Feats

Choose feats for your character here. Feats were taken mostly from this website but I have removed or added some feats to fit in with the game.

Acrobatic [General]
Benefit
You get a + 2 bonus on all Jump checks and Tumble checks.

Agile [General]
Benefit
You get a + 2 bonus on all Balance checks and Escape Artist checks.

Alertness [General]
Benefit
You get a + 2 bonus on all Listen checks and Spot checks.

Animal Affinity [General]
Benefit
You get a + 2 bonus on all Handle Animal checks and Ride checks.

Armor Proficiency (Light) [General]
Benefit
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal
A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special
All characters except sorcerers automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (Medium) [General]
Prerequisite
Armor Proficiency (light).
Benefit
See Armor Proficiency (light).
Normal
See Armor Proficiency (light).
Special
Fighters and clerics automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Armor Proficiency (Heavy) [General]
Prerequisites
Armor Proficiency (light), Armor Proficiency (medium).
Benefit
See Armor Proficiency (light).
Normal
See Armor Proficiency (light).
Special
Fighters, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Athletic [General]
Benefit
You get a + 2 bonus on all Climb checks and Swim checks.

Blind-Fight [General]
Benefit
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker also can’t make sneak attacks against you with a melee weapon.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Cleave [General]
Prerequisites
Str 13, Power Attack.
Benefit
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Combat Casting [General]
Benefit
You get a + 4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [General]
Prerequisite
Int 13.
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+ 5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Deceitful [General]
Benefit
You get a + 2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows [General]
Prerequisites
Dex 13, Improved Unarmed Strike.
Benefit
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Deft Hands [General]
Benefit
You get a + 2 bonus on all Sleight of Hand checks and Use Rope checks.

Diehard [General]
Prerequisite
Endurance.
Benefit
When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

Diligent [General]
Benefit
You get a + 2 bonus on all Appraise checks and Decipher Script checks.

Dodge [General]
Prerequisite
Dex 13.
Benefit
You receive a + 1 dodge bonus to Armor Class against attacks.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Endurance [General]
Benefit
You gain a + 4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Extend Spell [Metamagic]
Benefit
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. You can extend 3 spells per day.

Extra Turning [General]
Prerequisite
Ability to turn or rebuke creatures.
Benefit
Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Special
You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Far Shot [General]
Prerequisite
Point Blank Shot.
Benefit
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Fighter Weapon Proficiency [General]
You understand how to use fighter weapons in combat.
Benefit
You make attack rolls with these weapons normally.
Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Great Cleave [General]
Prerequisites
Str 13, Cleave, Power Attack, base attack bonus + 4.
Benefit
This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Great Fortitude [General]
Benefit
You get a + 2 bonus on all Fortitude saving throws.

Greater Spell Penetration [General]
Prerequisite
Spell Penetration.
Benefit
You get a + 2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit
You gain a + 1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Special
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit
You gain a + 2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).
Special
You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Critical [General]
Choose one type of weapon.
Prerequisite
Proficient with weapon, base attack bonus + 8.
Benefit
When using the weapon you selected, your threat range is doubled.
Special
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Disarm [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a + 4 bonus on the opposed attack rollyou make to disarm your opponent.
Normal
See the normal disarm rules.

Improved Feint [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You can make a Bluff check to feint in combat as a move action.
Normal
Feinting in combat is a standard action.

Improved Grapple [General]
Prerequisites
Dex 13, Improved Unarmed Strike.
Benefit
You gain a + 4 bonus on all grapple checks, regardless of whether you started the grapple.

Improved Overrun [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a + 4 bonus on your Strength check to knock down your opponent.

Improved Precise Shot [General]
Prerequisites
Dex 19, Point Blank Shot, Precise Shot, base attack bonus + 11.
Benefit
Your ranged attacks ignore the AC bonus granted to targets. Total cover and total concealment provide their normal benefits against your ranged attacks.In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Improved Shield Bash [General]
Prerequisite
Shield Proficiency.
Benefit
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal
Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Improved Sunder [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you strike at an object held or carried by an opponent (such as a weapon or shield), you gain a + 4 bonus on any attack roll made to attack an object held or carried by another character.

Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You gain a + 4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Improved Turning [General]
Prerequisite
Ability to turn or rebuke creatures.
Benefit
You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Unarmed Strike [General]
Benefit
You are considered to be armed even when unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your option.

Investigator [General]
Benefit
You get a + 2 bonus on all Gather Information checks and Search checks.

Iron Will [General]
Benefit
You get a + 2 bonus on all Will saving throws.

Lightning Reflexes [General]
Benefit
You get a + 2 bonus on all Reflex saving throws.

Magical Aptitude [General]
Benefit
You get a + 2 bonus on all Spellcraft checks and Use Magic Device checks.

Manyshot [General]
Prerequisites
Dex 17, Point Blank Shot, Rapid Shot, base attack bonus + 6.
Benefit
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above + 6, you may add one additional arrow to this attack, to a maximum of four arrows. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Special
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Maximize Spell [Metamagic]
Benefit
Maximized spells deal double damage. You can only maximize a spell 3 times per day.

Mounted Archery [General]
Prerequisites
Mounted Combat.
Benefit
The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat [General]
Prerequisite
Ride 1 rank.
Benefit
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’sattack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Negotiator [General]
Benefit
You get a + 2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers [General]
Benefit
You get a + 2 bonus on all Disable Device checks and Open Lock checks.

Persuasive [General]
Benefit
You get a + 2 bonus on all Bluff checks and Intimidate checks.

Point Blank Shot [General]
Benefit
You get a + 1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack [General]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Precise Shot [General]
Prerequisite
Point Blank Shot.
Benefit
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw [General]
Prerequisite
Base attack bonus + 1.
Benefit
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Quicken Spell [Metamagic]
Benefit
Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. You can only cast 3 quickened spells per day.

Rapid Reload [General]
Choose a type of ranged weapon with Ammo (Bow, or gun).
Prerequisite
Weapon Proficiency (Weapon type chosen).
Benefit
The time required for you to reload your chosen type of weapin is reduced to a free action (for Pistol or Bow) or a move action (Musket or Rifle). Reloading a gun still provokes an attack of opportunity.
Special
You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of weapon.

Rapid Shot [General]
Prerequisites
Dex 13, Point Blank Shot.
Benefit
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Ride-By Attack [General]
Prerequisites
Mounted Combat.
Benefit
When you are mounted and use the charge action, you may attack with a + 2 bonus and suffer no penalty.

Rouge Weapon Proficiency [General]
You understand how to use Rouge weapons in combat.
Benefit
You make attack rolls with the selected weapons normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Run [General]
Benefit
When running, you move five times your normal speed, unless you are wearing heavy armor or carrying a heavy load. If you make a jump after a running start, you gain a + 4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Self-Sufficient [General]
Benefit
You get a + 2 bonus on all Heal checks and Survival checks.

Shield Proficiency [General]
Benefit
You can use a shield and take only the standard penalties.
Normal
When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special
Clerics and fighters automatically have Shield Proficiency as a bonus feat. They need not select it.

Shot On The Run [General]
Prerequisites
Dex 13, Dodge, Point Blank Shot, base attack bonus + 4.
Benefit
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Silent Spell [Metamagic]
Benefit
A silent spell can be cast with no verbal components.

Martial Weapon Proficiency [General]
Benefit
You make attack rolls with martial weapons normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Skill Focus [General]
Choose a skill.
Benefit
You get a + 3 bonus on all checks involving that skill.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows [General]
Prerequisites
Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.

Spell Penetration [General]
Benefit
You get a + 2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spirited Charge [General]
Prerequisites
Mounted Combat, Ride-By Attack.
Benefit
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Stealthy [General]
Benefit
You get a + 2 bonus on all Hide checks and Move Silently checks.

Still Spell [Metamagic]
Benefit
A stilled spell can be cast without moving.

Stunning Fist [General]
Prerequisites
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus + 8.
Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make aFortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Toughness [General]
Benefit
You gain + 3 hit points.
Special
A character may gain this feat multiple times. Its effects stack.

Tower Shield Proficiency [General]
Prerequisite
Shield Proficiency.
Benefit
You can use a tower shield and suffer only the standard penalties.
Normal
A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special
Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track [General]
Benefit
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Normal
Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. This feat does not allow you to find or follow the tracks made by a subject of a Pass Without Trace spell.

Trample [General]
Prerequisites
Mounted Combat.
Benefit
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one attack against any target you knock down, gaining the standard + 4 bonus on attack rolls against prone targets.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite
Dex 15.
Benefit
Your penalties on attack rolls for fighting with two weapons are eliminated.

Weapon Finesse [General]
Prerequisite
Base attack bonus + 1.
Benefit
With a weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield on the arm you attack with, its armor check penalty applies to your attack rolls.

Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, base attack bonus + 1.
Benefit
You gain a + 1 bonus on all attack rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit
You gain a + 2 bonus on all damage rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Feats

Clash Yello Yello