Feats
Feats have tiers meaning the earliest they can be acquired is at a level equal to double the tier -1 or greater.
FEAT TYPES
Feat types have been simplified combat, flaw, general, innate, magic, skill, and story.
Combat: Feat is combat oriented.
Flaw: Flaws impose detriments instead of benefits. For each flaw you take, you gain a feat in exchange, allowing you to go above your normal limit of feats up to a maximum number of feats acquired this way equal to 3 + 1/3 your level. A character must take flaws during character creation or upon a story reason for them to acquire the flaw. For each flaw a character has, they can gain another feat. If the flaw is a monster/racial flaw, the feat they gain in exchange must be a monster/racial feat. If the flaw is not a monster/racial flaw, they cannot gain a monster/racial feat in exchange for it but must take a combat, general, or magic feat instead.
General: All feats are general unless they're another type.
Innate: Innate feats were previously called "monster" or "racial" feats that result from your creature type, species, etc.
Magic: Magic feats include item creation feats, metamagic feats, and any feat that grants or adjusts spells, spell-like abilities, or supernatural powers.
Skill: Non-combat feats that specifically adjust how you use skills are skill feats.
Story: Story feats alter fate or narratives in a way that characters often aren't aware of such as adjusting surges and luck (previously known as Hero Points).
PREREQUISITES
Feat types have been simplified combat, flaw, general, innate, magic, skill, and story.
Ability Scores: If an ability score is a feat prerequisite, the minimum score you must have is 10 + double the feat tier, unless noted otherwise.
Skills: If a skill is a feat prerequisite, the minimum rank you can have is double the feat tier -1, unless noted otherwise.
FEATS
Catch Off-Guard* — No penalties for improvised melee weapons
Channel Smite* Channel energy class feature Channel energy through your attack
Combat Casting —
+4 bonus on concentration checks for
defensive casting
Combat Expertise* Int 13 Trade attack bonus for AC bonus
Improved Disarm* Combat Expertise +2 bonus on disarm attempts, no attack of
opportunity
Greater Disarm* Improved Disarm, base attack bonus +6 Disarmed weapons are knocked away from
your enemy
Improved Feint* Combat Expertise Feint as a move action
Greater Feint* Improved Feint, base attack bonus +6 Enemies you feint lose their Dex bonus for 1
round
Improved Trip* Combat Expertise +2 bonus on trip attempts, no attack of
opportunity
Greater Trip* Improved Trip, base attack bonus +6 Enemies you trip provoke attacks of
opportunity
Whirlwind Attack*
Dex 13, Combat Expertise, Spring Attack,
base attack bonus +4
Make one melee attack against all foes within
reach
Combat Reflexes* — Make additional attacks of opportunity
Stand Still* Combat Reflexes Stop enemies from moving past you
Command Undead Channel negative energy class feature Channel energy can be used to control undead
Critical Focus* Base attack bonus +9 +4 bonus on attack rolls made to confirm
critical hits
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Feats Prerequisites Benefits
Bleeding Critical* Critical Focus, base attack bonus +11 Whenever you score a critical hit, the target
takes 2d6 bleed
Blinding Critical* Critical Focus, base attack bonus +15 Whenever you score a critical hit, the target is
blinded
Critical Mastery* Any two critical feats, 14th-level fighter Apply two effects to your critical hits
Deafening Critical* Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target is
deafened
Sickening Critical* Critical Focus, base attack bonus +11 Whenever you score a critical hit, the target is
sickened
Staggering Critical* Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target is
staggered
Stunning Critical* Staggering Critical, base attack bonus +17 Whenever you score a critical hit, the target is
stunned
Tiring Critical* Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target is
fatigued
Exhausting Critical* Tiring Critical, base attack bonus +15 Whenever you score a critical hit, the target is
exhausted
Deadly Aim* Dex 13, base attack bonus +1 Trade ranged attack bonus for damage
Deceitful — +2 bonus on Bluff and Disguise checks
Defensive Combat Training* —
Use your total Hit Dice as your base attack
bonus for CMD
Deft Hands —
+2 bonus on Disable Device and Sleight of
Hand checks
Disruptive* 6th-level fighter Increases the DC to cast spells adjacent to you
Spellbreaker* Disruptive, 10th-level fighter Enemies provoke attacks if their spells fail
Dodge* Dex 13 +1 dodge bonus to AC
Mobility* Dodge +4 AC against attacks of opportunity from
movement
Spring Attack* Mobility, base attack bonus +4 Move before and after melee attack
Wind Stance* Dex 15, Dodge, base attack bonus +6 Gain 20% concealment if you move
Lightning Stance*
Dex 17, Wind Stance, base attack bonus
+11 Gain 50% concealment if you move
Elemental Channel Channel energy class feature Channel energy can harm or heal elementals
Endurance — +4 bonus on checks to avoid nonlethal damage
Diehard Endurance Automatically stabilize and remain conscious
below 0 hp
Eschew Materials — Cast spells without material components
Exotic Weapon Proficiency* Base attack bonus +1 No penalty on attacks made with one exotic
weapon
Extra Channel Channel energy class feature Channel energy two additional times per day
Extra Ki Ki pool class feature Increase your ki pool by 2 points
Extra Lay On Hands Lay on hands class feature Use lay on hands two additional times per day
Extra Mercy Mercy class feature Your lay on hands benefits from one additional
mercy
Extra Performance Bardic performance class feature Use bardic performance for 6 additional
rounds per day
Extra Rage Rage class feature Use rage for 6 additional rounds per day
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Feats Prerequisites Benefits
Fleet — Your base speed increases by 5 feet
Great Fortitude — +2 on Fortitude saves
Improved Great Fortitude Great Fortitude Once per day, you may reroll a Fortitude save
Improved Channel Channel energy class feature +2 bonus on channel energy DC
Improved Counterspell — Counterspell with spell of the same school
Improved Critical*
Proficiency with weapon, base attack
bonus +8 Double the threat range of one weapon
Improved Familiar Ability to acquire a familiar, see feat Gain a more powerful familiar
Improved Initiative* — +4 bonus on initiative checks
Improved Unarmed Strike* — Always considered armed
Deflect Arrows* Dex 13, Improved Unarmed Strike Avoid one ranged attack per round
Snatch Arrows* Dex 15, Deflect Arrows Catch one ranged attack per round
Improved Grapple* Dex 13, Improved Unarmed Strike +2 bonus on grapple attempts, no attack of
opportunity
Greater Grapple* Improved Grapple, base attack bonus +6 Maintain your grapple as a move action
Scorpion Style* Improved Unarmed Strike Reduce target's speed to 5 ft.
Gorgon's Fist* Scorpion Style, base attack bonus +6 Stagger a foe whose speed is reduced
Medusa's Wrath* Gorgon's Fist, base attack bonus +11 Make 2 extra attacks against a hindered foe
Stunning Fist*
Dex 13, Wis 13, Improved Unarmed
Strike, base attack bonus +8 Stun opponent with an unarmed strike
Improvised Weapon Mastery*
Catch Off-Guard
attack bonus +8
or Throw Anything, base Make an improvised weapon deadly
Intimidating Prowess* — Add Str to Intimidate in addition to Cha
Iron Will — +2 bonus on Will saves
Improved Iron Will Iron Will Once per day, you may reroll a Will save
Leadership Character level 7th Gain a cohort and followers
Lightning Reflexes — +2 bonus on Reflex saves
Improved Lightning Reflexes Lightning Reflexes Once per day, you may reroll a Reflex save
Lunge* Base attack bonus +6 Take a �“2 penalty to your AC to attack with
reach
Magical Aptitude —
+2 bonus on Spellcraft and Use Magic Device
checks
Martial Weapon Proficiency —
No penalty on attacks made with one martial
weapon
Master Craftsman 5 ranks in any Craft or Profession skill You can craft magic items without being a
spellcaster
Mounted Combat* Ride 1 rank Avoid attacks on mount with Ride check
Mounted Archery* Mounted Combat Halve the penalty for ranged attacks while
mounted
Ride-By Attack* Mounted Combat Move before and after a charge attack while
mounted
Spirited Charge* Ride-By Attack Double damage on a mounted charge
Trample* Mounted Combat Overrun targets while mounted
Unseat* Improved Bull Rush, Mounted Combat Knock opponents from their mounts
Natural Spell Wis 13, wild shape class feature Cast spells while using wild shape
Nimble Moves Dex 13 Ignore 5 feet of difficult terrain when you
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Feats Prerequisites Benefits
move
Acrobatic Steps Dex 15, Nimble Moves Ignore 20 feet of difficult terrain when you
move
Persuasive — +2 bonus on Diplomacy and Intimidate checks
Point-Blank Shot* — +1 attack and damage on targets within 30 feet
Far Shot* Point-Blank Shot Decrease ranged penalties by half
Precise Shot* Point-Blank Shot No penalty for shooting into melee
Improved Precise Shot*
Dex 19, Precise Shot, base attack bonus
+11
No cover or concealment chance on ranged
attacks
Pinpoint Targeting* Improved Precise Shot, base attack bonus
+16 No armor or shield bonus on one ranged attack
Shot on the Run*
Dex 13, Mobility, Point-Blank Shot, base
attack bonus +4
Make ranged attack at any point during
movement
Rapid Shot* Dex 13, Point-Blank Shot Make one extra ranged attack
Manyshot* Dex 17, Rapid Shot, base attack bonus +6 Shoot two arrows simultaneously
Power Attack* Str 13, base attack bonus +1 Trade melee attack bonus for damage
Cleave* Power Attack Make an additional attack if the first one hits
Great Cleave* Cleave, base attack bonus +4 Make an additional attack after each attack hits
Improved Bull Rush* Power Attack +2 bonus on bull rush attempts, no attack of
opportunity
Greater Bull Rush* Improved Bull Rush, base attack bonus +6 Enemies you bull rush provoke attacks of
opportunity
Improved Overrun* Power Attack +2 bonus on overrun attempts, no attack of
opportunity
Greater Overrun* Improved Overrun, base attack bonus +6 Enemies you overrun provoke attacks of
opportunity
Improved Sunder* Power Attack +2 bonus on sunder attempts, no attack of
opportunity
Greater Sunder* Improved Sunder, base attack bonus +6 Damage from sunder attempts transfers to your
enemy
Quick Draw* Base attack bonus +1 Draw weapon as a free action
Rapid Reload* Weapon proficiency (crossbow) Reload crossbow quickly
Run — Run at 5 times your normal speed
Selective Channeling Cha 13, channel energy class feature Choose whom to affect with channel energy
Self-Sufficient — +2 bonus on Heal and Survival checks
Shield Proficiency —
No penalties on attack rolls when using a
shield
Improved Shield Bash* Shield Proficiency Keep your shield bonus when shield bashing
Shield Slam*
Improved Shield Bash, Two-Weapon
Fighting, base attack bonus +6 Free bull rush with a bash attack
Shield Master* Shield Slam, base attack bonus +11 No two-weapon penalties when attacking with
a shield
Shield Focus* Shield Proficiency, base attack bonus +1 Gain a +1 bonus to your AC when using a
shield
Greater Shield Focus* Shield Focus, 8th-level fighter Gain a +1 bonus to your AC when using a
shield
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Feats Prerequisites Benefits
Tower Shield Proficiency* Shield Proficiency No penalties on attack rolls when using a
tower shield
Simple Weapon Proficiency —
No penalty on attacks made with simple
weapons
Skill Focus — +3 bonus on one skill (+6 at 10 ranks)
Spell Focus — +1 bonus on save DCs for one school
Greater Spell Focus Spell Focus +1 bonus on save DCs for one school
Spell Mastery 1st-level Wizard Prepare some spells without a spellbook
Spell Penetration —
+2 bonus on level checks to beat spell
resistance
Greater Spell Penetration Spell Penetration +2 bonus on level checks to beat spell
resistance
Stealthy — +2 bonus on Escape Artist and Stealth checks
Step Up* Base attack bonus +1 Take a 5-foot step as an immediate action
Strike Back* Base attack bonus +11 Attack foes that strike you while using reach
Throw Anything* — No penalties for improvised ranged weapons
Toughness — +3 hit points, +1 per Hit Die beyond 3
Turn Undead Channel positive energy class feature Channel energy can be used to make undead
flee
Two-Weapon Fighting* Dex 15 Reduce two-weapon fighting penalties
Double Slice* Two-Weapon Fighting Add your Str bonus to off-hand damage rolls
Two-Weapon Rend*
Double Slice, Improved Two-Weapon
Fighting, base attack bonus +11 Rend a foe hit by both your weapons
Improved Two-Weapon
Fighting*
Dex 17, Two-Weapon Fighting, base
attack bonus +6 Gain additional off-hand attack
Greater Two-Weapon
Fighting*
Dex 19, Improved Two-Weapon Fighting,
base attack bonus +11 Gain a third off-hand attack
Two-Weapon Defense* Two-Weapon Fighting Gain +1 shield bonus when fighting with two
weapons
Vital Strike* Base attack bonus +6 Deal twice the normal damage on a single
attack
Improved Vital Strike* Vital Strike, base attack bonus +11 Deal three times the normal damage on a
single attack
Greater Vital Strike*
Improved Vital Strike, base attack bonus
+16
Deal four times the normal damage on a single
attack
Weapon Finesse* —
Use Dex instead of Str on attack rolls with
light weapons
Weapon Focus*
Proficiency with weapon, base attack
bonus +1 +1 bonus on attack rolls with one weapon
Dazzling Display* Weapon Focus Intimidate all foes within 30 feet
Shatter Defenses* Dazzling Display, base attack bonus +6 Hindered foes are flat-footed
Deadly Stroke*
Greater Weapon Focus, Shatter Defenses,
base attack bonus +11 Deal double damage plus 1 Con bleed
Greater Weapon Focus* Weapon Focus, 8th-level fighter +1 bonus on attack rolls with one weapon
Penetrating Strike* Weapon Focus, 12th-level fighter Your attacks ignore 5 points of damage
reduction
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage
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Feats Prerequisites Benefits
reduction
Weapon Specialization* Weapon Focus, 4th-level fighter +2 bonus on damage rolls with one weapon
Greater Weapon
Specialization*
Weapon Specialization, 12th-level fighter +2 bonus on damage rolls with one weapon
Item Creation Feats Prerequisites Benefits
Brew Potion Caster level 3rd Create magic potions
Craft Magic Arms and Armor Caster level 5th Create magic armors, shields, and weapons
Craft Rod Caster level 9th Create magic rods
Craft Staff Caster level 11th Create magic staves
Craft Wand Caster level 5th Create magic wands
Craft Wondrous Item Caster level 3rd Create magic wondrous items
Forge Ring Caster level 7th Create magic rings
Scribe Scroll Caster level 1st Create magic scrolls
Metamagic Feats Prerequisites Benefits
Empower Spell — Increase spell variables by 50%
Enlarge Spell — Double spell range
Extend Spell — Double spell duration
Heighten Spell — Treat spell as a higher level
Maximize Spell — Maximize spell variables
Quicken Spell — Cast spell as a swift action
Silent Spell — Cast spell without verbal components
Still Spell — Cast spell without somatic components
Widen Spell — Double spell area
PREREQUISITES</large>SUMMARY
BloodlessInnate, Tier 1Construct, Plant, or UndeadYou are resistant to bleeding.
BurrowingInnate, Tier 2Strength, ClawsYou gain a burrow speed.
*TunnelingInnate, Tier 3Burrow SpeedYour burrow speed allows you to leave tunnels that others can follow.
Children of the NightInnate, Magic, Tier 3Revenant or UndeadYou can summon nocturnal animals to your aid.
Climbing ClawsInnate, Tier 1ClawsYou gain a climb speed.
Curse of HomesteadInnate, Tier 1Construct, Plant, or UndeadYou compulsively won't enter a domicile uninvited.
Divine VulnerabilityInnate, Tier 1Construct, Plant, or UndeadYou are vulnerable to holy symbols and sacred ground.
Elemental VulnerabilityInnate, Tier 1Construct, Plant, or UndeadYou are weak to certain damage types.
Falling to PiecesInnate, Tier 1Construct, Plant, or UndeadYou can put yourself back together after falling apart.
Fey BornInnate, Tier 2Fey bloodine, dwarf, elf, gnome, or plantYou gain the fey subtype.
FlightInnate, Tier 1Bloodline, domain, hex, mystery, or template that grants a fly speedYou are more proficient at flight than normal.
Gaseous FormInnate, Tier 1Construct, Plant, or UndeadYou are resistant to bleeding.
Ghost TouchInnate, Magic, Tier 1Revenant or UndeadYour attacks are ghost touch weapons.
GrabInnate, Tier 2Strength, Bite or ClawsYou gain a grab attack.
Humanoid FormInnate, Tier 1Non-humanoid, Int 4+You can transform into a humanoid form.
Improved ResistanceInnate, Tier 1Constitution, any resistance provided by your raceOne of your resistances improves
Inhuman MetabolismInnate, Tier 1Any innate trait that allows you to be treated as different types or subtypes.For certain effects, there's a 25% chance you decide which type you're treated as instead of the effect's creator deciding.
Innate WeaponsInnate, Tier 1Construct, Plant, or UndeadYou gain two natural weapons.
Magic StrikesInnate, Tier 1Outsider, Undead, or magical abilitiesYour attacks are magical.
MimicryInnate, Tier 1Shapechanger or illusion magic or TenguYou can mimic sounds and voices proficiently.
Perfect MimicryInnate, Tier 2MimicryYou can mimic sounds and voices perfectly.
Mind ReadingInnate, Tier 1Shapechanger or divination magicYour attacks are magical.
Polymorphic AtavismInnate, Tier 1Polymorphism, must be taken at 1st levelYou have an atavism that grants you more special traits.
Skeletal BodyInnate, Tier 1Construct, Outsider, or Undead, must be taken at 1st levelYou have a skeletal body.
Spawn UndeadInnate, Tier 1UndeadYou can spawn other undead.
Stunted MorphingFlaw, Innate, Tier 1Shapechanger You lose the Shapechanger subtype.
Supernatural StrengthInnate, Tier 1Strength Domain or taken at 1st levelYou have supernatural strength.
Sunlight VulnerabilityFlaw, Innate, Tier 1Shadow or UndeadYou are vulnerable to the raw of the sun.
Undead HungerFlaw, Innate, Tier 1Revenant or UndeadYou must eat to survive.
Vampiric BiteInnate, Tier 2Bite; Carnivore, Hemovore, Omnivore, or UndeadYou must eat to survive.
Water VulnerabilityInnate, Tier 1Construct or UndeadYou take damage from water.
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