You specify, on your turn that you are activating this feat, and the change to your AC and your ability to make special attacks last until your next turn.
Keen-Eared Scout (PHB2) Pre: Listen +6, Alertness or Skill Focus (Listen)
B: When you make a Listen check, you might learn more than normal about a source of noise. If you beat the Listen DC by 5 or more, you determine the size, speed and direction of the noise. If you beat the DC by 10 or more you determine the precise current position of the creature or object that caused that sound. If you beat the DC by 15 or more, you determine the type of armor, the creature wears and what it carries, if anything. If you beat the DC by 20 or more, you learn the creature's type and subtype. The information you learn is cumulative. You also gain a +5 bonus on Listen checks to pinpoint invisible creatures.
Keeper of Forbidden Lore (H. of Abyss) Pre: Int 13
B: Gain a bonus on Knowledge (the Planes), Spellcraft and bardic knowledge checks equal to the number of Abyssal heritor feats you have. In addition Knowledge (the Planes) and Spellcraft become class skills. Suffer -2 penalty on Gather Information checks.
Knight of Loth (Drow) Pre: Ride +1, Mounted Combat, Vermin Trainer
B: When riding monstrous vermin you do not need to make any rolls or checks to remain mounted if your mount travels across walls or ceilings (though if you take damage when on a wall or ceiling the DC of the check to remain mounted is 10 rather than 5). When your monstrous vermin mount makes a charge attack you can spend a standard action to grant it a bonus on the attack roll equal to 1/2 your BAB.
Knight of Stars (B. of ED.) B: 1/day, while performing an act of good, you gain a +1 luck bonus on any 1 roll or check.
Knockback † (R. of S.) Pre: Improved Bull Rush, Power Attack, Size Large or larger (Goliath's qualify)
B: If you score a hit while using Power Attack you can make a free bull rush attempt against your foe. If you hit with a 2-H Weapon double that number on the opposed Str check. Unlike standard bull rush attempts knockback doesn't provoke an attack of opportunity.
Knock-Down (S. & F.) Pre: BAB 2+, Improved Trip, Str 15+
B: Can make a free trip attack if you deal 10+ damage to foe.
Knowledge Devotion (C. Champ.) Pre: Knowledge (any) 5+
B: Gain 1 free Knowledge area on your list of class skills, When you fight a creature that you can make a Knowledge check based on its type and if you have at least one rank in that Knowledge you gain an insight bonus on attack and damage against that creature type for the duration of the encounter.
Check Result Bonus   Check Result Bonus  
15 or less +1   31-35 +4  
16-25 +2   36+ +5  
26-30 +3        
You can only make 1 Knowledge check per creature type per combat, making multiple checks if you have multiple creature types gaining a different bonus for each foe. This is an extraordinary ability.
Koblold Endurance (R. of D.) Pre: Koblold
B: +4 on Str and Con ability checks, but not on skill checks. Also gain +4 on; Swim (to avoid nonlethal damage), Fort saves to avoid nonlethal damage from hot or cold environments. Fort saves to resist damage from suffocation and grapple checks made in armor without becoming fatigued. (Koblods can chose this feat instead of gaining Endurance).
Kobold Foe Strike (R. of D.) Pre: Kobold
B: When you hit a dwarf, fey or gnome with a melee attack, you deal 1d6 extra points of damage if you flank the creature or if it is flatfooted. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage as are those with concealment.
Landwalker (Storm.) Pre: Aquatic Elf
B: Can survive out of water for 3 hours per Con point. After this time you must make a DC 15+1 for each previous check Fort save or begin to suffocate.
Lasting Life (L. Mortis) Pre: Endurance, Enduring Life
B: Make a Will save 1/rnd to remove each negative level.
Law Devotion (C. Champ.) B: 1/day, as a Swift action, gain +3 on attack rolls or to AC until your next action, this effect last for 1 minute and you can chose a different effect each round. The bonus increases to +5 at 10th level and +7 at 15th level. You can select this feat multiple times gaining one extra use each day. If you can turn/rebuke undead you can use this feat if you spend 3 turn attempts.
Leadership (DMG 106) Pre: 6th level
B: Attract cohorts and devoted followers who assist you. See the DMG for details.
Leap Attack (C. Adv.) Pre: Jump 8+, Power Attack
B: Combine a jump with a charge, if you cover at least 10' with your jump and end your jump in a square from which you can threaten your target you can deal 2x the extra damage dealt with Power Attack. If you use this feat with a two-handed weapon, you deal 3x damage. Must follow the normal rules for Jump and Charge, except that you can ignore the terrain in any squares you jump over.
Leap of the Heavens (PHB2) Pre: Jump +4
B: When making a Jump check, the DC for the check doesn't If you do move 20' in a straight line before attempting a jump, you gain a +5 competence bonus on your check.
Lichloved (V. Dark.) Pre: Evil Brand
B: Mindless undead see the character as undead, +1 saving roll bonus on saving rolls vs. mind-affecting effects, poison, sleep, paralysis, stunning and disease.
Life Drain (L. Mortis) Pre: Cha 13, energy drain supernatural ability
B: Add your Cha modifier to the hp lost when you bestow a negative level on a creature, these temporary hp last 1 hour.
Lifebond (L. Mortis) Pre: Cha 11, undead type
B: Create a bond with a living creature so if it is within 60' so that you gain a +4 turn resistance and +2 to all saving rolls, if the creature dies you suffer a -2 penalty to all saves for 24 hours.
Lifesense (L. Mortis) Pre: Cha 13, Con -- (no Con score)
B: Creatures give out extra light based on their size.
Lightfeet (R. of Wild) Pre: Elf, Dex 13, Balance +2, Move Silently +2
B: You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or 10 if you move at half speed to hide your trail; see the Track feat PHB 101). You ignore any penalties on your Move Silently checks incurred by noisy terrain (Move Silently description PHB 79).
Lightning Fists (S. & F.) Pre: 4th level Monk, Dex 15+
B: 2 extra attacks in a round at -5 attack penalty.
Lightning Reflexes B: You gain a +2 bonus on Reflex Saves.
Lingering Breath (MM4) Pre: Con 15, breath weapon with recharge time in rounds
B: When using its breath weapon it can chose for the effect to remain for 1 round as a lingering cloud of the same shape and size as the original breath weapon. Anyone who enters the cloud takes 1/2 of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal 1/2 their normal damage, and breath weapons with effects that have durations last for 1/2 the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects don't stack (use the longer duration). Any creature in the area of the original breath weapon takes no additional effect from the cloud, provided it is outside the cloud by the end of its next turn. When a creature uses this feat, add 2 to the number of rounds it must wait before using its breath weapon again.
Luck Devotion (C. Champ.) B: 1/day, as a standard action, for 1 minute if the damage roll is below average you can increase it to 1/2 the maximum possible (round down). The effect works for all damage you deal (from spells or physical attacks). You can gain this feat multiple times granting yourself an extra use of it. If you turn/rebuke undead you can use this feat if you spend 3 turn attempts.
Lucky Break (C. Sc.) B: Expend 1 luck roll, as a swift action to reroll a Str check made to break or open a door. You gain 1 luck reroll per day.
Lucky Catch (C. Sc.) B: Expend 1 luck roll, as an immediate action, to reroll a Balance, Climb, or Jump check. You gain 1 luck reroll per day.
Lucky Fingers (C. Sc.) B: Expend 1 luck roll, as an immediate action, to reroll a Disable Device, Open Lock or Sleight of Hand check. You gain 1 luck reroll per day.
Lucky Start (C. Sc.) B: Gain 1 luck reroll per day
Lunatic Insight (H. Horror) Pre: Mild Depravity
B: Considered trained in all Knowledge skills even if you have no ranks, +2 on initiative rolls and to resist mind-affecting spells.
Lunging Strike† (PHB2) Pre: BAB +6
B: As a full-round action, you can make a single strike with a 5' bonus to your attack's reach. This benefit applies to both armed and unarmed attacks, including touch attacks made to deliver spells.
Mad Foam Rager (PHB2) Pre: Rage or frenzy ability
B: When fighting, you can endure tremendous blows with little visible effect. As an immediate action , you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect doesn't take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.
Mage Slayer (Min.) Pre: Spellcraft +2 BAB +3
B: +1 to Will saves, spellcasters you threaten can't cast defensively (they automatically fail their Concentration check to do so), but they are aware that they can't cast defensively while being threatened by a character with this feat. Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Magic Device Attunement (C. Mage) Pre: Use Magic Device 1+
B: Once make a Use Magic Device roll you can use that item for 24 hours without having to make another roll.
Make your Own Luck (C. Sc.) Pre: 6th level, any luck feat
B: Expend 1 luck roll, as an immediate action, to reroll a skill check as long as you have at least 1 rank in that skill. You gain 1 luck reroll per day.
Maming Strike (Ex. of E.) B: Sacrifice 2d6 sneak attack damage to deal 1 Cha damage.
Mantis Leap (S. & F.) Pre: 7th level Monk, Jump 5+
B: Designate foe, make jump attack and inflict 2x Str modifier damage.
Manyshot Pre: Dex 17, Point Blank Shot, Rapid Shot, BAB 6+
B: As a standard action you can fire 2 arrows at a single foe within 30' at -4 penalty, but attacks use the same attack roll. For every 5 points of BAB you have beyond 6th you may add an additional arrow to a maximum of 4 arrows with a BAB 16+.
Manyshot (Improved) (Epic) Pre: Dex 15, Point Blank Shot, Rapid Shot, BAB 6+, Manyshot
B: You can fire 2 arrows at a single foe in 30', with a -2 penalty on the attack, for each 5 points of BAB above 6+ you may add 1 arrow to a max of 4 arrows at 16+.
Mark of Avernus (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Bel.
B: Once per encounter you can make a single ranged attack, melee attack or use one of your spell-like abilities as an immediate action. In addition whenever you successfully hit an opponent with an attack made as part of a readied action you gain a +4 bonus on your attack roll and damage roll, and you automatically confirm on a critical hit.
Mark of Cania (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Mephistopheles
B: Each round you miss on an attack roll or a target saves against a spell, spell-like or supernatural ability you have cast you gain a cumulative +1 bonus on attack rolls, damage rolls, saves and skill checks. This bonus lasts until you successful hit the target or they fail their saving roll. For each +1 bonus you get you take a -1 AC.
Mark of Dis (T 9 Hells) Pre: Brand of the Nine Hells
B: When, and only when, you move the square in which you start your movement is not considered threatened. In addition once per round, as an immediate action, you can choose to gain a +4 bonus to AC or on a single save. The bonus applies to one not both.
Mark of Maladomini (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Baalzebul.
B: Any creature that enters or leaves a square adjacent to you must make a Balance check or immediately stop, the DC is 10 +1/2 HD + Con modifier. Creatures that fail and continue to move fall prone in the current space. In addition this slime reeks forcing any living creature within 10' to make a Fort Save (same DC as above) or become sickened for 10 rounds. A creature can only be affected by your stench once per 24 hours.
Mark of Malbolge (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Glasya
B: You gain 3+Con modifier tumors that enable you to draw power, each round as a swift action you can draw strength from these cancerous growths to do one of the following: +10' to your base speed; Heal 2d6 +1/HD damage, Increase your natural reach by 5' for 1 round, or Spray a stream of filth at an adjacent target forcing them to make a Fort save with a DC of 10+1/2 HD + Con modifier or become sickened for 1 round. Spent tumors regrow in 10 rounds.
Mark of Nessus (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Asmodeus.
B: When a creature would attack you or target you with a spell, spell-like ability or supernatural power it must first make a Will save with a DC of 10+ 1/2 HD + Cha modifier. If it fails it must target another creature or take some other action. Once it saves a creature can't be affected by the Mark of Nessus for 24 hours. In addition once per round as a swift action you can infuse a single natural attack with hellfire, dealing +1d6 points of damage.
Mark of Phlegethos (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Belial or Fierna
B: Gain 1 pleasure point when you deal damage. You can spend a pleasure point as a swift action to gain +4 on your next attack roll, save, or ability check. Accumulated pleasure points disappear at the end of the encounter.
Mark of Sytgia (T 9 Hells) Pre: Brand of the Nine Hells, allegiance to Levistus.
B: You never need to make Balance checks on slippery or severely slippery surfaces and you can move at your full speed over any terrain that would require a Balance check. When you and an opponent stand on icy or frozen surfaces, you gain +4 bonus on attack and damage rolls. In addition each round as a Swift action you can limn a weapon with cold for 1 round that deals +1d6 points of cold damage (+2d6 if the weapon is made out of Baatorian green steel).
Markings of the Blessed (R. of S.) Pre: Goliath, Auspicious Marking
B: 3/day you can roll a second d20 when attempting initiative check you can use either of the two results.
Markings of the Hunter (R. of S.) Pre: Goliath, Auspicious Marking
B: 3/day you can roll 2d20 when attempting a caster level check and use either of the two results.
Markings of the Maker (R. of S.) Pre: Goliath, Auspicious Marking
B: 3/day you can roll 2d20 for a skill check and use either result
Markings of the Warrior (R. of S.) Pre: Goliath, Auspicious Marking
B: 3/day you can roll 2d20 when making an attack and use either result.
Martial Throw † (Min.) Pre: Dex 17, Improved Unarmed Strike
B: When adjacent to an opponent of your size or smaller and you hit with an unarmed strike, you may immediately make a special opposed grapple check vs. that foe. Make a grapple check using your Dex modifier instead of your Str modifier (the foe uses its Str modifier). If you succeed, you and your opponent are not grappling, but you switch positions with the foe (If either combatant fills more than 1 space both must end up adjacent to each other and neither can be located in a square occupied by any other obstacle or other creature, if both combatants can't meet these conditions you can't make the throw). You can use this feat on your allies and if you deal unarmed strike damage you damage your ally. Can only use this feat once per round.
Martial Weapon Proficiency B: No penalty on attacks with 1 specific martial weapon. Barbarians, fighters, paladins and rangers are automatically proficient with all martial weapons and don't need this feat. You can take this feat multiple times, each time for a different weapon. Clerics with the War Domain get the martial weapon feat for their deity's favorite weapon.
Mask of Gentility (Ex. of E.) B: Defeat divination attempts make it harder to detect your motives.
Master of Poisons (Drow) B: You can apply poison or oil to a weapon as a Swift action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying poison to a weapon.
Master of Undeath (C. Mage) Pre: Knowledge (Religion) +5
B: Can create an undead creature that doesn't count against your normal limit of controlled undead. You can control them for 1 day per level, after which it becomes hostile to you. You can only have 1 such undead creature at a time.
Master Manipulator (PHB2) Pre: Cha 13, Diplomacy +9
B: This feat grants you 2 new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat.
Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target's own Diplomacy check or Will save, you can impose a -4 penalty on the target's Listen, Sense Motive, and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1 +your Cha bonus (if any), as long as they are all within 20'.
Trap of Words: If a creature attempts and fails to successfully use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time,make a Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.
Master Spellthief (C. Sc.) Pre: able to cast 2nd level arcane spells and steal spells
B: Spell/thief and Spellcaster levels stack for determining what spell you can steal.
Melee Evasion † (PHB2) Pre: Dex 13, Int 13, Combat Expertise, Dodge
B: While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest BAB. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You can't use this feat if your Dex bonus to AC doesn't apply against your opponent's attack.
Melee Weapon Mastery † (PHB2) Pre: Weapon Focus with selected weapon, Weapon Specialization with the same weapon, BAB +8
B: Choose a bludgeoning piercing or slashing weapon that you have the Weapon Focus and Weapon Specialization for, when using this melee weapon you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. You can select this feat more than once, each time for a new weapon.
Menacing Demeanor (R. of Destiny) Pre: Orc blood, or orc subtype
B: You gain +4 bonus on Intimidate checks.
Merciful Strike (C. Sc.) Pre: Sneak attack +2d6
B: Expend 1d6 sneak attack to deal nonlethal damage without the normal -4 penalty on attack rolls.
Mighty Leaping (S. Species) Pre: Str 21, Dodge, Mobility, Jump +9 or a racial bonus on Jump
B: +10 competence bonus on Jump checks. If you intentionally jump down from a height, a successful Jump check DC 15 lets you take damage as if you had fallen 20' less than you did.
Mighty Roar (S. Species) Pre: Animal or Magical Beast, Large size
B: Once per day you can, as a standard action, give a Mighty Roar that affects every opponent within 30' of you that can hear your roar and has a character level lower than yours. Affected opponents must make a Will save DC 10 +1/2HD +your Cha modifier to negate the effect. Failure means that the foes become shaken for 1d6 rounds, taking -2 on attack rolls, checks, and saving rolls.
Miser's Fortune (C. Sc.) B: Expend 1 luck roll, as an immediate action, to force foe to reroll on a sunder attack or Str Check on a target within 30'. As long as you have 1 luck reroll remaining for the day your possessions receive a +5 luck bonus on all saving rolls. You gain 1 luck reroll per day.
Mobility Pre: Dex 13, Dodge
B: You gain a +4 bonus to AC caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also lose the benefits of this feat. Dodge bonuses stack with other dodge bonuses.
Monkey Grip (C. War.) Pre: BAB 1+
B: Use a weapon 1 size lager with a -2 penalty on the attack roll, but no penalty on damage, can't use with a double weapon.
Moradin's Smile (R. of S.) Pre: Dwarf
B: +2 to all Cha based skill checks.
Mountain Warrior † (R. of S.) Pre: Survival +5, BAB +3
B: When making a melee attack from higher ground you gain a +1 damage roll, with a ranged attack you gain a +1 on attack rolls. When a foe attacks you in melee from higher ground the foe doesn't gain a +1 bonus on its attack roll. You also gain a +2 on all Balance checks made when moving on steep slopes.
Mounted Casting (Min.) Pre: Ride +1, Mounted Combat
B: Gain +10 on Concentration checks while mounted.
Mounted Archery † Pre: Ride 1 Rank, Mounted Combat
B: Only take a -2 penalty for ranged attacks while mounted (not the usual -4). You take a -4 penalty for taking a double move.
Mounted Combat Pre: Ride 1+
B: Once per round you can negate any hits on your mount with Ride check that is greater than the opponent's attack roll.
Mounted Mobility † (H. of B.) Pre: Mounted Combat, Ride +4
B: If mounted you and your mount get a +4 dodge bonus to AC against attacks of opportunity provoked when your mount moves out of a threatened square.
Multiattack (M. of W.) Pre: Access to a form that has 3 or more natural weapons
B: Your secondary attacks with natural weapons suffer only a -2.
Multiattack (MM1) Pre: 3 or more natural attacks
B: The creature's secondary attacks with natural weapon take only a -2 penalty.
Mulitcultural (S. & S.) Pre: Speak the language of the chosen race
B: +4 Cha bonus to alter the attitude of 1 chosen humanoid race.
Multigrab (S. Species) Pre: Str 17, Improved Grab
B: When grappling an opponent with the part of your body that made the attack you take only a -10 penalty on grapple checks to maintain a hold with the part of your body used to make the attack.
Multiweapon Fighting (MM1) Pre: Dex 13, 3 or more hands
B: Reduce the penalties for fighting with multiple weapons by 2 with the primary hand and by 6 with off hands.
Multidexterity (M. of W.) Pre: Dex 15, access to a form with 3 or more arms
B: Ignore all penalties for using your off hands in an attack.
Multitasking (S. Species) Pre: Dex 15, Int 15, four or more arms, Improved Multiweapon Fighting, Multiattack, Multiweapon Fighting
B: You can use each pair of arms to perform a distinct partial action simultaneously.
Multivoice (S. Species) Pre: Dex 15, Int 15, 2 or more heads, Improved Two-Weapon Fighting, Multiattack, Quicken Spell, Two-Weapon Fighting
B: As a full-round action you can cast 1 additional spell (or use a spell-like ability in combination with a spell or another spell-like ability) each round. Each spell used in this way must have a casting time of 1 standard action; a spell-like ability must also take no more than a standard action to use. Using this feat provokes an attack of opportunity. If your concentration is interrupted during this simultaneous casting or spell-like ability use, whether by taking damage or by some other means, a Concentration check is required for each spell or spell-like ability. Failing either Concentration check negates both spells or spell-like abilities. You can also use 1 head to cast a spell or use a spell-like ability while another head activates a head-based special attack. You still can't exceed the limit of 1 quickened spell per round (assuming you have that feat).
Narrow Gaze (S. Species) Pre: Int 13, Gaze Attack
B: You may choose to limit your gaze attack to an active gaze. Doing so prevents you from accidentally affecting friends with your gaze.
Narrow Mind (Psionic) B: +4 to Concentration
Natural Bond (C. Adv.) B: +3 to your druid level for the abilities of your animal companion, can never exceed your effective druid level.
Natural Leader (H. of B.) Pre: Cha 13
B: Gain a +4 bonus on rally checks.
Necromantic Might (L. Mortis) Pre: Necromantic Presence
B: Undead you control that are within 60' gain +2 on attack and saving rolls.
Necromantic Presence (L. Mortis) B: Undead you control that are within 60' gain +4 turn resistance.
Necrotic Reserve (L. Mortis) Pre: Cha 13, supernatural ability to drain ability, to drain or damage an ability score or drain energy.
B: Build a reserve of energy so that you are weakened, but not destroyed when brought to 0 hp.
Necropotent † (L. Mortis) Pre: Weapon Focus with weapon, Weapon Specialization with same weapon, Fighter level 4th.
B: Gain a +4 bonus on all damage rolls with that weapon against undead.
Negotiator B: You gain a +2 to Sense Motive and Diplomacy checks.
Nemesis (B. of ED.) Pre: Favored enemy class ability.
B: Can sense 1 of your favorite enemies within 60' and determine their exact location, and you can deal +1d6 points of damage against evil members of your favored enemies race.
Neraph Charge (Planar) Pre: Wis 15, Knowledge (The Planes) +5
B: Catch foe flat-footed on your charge, only use 1/foe.
Neraph Throw (Planar) Pre: Dex 15, Knowledge (The Planes) +5
B: Catch foe flat-footed with thrown weapon, only use 1/foe.
Nimble Fingers B: You gain a +2 on Disable Device and Open Lock checks.
Nimbus of Light (B. of ED.) B: With your aura of goodness gain +2 on Diplomacy and Sense Motive checks with dealing with good creatures.
Nymph's Kiss (B. of ED.) B: Fey creatures regard you as Fey gain +2 bonus on Cha related checks and a +1 bonus on all saves vs. spells and spell-like abilities.
Obscure Lore (C. Adv.) B: +4 Insight bonus on checks for bardic knowledge or lore
Off-Hand Parry (S. & F.) Pre: BAB 3+, Ambidexterity, Dex 13+, 2-Weapon Fighting
B: When fighting w/2 weapons sacrifice off-hand weapon attack for a +2 Dodge bonus to AC.
Old Salt (Storm.) Pre: Profession (Sailor) +5
B: Gain +1 bonus on Balance, Profession (Sailor) and Use Rope checks. You can also use Profession (Sailor) to predict the weather as per a Survival Check (PHB 83).
Open Minded (PHB & C. Adv. & Psionic) B: +5 skill points, you can take this feat multiple times.
Ordered Chaos (H. of Abyss) Pre: Nonchaotic alignment base Will save +4
B: Your alignment is not affected by the Abyssal heritor feats you have. Your alignment reads as chaotic.
Otherworldy Countenancce (H. of Abyss) Pre: Cha 15
B: You must decide to become unusually beautiful or unusually hideous. You get a bonus on Perform checks if you chose beautiful, You get a bonus of Intimidate checks if you choose hideous. The value of the bonus is equal to the number of Abyssal heritor feats you have. As a full-round action you can attempt to distract a target within 30' by focusing your attention on it and if they can see you, you can force them to make a Will save DC 10+1/2 level +Cha modifier. If they fail they are fascinated (if you are beautiful) or are sickened (if you are hideous) for as long as you are in sight. You can use this ability once per day per each Abyssal heritor feat you have.
Overhead Thrust (Draco.) Pre: Close-Quarters Fighting, Power Attack, BAB +6
B: You can use a slashing or piercing weapon to make an attack of opportunity against a foe using an attack designed to batter you from above such as an overrun, trample, power dive, or dragon crush attack. You can't use this feat if you are flat-footed or already grappled. This feat doesn't you an additional attack of opportunity in a round so the feat doesn't help you if you have no attacks of opportunity available. You gain a special attack modifier based on your opponent's size. If your attack hits you deal triple damage.
Opponent Size Bonus   Opponent Size Bonus  
Medium or smaller +0   Gargantuan +12  
Large +4   Colossal +16  
Huge +8  
Oversized 2-weapon Fighting (C. Adv.) Pre: 13+, 2-Weapon Fighting
B: Reduces penalties for using a 1-H weapon in your off hand to that of a light weapon in your off-hand.
Overwhelming Assault (PHB2) Pre: BAB +15
B: As a free action, designate 1 specific foe as the target of this feat. If this foe begins his turn adjacent to you, ends his turn still adjacent to you, and doesn't attack you, target you with a spell, or use a special ability against you, you gain a +4 bonus on melee attack rolls against him on your next turn.
Pain Mastery (S. Species) Pre: Con 20, Toughness
B: You take damage normally, but every 50 points of damage you take (if you survive) automatically increases your Str by +2. This bonus lasts until the end of the encounter, after which you are exhausted.
Pain Touch (C. War.) Pre: Wis 15, Stunning Fist, BAB 2+
B: Successful Stunning Attack causes 1 round of nausea for foe, creatures immune to Stun are immune to this feat as are creatures that are more than 1 size category larger than you.
Paralyzing Fists † (Drow) Pre: Wis 15, Improved Unarmed Strike, Stunning Fist
B: When 2 or more of your Stunning Fist attacks succeed in stunning a single foe in the same round, that creature must make another Fort save DC 10+1/2 your character level +your Wis modifier +1 for each successful Stunning Fist attack. On a failure that creature is paralyzed for 1d2 rounds instead of being stunned for 1 round. Creatures that are not subject to extra damage from critical hits and creatures that are immune to stunning can't be paralyzed in this manner.
Parrying Shield † (L. of M.) Pre: Shield Proficiency
B: Gain your shield bonus as an addition to your touch AC.
Peak Hopper (S. Species) Pre: Hill or mountain terrain type
B: You are more surefooted gaining a +2 competence bonus on Balance and Climb checks.
Penetrating Shot † (PHB2) Pre: Str 15, Point Blank Shot, BAB +10
B: When you make a ranged attack with a projectile weapon you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60' line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or flaming weapon) is applied only against the first creature struck.
Persistent Attacker (C. Sc.) Pre: Sneak attack +5d6
B: Expend 4d6 sneak attack to make your first attack against that creature on your next turn a sneak attack, even if it wouldn't normally qualify.
Personal Touchstone (Planar) Pre: Planar Touchstone, a portable object of at least 250 gp value native to the chosen plane to which you have forged a link.
B: Choose any planar touchstone for which you have previously fulfilled the higher-order recharge conditions; this is now your personal touchstone. Each time you visit your touchstone from now on you gain double the number of uses of the higher-order power. when you fulfill the recharge conditions. You can take this feat again to attune yourself to another planar touchstone. If you don't and use another planar touchstone then you gain that power and lose the power from your personal planar touchstone.
Persuasive B: You gain a +2 on Bluff and Intimidate checks.
Pervasive Gaze (S. Species) Pre: Int 13, Gaze special attack
B: A creature that averts its eyes has only a 25% chance to avoid the need for a saving throw against your gaze attacks. This feat doesn't affect eye rays.
Phalanx Fighting † (C. War.) Pre: Proficiency with Heavy Shield, BAB 1+
B: If using a heavy shield and a light weapon gain +1 AC. If you are within 5' of an ally who is using a heavy shield and who also has this feat; gain +2 AC and +1 Reflex save.
Pharaoh's Fist † (Sand.) Pre: Str 15, Improved Unarmed Strike, Stunning Fist
B: Must declare use of this feat before your attack. By expending 1 Stunning Fist use for the day you force a foe successfully struck by your unarmed attack, and all creatures adjacent to that foe to make a Fort save DC 10+ 1/2 level + Wis modifier, or be stunned for 1 round. The opponent struck by the unarmed attack is dealt damage normally. Can use this feat only 1/round.
Pierce Magical Concealment (C. Arcane) Pre: Con 13+, Blind-Fight, Mage Slayer
B: Ignore spell-based concealment of foes. In addition when facing a foe protected by mirror image, you can immediately pick out the real creature from its figments. Your ability to ignore the miss chance granted by magical concealment doesn't grant you any ability to ignore nonmagical concealment. Taking this feat reduces your caster level for your spells and spell-like abilities by 4.
Pierce Magical Protection (C. Arcane) Pre: Con 13, Mage Slayer
B: Ignore spell-based bonus to AC, if you deal damage to your foe, you also instantly and automatically dispel all that foe's spells and spell-like effects that grant a bonus to AC. Taking this feat reduces your caster level for spells and spell-like abilities by 4.
Piercing Gaze (S. Species) Pre: Cha 15, Int 13, gaze special attack, Irresistible Gaze
B: Add 30' to the range of your gaze attack.
Piercing Sight (R. of S.) Pre: Gnome
B: +4 on saving rolls made to disbelieve illusions
Pin Shield (C. War.) Pre: BAB 4+, Two-Weapon Fighting
B: Can only be used on a foe who is using a shield and is 1 size category larger/smaller than you. Make a full attack and give up your off-hand attack so you can use it to pin your foe's shield causing them to lose their AC bonus until the end of your action.
Planar Touchstone (Planar) Pre: Portable object worth at least 250 gp native to the chosen plane to which you formed a link, Knowledge (the Planes) +8.
B: Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted above, in the feat's prerequisite,. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours or uninterrupted concentration, spend 10 experience points,and expend the object described in this feat's prerequisite. Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability does not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefits. Once you have established a link with one planar touchstone site by taking this feat, you may also freely visit other planar touchstones. When you do so and fulfill the higher-order ability's recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order uses appropriate to the new site. In this way you an "unplug" from 1 site and "plug-in" to a new planar touchstone site as often as you desire. Thus after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is a easy as fulfilling the higher-order recharge conditions. You can take this feat multiple times, each time you gain the base ability to retain 1 more planar touchstone location in addition to your previous ability. You also gain the capacity to retain uses of 1 more planar touchstone's higher-order ability. If you visit a 3rd planar touchstone and fulfill its recharge condition, unless you have taken this feat 3 times, you must choose which of your 2 previous touchstone site abilities to lose when you gain the abilities of the 3rd touchstone site.
Plant Devotion (C. Champ.) B: 1/day, as an immediate action, for 1 minute, you take on plant characteristics. While in this form you gain +2 natural AC and light fortification (25% chance to ignore the extra damage from critical attacks). This resistance increases to 50% at 10th level, 75% at 15th level and 100% at 20th level. You can gain this feat multiple times granting yourself an extra use each day. If you turn/rebuke undead you can gain 1 use of this feat by spending 2 turn attempts.
Plunging Shot (H. of B.) Pre: Dex 13, Point Blank Shot
B: If your target is at least 30' lower than you, you deal and extra 1d6 points of damage with a thrown or projectile weapon.
Point Blank Shot B: +1 on ranged attack and damage within 30'
Poison Expert (C. Sc.) Pre: Craft (Posionmaking), Poison Use +4
B: Increase DC for save by 1 for 1 type of poison; contact, ingested, inhaled or injury. This feat has no effect on poisons used by other creatures or exuded from another creature's body. You can take this feat multiple times, each time for a different type of poison.
Poison Immunity (V. Dark.) B: Immune to one specific poison and gain a +1 bonus on saves vs. other types of poison.
Poison Immunity (S. Species) Pre: Poison special attack as an extraordinary ability, Poison Resistance
B: Your poisonous nature grants you immunity to poison attacks.
Poison Master (C. Sc.) Pre: Poison Expert, Craft (Poisonmaking) +8, Poison Use
B: Increases the damage dealt by 1 type of poison +1/damage die (contact, ingested, inhaled or injury). If a poison doesn't deal damage this feat is useless, nor does it have effect on poisons created by other creatures or exuded for another creature's body. You can gain this feat multiple times, once for each type of poison.
Poison Resistance (S. Species) Pre: Poison special attack as an extraordinary ability
B: Gain a +2 competence bonus on your Fort saves to resist the effects of poison. If a creature of the same kind as you produces the poison this bonus is +4, assuming that you are not already immune to the poison of your own kind.
Poison Talons (H. of Abyss) Pre: Claws of the Beast, any 2 other Abyssal heritor feats.
B: 1/hour you secrete a poison on your talons. The DC is 1/2 your level + Con modifier. The poison does 1d4 Str damage and 1 minute later 1d4 Str damage. You are immune to your own poison. You take a -2 on Heal checks.
Positive Energy Resistance (L. Mortis) Pre: Undead type
B: Gain Resistance 10 against positive energy effects like cures.
Power Attack † Pre: Str 13
B: Trade attack bonus for damage (up to base attack bonus).
Power Critical † (C. War.) Pre: Weapon Focus with weapon BAB 4+
B: +4 bonus on the roll to confirm a critical, can take this feat multiple times with a different weapon or with the same weapon, this feat stacks.
Power Dive (S. Species) Pre: Str 15, fly speed (average maneuverability)
B: When flying you can dive and land on an opponent to deal extra damage. Using this feat is a standard action and it can affect only creatures one or more size categories smaller than you. You make an overrun attack, but the opponent can't chose to avoid you. If you knock down the target, you may make an additional slam attack (at the usual +4 attack bonus against prone opponents). The attack deals the base damage given on the table below for your size
category plus 1.5 times your Str bonus.
Size Category Power Dive Base Damage   Size Category Power Dive Base Damage  
Fine 1d2   Large 1d8  
Diminutive 1d3   Huge 2d6  
Tiny 1d4   Gargantuan 2d8  
Medium 1d6   Colossal 4d6  
Power Lunge (S. & F.) Pre: BAB 3+, Power Attack
B: Successful charge attack lets you deal 2x Str modifier this provokes an attack of opportunity.
Power Throw † (C. Adv.) Pre: Str 13+, Brutal Throw, Power Attack
B: Before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number can't exceed your BAB. The penalty on attack rolls and the bonus on damage remains until your next turn.
Powerful Charge † (Min.) Pre: Medium or larger, BAB +1
B: Deal an extra damage when you charge 1d8-Medium, 2d6-Large, 3d6-Huge, 4d6-Gargantuan, 6d6-Colossal.
Practiced Cohort Pre: Cha 15, Leadership
B: Your cohort gains any teamwork benefit for which you qualify, even if they don't meet the team member prerequisites for the benefit. In addition your cohort doesn't count against the normal limit of 8 members on a team and their presence on the team doesn't affect any other character's ability to qualify for the teamwork benefit.
Precise Shot † Pre: Point Blank Shot
B: You don't take a -4 penalty for shooting or throwing a weapon into melee.
Precognitive Visions (H. of Abyss) Pre: Wis 13, any 1 Abyssal heritor feat
B: Gain a number of floating +1 insight bonuses equal to 1/2 the number of Abyssal heritor feats you have. The bonuses last 24 hours and can be reassigned each day. You can improve: AC, attack rolls, initiative checks, one of your saving rolls (Fort, Reflex or Will), skill checks made with the skill of your choice. Insight bonuses don't stack. Take a -2 penalty on Spot checks.
Prehensile Tail (S. Species) Pre: Str 13, tail attack, Two-Weapon Fighting
B: You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have 2 hands, your tail counts as a third hand for the purposes of the Multiweapon Fighting feat and for all feats that use Multiweapon Fighting as a perquisite. You can also use your tail as a "hand" to assist in grapple checks and Climb checks. You gain +2 competence bonus on all such checks.
Primary Contact (City.) Pre: Favored
B: Select 1 of your existing contacts to be named your primary contact. Choose one skill associated with the organization to which your contact belongs. You gain 1 bonus rank in that skill (even if doing so would put you above your normal maximum ranks for that skill). In addition, you can double the frequency with which you can call upon your primary contract for no-charge favors. This feat can't be taken more than once. If the primary contact associated with this feat dies or is otherwise removed from the campaign, the DM can, at his discretion, either replace that contact with a new contact from the same organization or allow you to name one of your other contacts as your primary contact. In either event, you do not gain the bonus skill points a second time, but neither do you lose it just because your contact has left the campaign.
Primordial Scion (H. of Abyss) Pre: Chaotic alignment, any 1 Abyssal heritor feat
B: Your natural weapons as well as weapons you wield are Chaotic aligned for the purpose of Damage Resistance. You also deal +d16 points of damage to Lawful creatures, gaining an extra +1d6 for every 4 Abyssal heritor feats you have.
Prone Attack † (C. War.) Pre: BAB 2+, Dex 15+, Lightning Reflexes
B: Make attack while prone with no penalties and regain your feet if your attack is successful as a free action. Opponents gain no bonus on melee attacks made against you while you are prone.
Protected Destiny (R. of Destiny) Pre: Human or half-human, Heroic Destiny, 3rd level
B: Once per day, if you roll a natural 1 on a saving roll, you may reroll the save.
Protection Devotion (C. Champ.) B: 1/day, as an immediate action, for 1 minute, you and all allies in 30' gain +2 AC, this increases by +1/4 levels (max +7). You can select this feat multiple times granting yourself extra uses of it. If you turn/rebuke undead you gain an extra use of this feat by spending 3 turn undead attempts.
Pure Soul (H. Horror) Pre: Non-evil alignment, no taint
B: you do not gain taint.
Pushback † (Min.) Pre: Str 17, Improved Bull Rush, Power Attack
B: When adjacent to a foe of your size or smaller and you hit them with a melee attack, you may immediately make a special bull rush attempt against that foe. If you succeed you push them back 5' and move into the square previously occupied by the opponent. You choose the direction. You can't push a foe back through or into a solid obstacle or occupied square. This feat can be used once per round. This movement doesn't provoke an attack of opportunity.
Pyro (S. & S.) B: Flames set by you do +1 damage and save DC is +5
Rampaging Bull Rush (R. of S.) Pre: Improved Bull Rush, rage ability, size larger or larger (goliaths qualify)
B: While in rage you can attempt to knock down any creature that you successfully bull rush. You take a -4 penalty on your Str check to bull rush the foe, but if you win the foe is knocked prone at the end of the bull rush.
Ranged Disarm † (C. War.) Pre: Dex 15, Point Blank Shot, Precise Shot, BAB 5+
B: May make a disarm attempt with a ranged weapon if in 30'.
Ranged Pin † (C. War.) Pre: Dex 15, Point Blank Shot, Precise Shot BAB 5+
B: Can pin a foe to something with ranged attack and grapple.
Ranged Sunder † (C. War.) Pre: Str 13, Point Blank Shot, Precise Shot, BAB 5+
B: Deal 1/2 damage against objects (before applying the object's hardness) with a ranged attack within 30'. Doesn't stack with Improved Sunder.
Ranged Weapon Mastery † (PHB2) Pre: Weapon Focus and Weapon Specialization with the same weapon, BAB +8
B: When you select this feat, choose bludgeoning, piercing or slashing weapons, you must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you have selected, you gain a +2 bonus on attacks and +2 bonus on damage. In addition, you increase its range increment by 20'. You can select this feat multiple times, each time selecting a new type of damage.
Rapid Blitz (PHB2) Pre: Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, BAB 18+
B: You can designate a 3rd target for your Spring Attack feat. In addition to the 2nd attack you gain from your Bounding Assault feat, you can make a third attack with a -10 penalty.
Rapid Breath (S. Species) Pre: Breath weapon, Quicken Spell or Quicken Spell-Like Ability
B: Reduce the interval between uses of your breath weapon by 1 round. If you have multiple heads with breath weapons all your breath weapons use the new interval.
Rapid Metabolism (Psionic) Pre: Con 13
B: You naturally heal a number of hit points per day equal to the standard healing rate + 2x your Con bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points +2x your Con bonus.
Rapid Regeneration Pre: Regeneration ability
B: Increase the amount of non-lethal damage removed by one. Can select this feat multiple times and its effects do stack.
Rapid Reload † Pre: Dex 13, Point Blank Shot
B: You gain 1 extra attack with a ranged weapon each round at your highest BAB, but all attacks that round take a -2 penalty. A 2nd level ranger who has chosen the archery combat style is treated as having this feat, even if they don't possess the prerequisite abilities, but only while in light or no armor.
Rapid Shot † Pre: Dex 13, Point Blank Shot
B: You gain 1 extra attack with a ranged weapon each round at your highest BAB, but all attacks that round take a -2 penalty. A 2nd level ranger who has chosen the archery combat style is treated as having this feat, even if they don't possess the prerequisite abilities, but only while in light or no armor.
Rapid Stunning † (C. War.) Pre: Combat Reflexes, Stunning Fist, BAB 6+
B: May use 1 additional stunning attack per round, this still counts against your daily limit of stunning attacks. If this feat is taken multiple times its effects stack.
Rapid Swimming Pre: Natural Swim speed, Fort save +2
B: Your swim speed increases by 20'.
Razing Strike (C. Adv.) Pre: Sneak Attack, caster level 5th
B: Sacrifice 1 of your spells (minimum 1st level) as a Swift action that doesn't provoke attacks of opportunity. You gain an insight bonus on your melee attack and damage rolls for 1 round equal to the level of the spell sacrificed. These bonuses apply against only one type of creature, depending on the type of spell sacrificed. Arcane=constructs, divine=undead. The feat doesn't allow you to deliver critical hits or sneak attacks against undead or constructs.
Ready Shot (H. of B.) Pre: Point Blank Shot
B: Can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 15' before you attack. If you score a hit with this readied attack your attack deals +3d6 points of damage. Creatures immune to criticals are immune to this effect.
Reckless Charge † (Min.) Pre: BAB +1
B: When you charge before making your attack roll you may choose a -4 AC penalty until the start of your next turn to gain a +4 on your attack roll.
Reckless Offense (Psionic) Pre: BAB 1+
B: Take -4 AC to gain a +2 to hit bonus.
Reckless Rage (R. of S.) Pre: Con 13, Rage Ability
B: When you rage you take an additional -2 AC penalty, but you gain an extra +2 Str and Con, these bonuses and penalties stack with the effects of rage, greater rage and might rage.
Reinforced Wings (R. of D.) Pre: Str 13, wings and a glide or fly speed
B: You can fly in medium armor or with a medium load, your speed is still reduced by encumbrance due to weight.
Remain Conscious (S. & F.) Pre: BAB 2+, Endurance, Iron Will, Toughness
B: Can take partial action of your turn until you reach -10 hp.
Rending Constriction (S. Species) Pre: Str 19, Dex 15, constrict ability, Improved Grab, Greater Multigrab, Multigrab, two constricting limbs
B: If you maintain a hold with more than one appendage on an opponent and are able to constrict, you can make an additional rend attack in the same round. This attack automatically deals double the base damage for a constrict attack and the damage bonus is 1.5 times your Str bonus. However, making this rend attack automatically releases the held creature on its next action. You must reestablish the hold to constrict again.
Resist Disease (M. of W.) B: +4 bonus on Fort saves vs. disease
Resist Poison (M. of W.) B: +4 bonus on Fort saves vs. poison
Resistance to Energy (M. of W.) Pre: Base Fort save 8
B: Gain resistance 5 to one type of energy.
Resounding Blow † (B. of ED.) Pre: Str 13, Power Attack, Intimidate 7+
B: When you deal a critical your foe must make a Will save or cower 1 round (a monk's unarmed strike is included with this feat).
Resourceful Buyer (R. of Destiny) B: Whenever you are buying goods, the community you're in is treated as one category larger for the purpose of determining the community's gold piece limit on the most expensive item available (Table 5-2 DMG, Random Town Generation 137). This benefit doesn't stack with any other effects that grants a similar benefit.
Reverberation (S. Species) Pre: Sonic special attack
B: +2 to the DC of all saving rolls against your sonic attack. If you have more than one form of sonic attack, you can take this feat multiple times, each time it applies to a different sonic attack.
Ride-By Attack † Pre: Ride 1+, Mounted Combat
B: You can use the charge action, move and attack with a standard charge and then move again (continuing in a straight line). Your total movement can't exceed double your mount's base speed. You and your mount do not provoke attacks of opportunity.
Righteous Wraith (B. of ED.) Pre: Rage class ability
B: When you first deal damage against a foe while under rage they must make a save or shaken for the battle.
Robilar's Gambit † (PHB2) Pre: Combat Reflexes, BAB 12+
B: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your foe's exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on their attack and damage rolls against you. In return, they provide attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.
Rock Hurling (R. of S.) Pre: Str 19, size large or larger (goliaths qualify)
B: You can hurl rocks weighing 40-50 lbs with a range increment of 15' for 2d6 +your Str modifier, Rocks have a max range of 5 range increments.
Roll with It (S. Species) Pre: Con 20, Toughness
B: Gain DR 2/--, this applies in addition to any existing DR you have. DR can't reduce damage you take to less than zero.
Roundabout Kick (C. War.) Pre: Str 15, Improved Unarmed Strike, Power Attack
B: If you score a critical hit on an unarmed attack, you can immediately make an additional unarmed attack against the same foe, using the same attack bonus that you used to score your critical hit.
Run B: You can Run at 5x normal speed (if wearing light or no armor) or 4x your normal speed if wearing medium or heavy armor. If you make a jump after running you gain a +4 on that Jump check. While running you are able to retain your Dex bonus to AC.
Sacred Strike (B. of ED.) Pre: Sneak Attack ability
B: Use d8 in sneak attack vs. evil creatures also add good to your sneak attack weapon's blow.
Sacred Vow (B. of ED.) B: Gain a +2 perfection bonus on Diplomacy Checks.
Sacrificial Mastery (V. Dark.) Pre: Wis 15
B: Gains a +4 bonus on Knowledge (Religion) checks made when performing a sacrifice.
Sadistic Reward (Drow) Pre: Evil
B: If you deal damage to a living creature, you gain a +1 morale bonus on saves for 1 round.
Sahuagin Flip (Storm.) Pre: Swim speed, Dex 13, Dodge
B: After making a single melee attack you can use the withdraw action (moving up to 2x your swim speed) as a move action. You can only use this feat while swimming.
Sailor's Balance (Storm.) Pre: Profession (Sailor) +4
B: Gain +5 competence bonus on Balance checks made while on deck or in the rigging of a ship, you can move across a slippery deck at your normal speed.
Sanctify Martial Strike (B. of ED.) Pre: Cha 15, Weapon Focus
B: deal 1 extra point of damage vs. evil, 1d4 to evil undead and outsiders, your weapon is considered good aligned.
Sanctify Natural Attack (B. of ED.) Pre: 1 or more natural weapons attacks BAB 5+
B: deal 1 extra point of damage vs. evil, 1d4 to evil undead and outsiders, your natural attack is considered good aligned.
Sand Camouflage (Sand.) Pre: Hide +5, Sandskimmer
B: As a standard action you can quickly camouflage yourself in any area of ash, dust, loose earth or sand that is at least 1" deep. In areas with 1"-11" of appropriate loose soil you gain +4 bonus on Hide checks, you must still have cover or concealment to make a Hide check.
Sand Dancer (Sand.) Pre: Wis 13, Tumble +4
B: In any round in which you first move at least 10' using your Tumble skill in an area covered in a layer of at least 1" ash, dust, loose earth, or sand you can supplement an attack made in that same round with flung or kicked material. A foe damaged by your attack must make a Fort save DC 10+ 1/2 level + Wis modifier or be blinded for 1 round.
Sand Snare (Sand.) Pre: Combat Expertise, Improved Trip
B: If you trip an opponent in any area of ash, dust, loose earth or sand that is at least 1" deep that opponent must take a full-round action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand.
Sand Spinner (Sand.) Pre: Wis 13, Tumble +8, Sand Dancer
B: In any round when you first move at least 10' using your Tumble skill in an area covered in a layer of at least 1" of ash, dust, loose earth, or sand you can take a standard action to hurl a spray of sand into the eyes of all creatures in a 5' radius burst. Those in the area must make a Fort save 10+1/2 level + Wis modifier or be blinded for 1 round.
Sandskimmer (Sand.) Pre: Treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust doesn't break beneath your feet, allowing you to move atop it as if it were normal terrain.
B: You can take this feat twice, allowing a creature to treat all sand as normal terrain (stacks with any abilities that improve travel across sand).
Savy Rogue (C. Sc.) Pre: Rogue level 10
B: Crippling Strike: can deal Str damage even to a target immune to extra damage from a sneak attack.
Defensive Roll: Can use 3/day instead of 1/day
Improved Evasion: Gain +2 competency bonus on Reflex saves.
Opportunist; use the opportunist ability as many times per round as you can make attacks of opportunity , but no more than once per creature per round. Each use counts as an attack of opportunity.
Skill Master; Can treat the die roll as 12 when taking 10 for a skill you have taken Skill Mastery with
Slippery Mind; gain a +2 competence bonus on the extra save from slippery mind.
Scavenging Gullet (L. of M.) Pre: Aberration Blood, one other aberration feat
B: You gain nourishment from eating any organic material, depite its freshness or source. You gain a +4 racial bonus on Fort saves to resist the effect of ingested poisons, as well as on Fort saves to resist disease caused by ingested substances (such as spoiled food).
Scorpion's Grasp (Sand.) Pre: Str 13, Improved Unarmed Strike, Improved Grapple
B: If your attack with an unarmed strike or a light weapon or a 1-handed melee weapon hits the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple you must drop one of your 1-handed weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. If you initiated the grapple while armed, however, you can't make additional grapple checks to deal damage during the round in which you use this feat. You have the option to conduct the grapple normally, or you may hold a creature one, or more sizes smaller than you with your off hand. If you choose to do the latter you take a -20 penalty on grapple checks against that creature and you can't deal damage with your grapple checks, but you are not considered grappled yourself. You don't lose your Dex bonus to AC, you still threaten an area and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent's weight.
Scorpion's Instincts (Sand.) Pre: Dex 13, Hide +5
B: You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Hide checks and reducing the distance within which creatures can detect you by scent to 10' (20' if upwind, 5' if downwind). If you are in an area covered in a layer of at least 1" ash, dust, loose earth or sand you gain an additional +2 on Hide checks and a creature can detect you by scent only if it is within 5' (pinpointing your location as normal).
Scorpion's Resolve (Sand.) B: Gain +4 bonus on saving throws against mind-affecting spells and abilities.
Scorpion's Sense (Sand.) Pre: Scorpion's Resolve
B: You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10'. The range expands to 20' if you are in an area covered in a layer of at least 1" of ash, dust, loose earth or sand. This ability only tells you what square the creature is in so you still have the normal miss chance from concealment if you can't see the creature.
Scourge of the Sea (Storm.) Pre: Cha 15, Intimidate +5
B: Make an Intimidate check to daunt the captain of another ship who can see your colors opposed by the target's modified level check. If you succeed on your Intimidate check the target is frightened for as long as it remains able to see you and for 1d6x10 minutes afterward. Frightened characters take -2 penalty on attack rolls, saving rolls, skill checks, and ability checks, and tries to flee from you as best it can. If escape is impossible that character will strike the colors and surrender.
Scramble (S. Species) Pre: Dex 15, Small size or smaller, Improved Evasion
B: You can use scramble to avoid a potentially fatal attack entirely. Once per day, when you would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to scramble out of the way. This requires a Reflex saving roll, DC 10+damage dealt. If the save is successful you avoid the damage entirely. You must be aware of the attack and able to react to it; you can't use Scramble if you are denied your Dex bonus to AC. Since you can't normally make a saving throw to avoid the damage from a blow, improved evasion doesn't apply. That is you can't save twice against the same attack.
Second Wind (Min.) B: Once per day, as a free action, you can heal yourself of your Con modifier in damage (minimum 1).
Self Sufficient B: You gain a +2 on Heal and Survival checks.
Sense Weakness (Draco.) Pre: Int 13, Combat Expertise, Weapon Focus
B: Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 points of the target's DR (regardless of the material or enhancement on your weapon) or hardness. This benefit can't reduce the effective DR or hardness of a target to less than zero.
Serpent Fang (Sand.) Pre: Wis 15, Improved Unarmed Strike, Stunning Fist
B: You must declare that you are using this feat before you make your attack roll. By expending one Stunning Fist use for the day, you can project your ki strike an opponent that is 5' beyond your normal unarmed reach. If the blow hits, it deals normal unarmed damage. This feat can only be used once per round.
Shadow B: +2 on Hide and Spot checks made while following someone.
Shadowborn Warrior † (Drow) Pre: Blind-Fight, Dodge
B: Whenever you begin combat within an area of darkness or shadowy illumination, you gain +2 insight bonus on initiative checks. When in concealment granted by darkness or shadow, you gain a +1 dodge bonus on saves for 1 round.
Shared Fury (R. of Wild) Pre: Handle Animal +4, animal companion and rage class features
B: When you rage, your animal companion gains the same benefits and penalties from your rage that you do, but only if it is within 5' of you. The companion's rage ends when your rage ends, or as soon as you are no longer within 5' of your companion.
Sharp-Shooting † (C. War.) Pre: Point Blank Shot, Precise Shot, BAB +3
B: Targets only receive +2 AC bonus for cover instead of +4.
Shield Charge † (C. War.) Pre: Improved Shield Bash, BAB 3+
B: If you hit foe with foe with your shield as part of a charge you can make a trip attack without provoking an attack of opportunity, nor does the defender get to trip you if you fail.
Shield Proficiency B: You take only the standard check penalties when using a shield. Normally you take the shield's armor check penalty on AC when using a shield. Barbarians, bards, clerics, druids, fighters, paladins and rangers automatically have shield proficiency. Shield proficiency doesn't extend to use of a Tower Shield.
Shield Slam † (C. War.) Pre: Improved Shield Bash, Shield Charge, BAB 6+
B: As a full-round action, or as a charge, make an attack with your shield. If you hit force the foe to make a Fort save, DC 10 +1/2 you level +your Str modifier, or they are dazed 1 round, you inflict the shield bash damage as normal. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits are immune to this feat.
Shield Sling † (PBH2) Pre: Improved Shield Bash, Shield Specialization BAB 9+
B: Can use light or heavy shield as a thrown weapon with a range increment of 20', the shield deals damage as normal for its size +your Str bonus. In addition, you can make a ranged touch attack to initiate a trip attempt. Your target resists the trip attack as normal. You lose your size bonus (but not your size penalty) on your Str check. If your foe's check succeeds, he can't attempt to trip you. You can't throw a tower shield. You can throw a buckler but it does no damage, and you can't use it to trip an opponent.
Shield Specialization † (PHB2) Pre: Shield proficiency, Shield Specialization
B: Choose 1 type of shield; buckler, heavy or light. When using that shield you increase its shield bonus to AC by +1.
Shield Ward † (PHB2) Pre: Proficiency with shields, Shield Specialization.
B: Apply your shield bonus to your touch AC, and on checks or rolls to resist bull rush, disarm, grapple overrun, or trip attempts against you.
Shieldmate † (Min.) Pre: BAB +1
B: When using a shield you are proficient with friendly adjacent creatures get a +1 AC bonus (+2 with Tower Shields). They lose this bonus if you are grappled, stunned, paralyzed, not adjacent to them or are otherwise unable to take actions.
Shield Wall † (H. of B.) Pre: Shield Proficiency
B: When you and an adjacent ally are each using a shield, your shield bonus to AC increases by 2.
Shielded Axe (R. of S.) Pre; Proficiency with dwarven war axe, hand axe, shield and two-weapon fighting.
B: When you make a full attack with your dwarven waraxe in your main hand your handaxe in your off hand you can still gain the shield bonus for a buckler strapped to your off hand, and you do not take the usual -1 penalty to attack rolls when using a buckle.
Short Haft † (PHB2) Pre: Proficiency with a reach weapon, Weapon Focus with a reach weapon, BAB +3
B: As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action, you can give up this feat's benefit in order to regain the use of your weapon's superior reach.
Shot on the Run † Pre: Dex 13, Dodge, Mobility, Point Blank Shot, BAB 4+
B: You can move before and after ranged attack up to your full move speed.
Sidestep (Min.) Pre: Dex 15, Tumble +9, Dodge, Mobility
B: 1/round when you make an attack of opportunity you may take a 5' step after you attack (this doesn't count against your limit of 5' steps per round).
Sidestep Charge (Psionic) Pre: Dex 13, Dodge
B: +4 dodge bonus to AC vs. charges, if foe fails on the attack you gain an immediate attack of opportunity. This feat doesn't grant you more attacks that you would normally be allowed. If you are flat-footed or otherwise denied your Dex bonus to your AC you can't take advantage of this feat.
Silencing Strike (R. of S.) Pre: Whisper Gnome, sneak attack ability
B: Use 1 of your silence spell-like abilities to turn a sneak attack into a silencing strike, you must declare your used of this ability before you make your attack. If you hit your target with a melee attack and successfully deal sneak attack damage, a field of supernatural silence also surrounds the target. The effect of the silence effect is identical to the silence spell, except there is no saving roll to resist the effect the silence lasts for 1 round per character level.
Simple Weapon Proficiency B: You don't take the normal -4 penalty on attack rolls when using simple weapons, all characters except druids, monks, rogues and wizards automatically gain this feat.
Skill Focus B: You gain a +3 bonus with a specific skill. You can gain this feat multiple times, each time for a new skill.
Slashing Fury (PHB2) Pre: Weapon Focus (Slashing Weapon), Weapon Mastery (Slashing Weapon), Weapon Specialization with the selected slashing weapon, BAB 14+
B: When you use a standard action to attack with any slashing weapon, you can choose to make a 2nd attack with that weapon. You take a -5 penalty on the first attack, and a -10 penalty on the 2nd attack. When you use a full attack action with any slashing weapon, you gain 1 additional attack at your highest BAB. That attack and all other attacks you make in the current round take a -5 penalty.
Slippery Skin B: Substitute Escape Artist check result for Touch AC.
Sly Fortune (C. Sc.) B: Expend 1 luck reroll, as an immediate action, to reroll a Hide, Move Silently or Tumble check. You gain 1 luck reroll per day.
Smatterings (R. of Destiny) Pre: Int 13
B: You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge.
Snatch (MM1) Pre: Huge or larger
B: Can choose to start a grapple with it hits with a claw or bite attack. If the creature gets a hold on a creature 3 or more sizes smaller it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon if it has one. The creature can drop the foe as a standard action or fling it aside 1d6x10' for 1d6 damage/10' traveled. If the creature flings a snatched opponent while flying it takes falling damage.
Snatch (M. of W.) Pre: Able to use claws or bite as natural weapons
B: If you hit with a claw or bite attack you automatically attempt to start a grapple as a free action without provoking an attack of opportunity.
Snatch Arrow † Pre: Dex 15+, Deflect Arrows, Improved Unarmed Strike
B: Catch thrown or projectile weapons instead of deflecting them you can throw weapons like spears and axes back as a free immediate action. You must have one hand free to use this feat.
Snatch Weapon (S. & S.) Pre: Improved Disarm
B: If you disarm foe you can grab their weapon and attack.
Sociable Personality (R. of Destiny) Pre: Half-elf, Cha 13
B: You may reroll any Diplomacy or Gather Information checks. You must take the result of the reroll, even if it's worse than the original roll.
Special Dispensation (City.) Pre: Favored
B: Due in part to your standing within your organization, you have received special dispensation from the authorities to wear or carry whatever equipment you deem necessary, regardless in the game, either by an object of some kind--typically an official government seal--or even a mark, such as a tattoo. This feat can be taken multiple times. Each time you take the feat, its effects apply to a new culture geographic region, kingdom, or nation (Whichever is appropriate).
Spectral Skirmisher † (PHB2) Pre: BAB 6+
B: While invisible, you gain additional benefits. Creatures unable to see you due to invisibility take a -5 penalty on all Listen checks to detect you. A creature using a melee attack against the square you occupy provokes an attack of opportunity from you. You must choose to make this attack before checking to see if the creature finds you. If you attack and hit, the creature automatically finds you in your square.
Spider Companion (Drow) Pre: Vermin Trainer, animal companion
B: You can select a monstrous spider as your animal companion. This spider gains all the benefits normally granted to animal companions. At 1st level you can select Tiny, Small or Medium monstrous spider as your companion. A druid of sufficiently high level can select a more powerful creature as her spider companion, applying the indicated adjustment to the druid's to the druid's level (in parenthesis on the chart) for the purpose of determining the spider companion's characteristics and special abilities.
Spider Minimum Level (Adjustment)  
Large 4th (-3)  
Huge 10th (-9)  
Spirit Sense (H. Horror) Pre: Wis 12, must have had a near-death experience (below 0 hp)
B: Can see the spirits of creatures who have died within a number of minutes equal to your Wis bonus, but you gain no ability to command or communicate with them, these spirits can't be harmed or affected in any way.
Spirited Charge † Pre: Ride +1, Mounted Combat, Ride-By-Attack
B: When mounted you deal 2x damage with melee weapons in a charge (3x damage with a lance).
Spring Attack † Pre: Dex 13, Dodge, Mobility, BAB 4+
B: When attacking with a melee weapon you can move both before and after attacking without provoking an attack of pportunity from the foe you are defending against up to your max move. You can't wear heavy armor and use this feat. You must move at least 5' before and after your attack to utilize this feat.
Staggering Critical (Drow) Pre: Improved Critical, BAB +12
B: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 1 round.
Staggering Strike (C. Adv.) Pre: BAB 6+, sneak attack
B: Deal damage with a melee sneak attack and deliver a wound that limits your foe's mobility for 1 round (or until given a DC 15 Heal check or given at least 1 point of magical healing). Your target is staggered even if its nonleathal damage that doesn't equal its current hit points. The target must make a Fort save, DC equal to the damage dealt. Multiple staggering strikes on the same creature don't stack. Has no effect on creatures immune to sneak attacks.
Stamp (S. Species) Pre: Huge size, feet, trample special attack
B: As a full-round action, strike a solid surface with one of your limbs and create a shock wave that radiates out from your position and continues for a number of feet equal to 5x your base HD. Make a single unarmed attack roll, every creature in the affected area compares its Balance check result to your attack roll result. Those that fail this opposed check are knocked down. Each structure and unattended object that is at least partially within the shock wave takes damage equal to 1d6 +your Str modifier +the object's hardness (max 5).
Stand Still (Psionic) Pre: Str 13
B: Can stop a fleeing foe in place of making an attack of opportunity, if you hit your foe must make a Reflex save, DC 10+your damage (the foe doesn't actually take damage), or immediately halt as if they had used up their movement that round. You may only use this feat once per attack you would normally get that round.
Starspawn (L. of M.) Pre: Aberration Blood, or other aberrant feat
B: Gain a fly speed with average maneuverability equal to 1/2 your base land speed (round down). You can use your flight for 1+Con modifier rounds, between these uses you can't fly for 1 round. In addition you gain Resistance to Cold 5, and you are immune to altitude fatigue and sickness.
Stalwart Defense (PHB2) Pre: Combat Reflexes, Hindering Opportunist, BAB 9+
B: When a foe you threaten attempts a melee attack against an ally you can give up an attack of opportunity and use aid another action to give your ally a +2 bonus to AC. You can't use this feat against the same opponent more than once per round.
Steadfast Determination (PHB2) Pre: Endurance
B: Use Con modifier to modify Will saves instead of your Wis modifier. You don't automatically fail Fort saves on a roll of a natural 1.
Steady Concentration (R. of S.) Pre: Concentration +8
B: You can always take 10 on Concentration Checks.
Steady Mountaineer (R. of S.) Pre: Goliath or Climb +8 and Jump + 8
B: You can always take 10 on Climb and Jump checks .
Stealthy B: You gain a +2 bonus on Hide and Move Silently checks.
Stigmata (B. of ED.) Pre: Nimbus of Light
B: You heal others with your own life force.
Stone Rage (R. of S.) Pre: Con 13, Wis 13, Earth Sense, Rage ability
B: As long as you are touching the ground when you begin your rage you gain a +1 bonus to natural AC for the duration of the rage.
Stoneback † (R. of S.) B: 1/day, as a Swift action, you can bypass an object's hardness with your melee attacks for 1 minute. All your weapons gain the adamantine property for DR. You also gain a slam attack as a natural weapon that doesn't provoke attacks of opportunity.
Level Damage (S) Damage (M) Damage (L)  
1st-5th 1d4 1d6 1d8  
6th-10th 1d6 1d8 2d6  
11th-15th 1d8 1d10 2d8  
16th-20th 1d10 2d6 3d6  
If you already have a natural weapon use the higher damaging value. Gain +2 circumstance bonus on any damage rolls made with and affected weapon. You can gain this feat multiple times allowing you to use it an extra time each day. If you turn/rebuke undead you can use this feat if you spend 1 turn undead attempt.
Strength of Conviction (Ex. of E.) B: Swap smite evil or good for smite
Strong Soul (PHB2) B: Roll twice against fear and mind-affecting attacks.
Strong Stomach (City.) Pre: Con 15, Endurance
B: Reduce the effects of sickening and nausea by one step. You can't be come nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated.
Stunning Fist † Pre: Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+
B: You must declare this feat before making your attack roll. If you hit, with an unarmed attack, you force your foe to make a Fort save, DC 10 +1/2 your character level +your Wis modifier, or be stunned for 1 round (unable to act, loses any Dex bonus to AC and takes a -2 penalty to AC). You may make 1 Stunning Fist attack/4 levels, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits are immune to being stunned. A monk may select this feat at 1st level, even if they don't have the prerequisites. A monk may make 1 stunning attack per monk level per day +1 per level in other classes that the character has.
Subduing Strike † (B. of ED.) B: Deal nonlethal damage without the -4 penalty
Subtle Sigil (R. of Destiny) Pre: Illumian
B: You can make your sigils disappear or reappear as a free action. You gain the full benefit of your power sigils even when they are not visible.
Sun Devotion (C. Champ.) B: 1/day, as a Swift action, you can cause a melee weapon to glow as per torch, but with true sunlight that has a 10' radius for 1 minute, while your weapon glows you deal +1 damage/level. You can gain this feat multiple times granting yourself extra uses. If you turn/rebuke undead you can gain 1 use of this feat by spending a turn undead attempt.
Supernatural Blow (M. of W.) Pre: BAB 7+, favored enemy immune to critical hits
B: You can score +1d6 damage if you score a critical against a favored enemy that can't be hit with a critical.
Supernatural Instincts (T 9 Hells) Pre: Combat Reflexes
B: When a creature you threaten uses a supernatural ability it provokes an attack of opportunity, but a successful hit doesn't require them to make a Concentration check to get the ability off.
Supernatural Transformation (S. Species) Pre: Innate spell-like ability
B: One of your innate spell-like abilities becomes a supernatural ability. It is not longer subject to SR, though it can still be suppressed in an antimagic field. Using this ability doesn't provoke an attack of opportunity. The number of uses, if limited, doesn't change. The effective caster level equals your total HD or the effective caster level of the original ability, whichever is higher.
Sure Hand (C. Sc.) Pre: any two manipulation skill tricks
B: Learn up to 2 manipulation skill tricks at no cost, increase your skill trick limit by 1.
Surge of Malevolence (H. Horror) Pre: Mild taint
B: 1/day can add a bonus on any single attack roll, saving throw or check, the bonus equals +3 with mild corruption, +6 with moderate corruption and +9 with severe corruption.
Surprising Riposte (Drow) Pre: Int 13, Combat Expertise, Improved Feint
B: If you deal damage to an opponent in the same round that you successfully feinted against it, it becomes flat-footed. This effect lasts 1 round or until the opponent's next turn, whichever comes first.
Survivor's Luck (C. Sc.) Pre: 9th level, any luck feat
B: Expend 1 luck roll, as an immediate action, to reroll a failed saving roll. You gain 1 luck reroll per day.
Swamp Stalker (S. Species) Pre: Marsh terrain
B: You move easily through swamps and gain +2 competence bonus on Swim checks and on Str checks to break free of nets, webs, entangle spells, and similar hindrances. This feat doesn't grant a bonus on grapple checks.
Swarmfighting (C. War.) Pre: Small size, Dex 13 BAB 1+
B: Able to occupy the same 5' square as an allied small creature that has the same feat at no penalty. If you engage a Medium or larger creature in melee and at least 1 other ally, with this feat threatens, the target, you gain +1 morale bonus on the attack. The bonus increases by +1/additonal ally with this feat and that threaten the same target. Your morale bonus can't beat your Dex bonus.
Sweet Talker (C. Sc.) Pre: Any 2 interaction skill tricks
B: Learn 2 extra interaction skills and increase your limit by on skill checks by 1.
Swift Ambusher (C. Sc.) Pre: Skirmish +1d6/+1 AC, sneak attack +1d6.
B: Rogue and scout levels stack for determining extra damage and bonus to AC granted when skirmishing. In addition you can qualify for ambush feats as if your sneak attack bonus damage were the sum of your skirmish damage and sneak attack damage. You can't sacrifice skirmish extra damage to use those feats though. A scout can select this feat as 1 of their scout bonus feats.
Swift Call (C. Champ.) Pre: Special mount class feature
B: Can call your special mount as a swift action
Swift Hunter (C. Sc.) Pre: Favored enemy, Skirmish +1d6/+1AC
B: Ranger and scout levels stack for determining extra damage and bonus to AC granted when skirmishing. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies. In addition your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. A scout can select this feat as 1 of their scout bonus feats.
Swift Tumbler (City.) Pre: Tumble +7
B: When tumbling, you move at a speed equal to half your base speed +10'.
Tactile Trapsmith (C. Adv.) B: Add your Dex mod not your Int mod to Search & Disable Device.
Tainted Fury (H. Horror) Pre: Con 13, moderate corruption
B: Can enter tainted fury 1/day gain your corruption score in hp,can do smite of 1/2 your taint score 1/day, must make Fort save or sick 1 minute lose 2d6 Con, DC 10+your corruption score.
Telling Blow (PHB2) Pre: Skirmish or sneak attack ability
B: When you score a critical hit against a target, you deal your skirmish or sneak attack damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks.
Tempting Fate (C. Sc.) Pre: 6th level any Luck Feat
B: Expend a luck reroll to reroll a stabilization check. Whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend a luck roll, as an immediate action, to take only enough damage to reduce you to -9 hit points. You gain 1 luck reroll per day. Unlike most other luck feats, using this feat requires no action.
Thrall to Demon (V. Dark.) B: 1/day, while performing an evil act, the character can add +1 luck bonus on any single roll.
Thick-Skinned (S. Species) Pre: Damage Reduction
Existing DR After Thick-Skinned   Existing DR After Thick-Skinned  
x/silver x+2/silver   x/+3 x+2/+3  
x/+1 x+2/+1   x+4 x+2/+4  
x/+2 x+2/+2  
B: Your existing DR improves by 2
Third Time's the Charm (C. Sc.) B: Expend 1 luck reroll, as an immediate action, to use the granted power of the Luck Domain and additional time per day. You can only use this benefit immediately after using the Luck Domain's granted power (in effect giving you a 3rd chance to succeed on the roll). You gain 1 luck reroll per day.
Thrall Bred (L. of M.) Pre: Humanoid, Con 13
B: When within 30' of an individual you have designated as your special charge, you gain +1 morale bonus on damage rolls and saving rolls. If your special charge is not within 30', is dead or incapacitated, you take a -2 morale penalty on damage rolls and saving rolls. You can only designate a special charge once per month. If your charge dies or abandons you, you take the morale penalty until you have the opportunity to choose a new charge (or choose to have no special charge at all). Your charge must have more HD than you have.
Throat Punch (C. Sc.) Pre: Improved Unarmed Strike, Sneak Attack +3d6
B: A successful sneak attack delivered with at sneak attack hinders the target's ability to speak for 3 rounds, costing +2d6. The target take a -5 penalty on any skill check requiring speech and they have a 50% chance of spell failure when using a spell with a verbal component. Multiple uses of this feat don't increased the duration.
Throw Anything (C. War.) Pre: BAB 2+, Dex 15+
B: Can throw any weapon melee with range increment of 10'.
Thunderclap (S. Species) Pre: Str 30, Improved Unarmed Strike, Power Attack
B: As a full-round action you can clap two of your limbs together and create a cone of sound that starts at your position and continues out for 5'x HD. Creatures in the cone get a Fort save, DC 10 + 1/2 your HD +your Con modifier, to resist the effect. Those who fail their save are deafened for the duration of the encounter. Those who fail their save by 5 or more are also knocked down. This effect automatically extinguishes unprotected flames.
Titan Fighting † (R. of S.) Pre: Dodge, Racial Ability dodge bonus to AC against giants
B: When designating a creature at least 1 size category larger you can apply your giant AC bonus instead of the dodge feat.
Tomb-Born Resilience (L. Mortis) Pre: Nongood, Tomb-Tainted Soul
B: +2 on saves to resist mind-affecting spells and abilities, poison and disease.
Tomb-Born Vitality (L. Mortis) Pre: Nongood, Tomb-Tainted Soul
B: Don't need to sleep and are immune to magic sleep effects, if a spellcaster you still require 8 hours of rest to recover spells.
Tomb-Tainted Soul (L. Mortis) Pre: nongood
B: You are healed by negative energy and harmed by positive.
Toothed Blow (Storm.) Pre: Str 13,Improved Unarmed Strike
B: When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons allowing you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes (DMG 92).
Touch of Golden Ice (B. of ED.) Pre: Con 13
B: +4 Fort saves vs. poisons and drugs.
Touch of Taint (H. Horror) Pre: Natural Attack that deals ability damage or energy drain
B: Your attack increases the target's taint with your ability damage or energy drain attack.
Touchstone (Sand.) Pre: Knowledge (Local) +8 or have a touchstone key. To forge a link you must spend a day in meditation, spend 10 EXP and 250 gp in material components. Or you can destroy the key object as part of the ritual.
B: Gain the base ability associated with the touchstone to which you are linked. If you physically visit the location to which you have forged a link you can also gain a higher-order ability with a limited number of uses, as described for that touchstone. You can swap sites any time you visit a new one and fulfill its higher-order recharge condition. You can take this feat once per touchstone.
Toughness B: Gain +3 hit points. A character can gain this feat multiple times and its effects stack.
Tower Shield Proficiency Pre: Shield Proficiency
B: You are able to use a tower shield without penalties, fighters automatically gain this feat.
Track You can use Survival skill to track for 1 mile. You must make another check when tracking becomes difficult. You move at 1/2 your normal speed (or move at your full speed with a -5 penalty, or up to twice their speed at a -20 penalty).
Surface Survival DC   Surface Survival DC
Very soft ground 5   Firm ground 15
Soft ground 10   Hard ground 15
 
Condition Survival DC Modifier   Poor Visibility Survival DC Modifier
Every 3 creatures in the group -1   Overcast or moonless night +6
Every 24 hours since the trail was made +1   Moonlight +3
Every hour of rain since the trail was made +1   Fog or precipitation +3
Fresh snow cover since the trail was made +10  
Tracked Party hides trail (and moves at 1/2 speed) +5  
 
Size of the creature being tracked Survival DC   Size of the creature being tracked Survival DC
Fine +8   Large -1
Diminutive +4   Huge -2
Tiny +2   Gargantuan -4
Small +1   Colossal -8
Medium +0  
If you fail a Survival check you can retry again after 1 hour (outdoors) or 10 minutes (indoors) of searching. A ranger automatically gains this feat.
Trample † Pre: Ride 1, Mounted Combat
B: When you attempt to overrun an opponent, while mounted, your target may not chose to avoid you. Your mount may make 1 hoof attack against any target you knock down, gaining the standard +4 bonus against prone targets
Trap Engineer (Dungeon.) Pre: Knowledge (Architecture and Engineering) +1, Knowledge (Dungeoneering)
B: You know the styles of famous dungeon architects or recognize their influences. After finding or setting off a trap in a dungeon, you gain a +2 bonus on future Search checks and Disable Device checks to find or disarm traps in the same dungeon. You also gain +4 bonus on Reflex saves to avoid traps in that dungeon, and a +4 dodge bonus to AC against attacks made by traps in that dungeon.
Trap Sensitivity (Dungeon.) Pre: Elf or trapfinding class feature, trap sense +2
B: When you pass within 5' of a mechanical trap, you are entitled to make a Search check to notice the traps as if you were looking for it. You can't sense magic traps or spell traps with this feat.
Travel Devotion (C. Champ.) B: 1/day, as a Swift action, you are able to move up to your full speed as a swift action each round and then take a full-round action or move and take 2 other actions (including 2 move actions or 1 move and 1 standard action). This effect lasts for 1 minute, but you can't use the 5' step while using this feat. You can select this feat multiple times, each time grants you one more use of the feat. If you turn/rebuke undead you can spend 2 turn undead attempts to gain and extra use of this feat.
Treefriend (S. Species) Pre: Forest Terrain
B: You gain a +2 competence bonus on Climb checks and on Survival checks to avoid becoming lost in the forest.
Trickery Devotion (C. Champ.) B: 1/day, as a standard action, you can create a simulacrum up to 30' away, for up to 1 minute/level. It combines the effects of silent image and unseen servant with 6 +your level in hit points. It ignores the effect of terrain, moving silently, you can do anything with this as you would with an unseen servant spells. At 5th level it becomes a major image and unseen servant. If it remains within 5' of your location you can, as a free action, perform a Bluff action vs. your opponent's Sense Motive to make them think that the image is actually you. At 10th level, as a Swift action, you can transfer your sense to the image seeing the world from its viewpoint. You can perform any skill or ability check as long as it doesn't require a Str score greater than 2. It has phantom images of you equipment, that disappear if separated from the image. At 15th level it gains a Str score equal to 1/2 your own and can perform combat actions. Equipment that leaves it disappears, now you can cast spells with the image as the origin as per project image, except that if you lose line effect with the image it still remains. You can select this feat multiple times gaining additional daily uses of it. If you turn/rebuke undead you can gain an additional use of this feat if you spend 3 turn undead attempts.
Trivial Knowledge (R. of S.) Pre: Gnome, Int 13
B: When you make a knowledge check or a bardic knowledge check roll twice and use the best result.
Trophy Collector (PHB2) Pre: Craft (Taxidermy) 6+
B: When you defeat a foe in combat you can preserve a part of its body as a trophy that you can wear and brandish. In order to be worthy of your efforts the opponent must have a CR greater than your current level. A trophy has a value equal to the defeated creature's CR x100 gp. You must spend time using the Craft (taxidermy) skill to create the trophy. Once you create a trophy, you can sell it for its market value or wear it. When you create a trophy you must design it to occupy a space on your body as one of these kinds of magic items; amulet, belt, boots, or cloak. You can't gain the benefit of both a magic item and a trophy that occupy the same space on your body. While wearing a trophy you gain a +2 bonus on Intimidate checks per trophy against creatures of the same type as the trophy, except for outsiders and humanoids. In these two cases the target must share the same subtype as the creature from which you have crafted the trophy. You take a -4 penalty on Diplomacy checks against creatures of the same type or subtype as one or more of your worn trophies. For each trophy you wear you gain a +1 bonus on saves against fear effects. Once per day, you gain a morale bonus on a single Will save equal to the number of trophies you wear. In this case, you draw upon the memories of past victories to strengthen your resolve. If you choose to take this morale bonus it stacks with the usual +1 bonus on saves per trophy worn. You can only craft trophies from corporeal creatures that you actively helped defeat. You can't craft a trophy from ooze.
True Believer (C. Divine) Pre: Must worship a deity and be within 1 step of their alignment.
B: 1/day gain +2 insight bonus to saving roll. Also allows you to use a relic of the deity you worship.
Trustworthy (S. & S.) B: +2 on Diplomacy and Gather Information.
Tumbling Feat † (PHB2) Pre: Bluff +4, Tumble +4
B: As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you designate a single opponent as the target of this feat. If you successfully use your Tumble skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on the next Bluff check to feint against him. You must use this benefit on or before your turn.
Tunnel Fighting (Dungeon.) Pre: BAB +1
B: When squeezing into or through a narrow space counts as if it were 2 squares and while squeezed in a narrow space, you take a -4 penalty to your AC.
Tunnel Fighting † (R. of S.) Pre: BAB +1
B: Don't take a penalty on your attack rolls or AC when squeezing into or through a tight space.
Tunnel Riding (R. of S.) Pre: Mounted Combat, Tunnel Fighting
B: You and your mount don't take a penalty on AC or attack rolls when squeezing into or through tight spaces doesn't allow a mount to squeeze thorough a space it normally couldn't move through.
Turtle Dart (R. of S.) Pre: Exotic Armor Proficiency (battle plat or mountain plate) Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (Short Sword)
B: While wearing exotic heavy armor and carrying an extreme shield or a Tower Shield you do not provoke attacks of opportunity for moving away from any creature that you attack with a short sword in the same round.
Twist the Knife (Ex. of E.) B: Forego critical damage to put a penalty on foe's strike.
Two-Weapon Defense † Pre: Dex 15, Two-Weapon Fighting
B: When using a double weapon or two-weapons you gain a +1 shield bonus to AC. When you are fighting defensively or using the total defense action this shield bonus increases to +2.
Two-Weapon Fighting † Pre: Dex 15
B: Reduce two-weapon fighting penalty by 2 for the primary hand and by 6 for your off-hand.
Two-Weapon Pounce † (PHB2) Pre: Dex 15, Two-Weapon Fighting, BAB 6+
B: When you are making a charge and wielding weapons in both hands you can attack with both of you weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies. A ranger who has chosen the two-weapon combat style can select Two-Weapon Pounce as long as he has a BAB of +6 and is wearing light or no armor.
Two-Weapon Rend † (PHB2) Pre: Dex 15, Two-Weapon Fighting , BAB 11+
B: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 +1/2 times your Str bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming DR and other effects related to damage type. You can gain this extra damage once per round against a given opponent. A ranger who has chosen the two-weapon combat style can select Two-Weapon Rend as long as he has a BAB +11 and is wearing light armor or no armor.
Unavoidable Strike (Psionic) Pre: Str 13+, Psionic Fist, BAB +5
B: Expend your psionic focus and resolve your unarmed strike or attack with a natural weapon as a touch attack. Must declare the use of this feat prior to the attack, if you attack misses you still expend your psionic focus.
Unbelievable Luck (C. Sc.) Pre: any luck feat
  B: As long as you have a luck reroll you gain a +2 luck bonus on your lowest save bonus (it two or more qualify you chose). If your save bonus later changes so that it is no longer the lowest the bonus transfers to the new lowest save. You gain 2 luck rerolls per day.
Uncanny Scent (S. Species) Pre: Scent ability, Improved Scent
B: You can pinpoint the location of a scent when within 20'
Undead Leadership (L. Mortis) Pre: 6th level, nongood alignment, Knowledge (Religion) +1
B: Your leadership score is 2 levels higher for purposes of attracting undead and 4 levels lower for purposes of attracting living cohorts.
Underfoot Combat (R. of Wild) Pre: Small or Smaller size, Tumble +10
B: You can move into or through a square occupied by a creature at least 3 size categories larger than you. You don't provoke attacks of opportunity for doing so. While you are in a square occupied by a creature at least 2 size categories larger than you, you gin the benefit of soft cover (+4 AC) against all attacks, including those of the creature whose space you occupy.
Undo Resistance (T 9 Hells) Pre: Sneak Attack, Sudden Strike or Skirmish Ability
B: If you deal sneak attack damage with a cold iron weapon you reduce the target's spell resistance by 1 point per die of Sneak Attack, multiple uses stack. A target's spell resistance can be reduced to 0, but not below 0. Spell Resistance reduced in this manner returns in 1 hour after the last Sneak Attack. You also gain this ability with Skirmish and Sudden Strike damage.
Unnatural Will (H. Horror) Pre: Cha 12, Iron Will
B: Add your Cha modifier to all Will saves vs. fear stacks with any Wis bonus you might have.
Unquenchable Flame of Life (L. Mortis) B: +2 bonus on all saves against extraordinary or supernatural abilities of undead.
Urban Tracking (City.) B: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check for every hour of the search as well as each time the trail becomes difficult to follow such as when it moves to a different area of town. The DC of the check and the number of checks required to track down your quarry, depend on the community size and the condition:
Community Size DC Modifer Checks Required   Condition DC Modifier  
Thorp, hamlet or village 5 1d3   Every 3 creatures in the group -2  
Small or large town 10 1d4+1   Every 24 hour party has been missing/sought +1  
Small or large city 15 1d6+1   Tracked party "lies low" +2  
Metropolis 20 1d8+1   Tracked party matches community's primary race +2  
  Tracked party doesn't match community's primary race
-2  
If you fail a Gather Information check you can retry after 1 hour of questioning. the DM should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require. You can cut the time per Gather Information check in half (30 minutes per check), but you take a -5 penalty on the check. A character with +5 ranks in Knowledge (Local) gains a +2 on the Gather Information check to use this feat. [Superseded from R. of Destiny.]
Vampire Hunter (L. Mortis) Pre: Knowledge (Religion) 6+
B: Take a move action to determine if a vampire is within 30', immune to vampire's dominating gaze.
Vengeful Surge (T 9 Hell) Pre: Iron Will
B: Gain a +2 bonus on damage rolls against a creature that you have made a successful saving throw vs. a spell, spell-like ability or supernatural effect.
Vermin Trainer (Drow) Pre: Drow, Handle Animal +4, Knowledge (Religion) +4
B: You can use the Handle Animal skill to handle and train vermin as if they were animals with Int scores of 1. The size of vermin directly affects the ability of the trainer to instruct them.
Verminfriend (Drow) Pre: Drow
B: Whenever a vermin is about to attack you, you can attempt a Cha check with a DC of 15+1/4 the vermin's HD as an immediate action. If you succeed, the vermin can't attack you for 24 hours. If you attack a vermin that has been affected by this feat, you lose the feat's benefit for 24 hours.
Verminfriend (V. Dark.) Pre: Cha 15
B: If a vermin is about to attack a character they can avoid it with a Cha check DC 20, the vermin will then refuse to attack the character for 24 hours.
Versatile Combatant † (Drow) Pre: Dex 15, Proficiency with rapier and hand crossbow
B: Whenever you are armed with a rapier in your primary hand and a hand crossbow in your off-hand, you are treated as having the Two-Weapon Fighting Feat for the purpose of calculating attack penalties. In addition you do not provoke attacks of opportunity from adjacent opponents when you make ranged attacks with a hand crossbow.
Versatile Unarmed Strike † (PHB2) Pre: Improved Unarmed Strike
B: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
Vestigial Wings (H. of Abyss) B: Your wings enhance your Jump ability by +3 for every Abyssal heritor feat you have. Your wings can also slow your fall as long as you take move actions you can control a fall so that you land without taking damage, you can't alter the direction of your fall. -2 to Swim checks from wing drag.
Veteran Knowledge † (H. of B.) Pre: BAB +2, Knowledge (History) +1
B: Gain +5 bonus on Knowledge checks made to gain a strategic advantage.
Vexing Flanker † (PHB2) Pre: Combat Reflexes
B: You gain a +4 on attacks when flanking.
Vicious Wound (S. Species) Pre: Combat Expertise, wounding special attack
B: When using an attack that has a wounding special ability, the wounds you cause bleed for an additional +1 point of damage each round.
Victor's Luck (C. Sc.) B: Expend 1 luck reroll, as a swift action, to reroll a critical threat confirmation roll. You gain 1 luck reroll per day.
Vile Martial Strike (V. Dark.) Pre: Cha 15, Weapon Focus
B: Each time a character deals damage with a weapon for which they have the Weapon Focus feat they deal an extra point of vile damage, can be taken multiple times for additional weapons.
Vile Natural Attack (V. Dark.) Pre: Natural attack that deals at least 1d8 points of damage, BAB +5
B: Each time the character deals damage with a natural attack they deal 1 additional point of vile damage.
Virulent Poison (S. Species) Pre: Poison attack as an extraordinary ability
B: Add +2 to the DC for Fort saves against your poison.
Vow of Chastity (B. of ED.) Pre: Sacred Vow
B: Abstain from sex to gain +4 bonus on Will saves against charm and phantasm spells and effects.
Vow of Obedience (B. of ED.) Pre: Sacred Vow
B: +4 on Will saves vs. compulsions spells and effects.
Vow of Peace (B. of ED.) Pre: Sacred Vow, Vow of Nonviolence
B: Surrounded by a calming aura radius 20', +6 AC bonus that doesn't stack with other AC bonuses you might have.
Vow of Poverty (B. of ED.) Vow of Poverty (B. of ED.)
B: Gain bonuses to AC, ability scores, saving rolls as well as exalted feats in return for a vow of poverty (B. of ED 31).
Wander's Diplomacy (PHB2) Pre: Hafling or Bluff, Diplomacy and Sense Motive +4
B: Canny Merchant; Use a Diplomacy check to find an item that is normally too expensive to be purchased in the town or
settlement where you are currently located. The DC of this check is 10 +(the item's gp cost minus the community's gp limit divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal.
Intuitive Communication; When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by make a successful Sense Motive check. This check requires that you spend at least 1 Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not the same type as you the DC is 30. With a successful check, you learn the basic gist of the creature's speech. This ability gives you no special talent to speak the creature's tongue.
Social Agility; You can temporarily alter a creature's attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is as standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes 1 grade more hostile than where it started in 10 minutes.
War Devotion (C. Champ.) B: 1/day when fighting defensively, as a standard action or as a full round action, as an extraordinary ability you can take a -3 penalty to all attack rolls gaining a +3 dodge bonus to AC in the same round. At 7th level the penalty drops to -2 and your dodge bonus increases to +4. At 15th level the penalty drops to -1 and the dodge bonus increases to +5. This bonus stacks with and from Combat Expertise. You can take this feat multiple times, each time it grants you an extra use of this feat. If you turn/rebuke undead you can gain an extra use of this feat by spending 3 turn undead attempts.
Warped Mind (L. of M.) Pre: Aberration Blood
B: Gain a racial bonus on Will saves against mind-affecting spells and abilities equal to 1/2 the number of aberrant feats you have. You gain 1 psionic power point for each aberrant feat you have.
Water Devotion (C. Champ.) B: 1/day, as a standard action, you can pour out the contents of a flask of water and summon a water elemental. The creature remains and follows your orders for 1 minute, its size depends on your level.
Level Water Elemental Size   Level Water Elemental Size  
1st-5th Small   11th-15th Large  
6th-10th Medium   16th-20th Huge  
You can take this feat multiple times, each time grants you an extra use of this ability. If you turn/rebuke undead you can gain an extra use of this feat by spending a turn undead attempt.
Water Adaptation (Storm.) Pre: Aquatic half-elf
B: You can breathe water as well as air. +20 to your Swim speed.
Water Splitting Stone † (PHB2) Pre: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, BAB 9+
B: Gain a +4 bonus on damage rolls when you make an unarmed strike against opponent whose DR is effective against your unarmed strikes. This feat's benefit doesn't apply against a target if its DR doesn't apply to your attacks. A monk with the Stunning Fist feat can select Water Splitting Stone as long as he has a BAB +9 (other prerequisites can be ignored).
Waterspawn (L. of M.) Pre: Aberration Blood, one other aberrant feat
B: Gain a Swim speed equal to your land speed. This also grants you a +8 racial bonus on Swim checks, the ability to take 10 on any Swim check and the ability to use the run action while swimming. You gain Resistance to cold 5, You can breathe air and water with equal ease.
Weakening Touch (C. War.) Pre: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB 2+
B: Declare use and with unarmed attack that deals no damage, but causes a -6 to foe's Str for 1 round. Multiple Weakening Touches don't stack, each attempt counts as a use of your Stunning Fist attack and creatures that re immune to stun are immune to this feat.
Weapon Finesse † Pre: BAB 1+
B: Use Dex modifier instead of Str modifier with a light weapon. If you use a shield, its armor check penalty applies to your attack roll. Natural weapons are always considered light weapons.
Weapon Focus † Pre: Proficiency with weapon BAB 1+
B: You gain a +1 Bonus on attack rolls with the selected weapon. You can gain this feat multiple times, each time for a different weapon, its effects don't stack.
Weapon Specialization Pre: Proficiency with weapon, Weapon Focus with that weapon 4th level Fighter
B: You gain a +2 Bonus on damage rolls with selected weapon. You can gain this feat multiple times, each time for a different weapon, its effects don't stack.
Weapon Supremacy (PHB2) Pre: Greater Weapon Focus, Greater Weapon Specialization with selected weapon, Weapon Specialization with that same weapon, Weapon Specialization with that selected weapon, Weapon Mastery with damage type of selected weapon, Fighter level 8th.
B: When fighting with the weapon that you choose for this feat, you gain a +4 bonus on all checks made to resist being disarmed. You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal. When you take a full round attack action, you can apply a +5 bonus to the single attack after your first strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain +1 bonus to AC. You can chose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than 1 weapon.
Whirlwind Attack Pre: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB 4+
B: As a full attack you can make an attack at your best BAB to all foes you threaten. You forfeit any bonus or extra attacks granted by other feats or abilities.
Willing Deformity (H. Horror) Pre: Evil Alignment
B: +3 on Intimidate checks
Wingover (M. of W.) Pre: Able to fly
B: Allows you to turn at up to 1800, you can't gain altitude the round you execute a wingover, but can dive.
Wingstorm (S. Species) Pre: Str 13, fly speed 20', Large size, Hover, Power Attack
B: As a full-round action you can hover in place and use your wings to create a blast of air in a cylinder with a radius maximum height and strength based on your size.
Wingstorm (S. Species) Pre: Str 13, fly speed 20', Large size, Hover, Power Attack
B: As a full-round action you can hover in place and use your wings to create a blast of air in a cylinder with a radius maximum height and strength based on your size.
Size Wind Effect Radius Max. Height  
Large Severe 10' 40'  
Huge Windstorm 20' 80'  
Gargantuan Hurricane 30' 100'  
Colossal Tornado 40' 120'  
You can use this feat for a full-round instead of a full-round action. If you do the wind lasts until your next turn (and you can choose to continue the effect during your next turn). Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts (checked creatures can't move forward against the force of the wind, or they are blown back 1d6x5' if airborne).
Winter's Child (S. Species) Pre: Cold terrain
B: You are more hardy, the DC of your Fort save to avoid subdual damage from cold is reduced to 10. In addition, you can make a saving throw each minute, DC 10 +1 for each pervious check, to resist the effects of hypothermia in cold water.
Wounding Attack (Psionic) B: Add +1 Con damage to your attack
Wyrmgrafter (R. of D.) Pre: Heal +10, Knowledge (Arcana) +5
B: Can create draconic grafts and apply them to another living creature or yourself. Creating a draconic graft takes 1 day for each 1,000 gp in its price. To create a graft you must spend 1/25 of the graft's price in EXP and use up raw material costing 1/2 this price. Consult (Table R. of D. 126).
Yondalla's Sense (R. of Wild) Pre: Hafling
  B: You add your Wis bonus on initiative checks.
Zen Archery (C. War.) Pre: Wis 13, BAB 1+
  B: use your Wis modifier instead of your Dex modifier in ranged attack roll.
Notes:
† = A fighter can take this as one of their bonus feats.
(B. of ED) = Book of Exalted Deeds
(C. Adv.) = The Complete Adventurer
(C. Arcane) = Complete Arcane
(C. Divine) = Complete Divine
(C. Psi.) = Complete Psionic
(C. Sc.) = Complete Scoundrel
(C. War.) = Complete Warrior
(Draco.) = Draconomicon
Drow) = Drow of the Underdark
(Ex. of E.) = Exemplars of Evil
(Frost.) = Frostburn
(H. of Horror) = Heroes of Horror
(H. of Abyss) = Hordes of the Abyss
(L. Mortis) = Libris of Mortis
(M. of W.) = Masters of Wild
(PHB2) = Player's Handbook 2
(R. of Destiny) = Races of Destiny
(R. of S.) = Races of Stone
(R. of Wild) = Races of the Wild
(Sand.) = Sandstorm
(S. Species) = Savage Species
(S. & F.) = Sword and Fist
(S. & S.) = Song and Silence
(T 9 Hells) = Tyrants of the 9 Hells
(V. Dark.) = Book of Vile Darkness

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