Some feats have prerequisites. Your character must have the
indicated ability score, class feature, feat, skill, base attack bonus, or
other quality designated in order to select or use that feat. A character can
gain a feat at the same level at which he or she gains the prerequisite.
Feats in Terra Viejo may have two separate categories that are considered
prerequisites for the feat. In addition to the standard prerequisite entry,
there may also be a Region/Race prerequisite. Both prerequisites must be met in
order to take the feat.
A character can’t use a feat if he or she has lost a prerequisite.
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.
An item creation feat lets a spellcaster create a magic item
of a certain type. Regardless of the type of items they involve, the various
item creation feats all have certain features in common.
XP Cost: Experience that the spellcaster would normally keep is expended
when making a magic item. The XP cost equals 1/25 of the cost of the item in
gold pieces. A character cannot spend so much XP on an item that he or she
loses a level. However, upon gaining enough XP to attain a new level, he or she
can immediately expend XP on creating an item rather than keeping the XP to
advance a level.
Raw Materials Cost: The cost of creating a magic item equals one-half
the sale cost of the item.
Using an item creation feat also requires access to a laboratory or magical
workshop, special tools, and so on. A character generally has access to what he
or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost
of the item. The minimum time is one day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that
directly reproduce spell effects, and the power of these items depends on their
caster level—that is, a spell from such an item has the power it would have if
cast by a spellcaster of that level. The price of these items (and thus the XP
cost and the cost of the raw materials) also depends on the caster level. The
caster level must be high enough that the spellcaster creating the item can
cast the spell at that level. To find the final price in each case, multiply
the caster level by the spell level, then multiply the result by a constant, as
shown below:
Scrolls: Base price = spell level x caster level x ?25 gp.
Potions: Base price = spell level x ?caster level x ?50 gp.
Wands: Base price = spell level x ?caster level x ?750 gp.
A 0-level spell is considered to have a spell level of 1/2 for the purpose of
this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a
costly material component or an XP cost also carries a commensurate cost. For
potions and scrolls, the creator must expend the material component or pay the
XP cost when creating the item.
For a wand, the creator must expend fifty copies of the material component or
pay fifty times the XP cost.
Some magic items similarly incur extra costs in material components or XP, as
noted in their descriptions.
As a spellcaster’s knowledge of magic grows, she can learn
to cast spells in ways slightly different from the ways in which the spells
were originally designed or learned. Preparing and casting a spell in such a
way is harder than normal but, thanks to metamagic feats, at least it is
possible. Spells modified by a metamagic feat use a spell slot higher than
normal. This does not change the level of the spell, so the DC for saving
throws against it does not go up.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must
prepare their spells in advance. During preparation, the character chooses
which spells to prepare with metamagic feats (and thus which ones take up
higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast
them. They can choose when they cast their spells whether to apply their
metamagic feats to improve them. As with other spellcasters, the improved spell
uses up a higher-level spell slot. But because the sorcerer or bard has not
prepared the spell in a metamagic form in advance, he must apply the metamagic
feat on the spot. Therefore, such a character must also take more time to cast
a metamagic spell (one enhanced by a metamagic feat) than he does to cast a
regular spell. If the spell’s normal casting time is 1 action, casting a
metamagic version is a full-round action for a sorcerer or bard. (This isn’t
the same as a 1-round casting time.)
For a spell with a longer casting time, it takes an extra full-round action to
cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a
cure or inflict spell can cast a metamagic version of it instead.
Extra time is also required in this case. Casting a 1-action metamagic spell
spontaneously is a full-round action, and a spell with a longer casting time
takes an extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell
operates at its original spell level, even though it is prepared and cast as a
higher-level spell. Saving throw modifications are not changed unless stated
otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the
feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast
from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don’t eliminate the attack
of opportunity provoked by casting a spell while threatened. However, casting a
spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat
descriptions for the spells that a particular feat can’t modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple
metamagic feats to a single spell. Changes to its level are cumulative. You
can’t apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you
can store a metamagic version of a spell in a scroll, potion, or wand. Level
limits for potions and wands apply to the spell’s higher spell level (after the
application of the metamagic feat). A character doesn’t need the metamagic feat
to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been
enhanced by a metamagic feat does not affect its vulnerability to
counterspelling or its ability to counterspell another spell.
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
Region/Race: Geographic area or race required for the feat.
Prerequisite: A minimum ability score, another feat or feats, a minimum
base attack bonus, a minimum number of ranks in one or more skills, or a class
level that a character must have in order to acquire this feat. This entry is
absent if a feat has no prerequisite. A feat may have more than one
prerequisite.
Benefit: What the feat enables the character (“you” in the feat
description) to do. If a character has the same feat more than once, its
benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited to or
restricted from doing. If not having the feat causes no particular drawback,
this entry is absent.
Special: Additional facts about the feat that may be helpful when you
decide whether to acquire the feat.
ACROBATIC [GENERAL]
Benefit: You geta +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.
AIM [GENERAL]
By taking time to aim, you can do additional damage with a ranged attack.
Prerequisites: Point Blank Shot, Precise Shot, Constitution 11+
Benefit: As a full round action, you can make one aimed shot with a
ranged weapon at an opponent within 30 feet. If you hit, the aimed shot does an
additional d6 in damage. This damage is not multiplied on critical hits. You
can be distracted while making an aimed shot, and may have to make a
Concentration check. If you fail, you still make a single ranged attack, but do
not add an additional die of damage.
Special: A fighter may take this as one of his bonus feats.
ALCHEMY, GREATER [GENERAL]
You can take advantage of your knowledge of alchemy when making potions.
Region/Race: Britannia (
Prerequisite: Brew Potion, 5 or more ranks Craft (Alchemy), ability to
cast arcane spells.
Benefit: If you succeed on a successful Craft (Alchemy) check when
making a potion, the cost in materials of making the potion is cut in half. The
XP cost remains the same. The DC for the check is the caster level required to
make the potion +5. You can only check once when making the potion.
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness
feat whenever the familiar is within arm’s reach.
ANIMAL AFFINITY [GENERAL]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
ANIMAL ALLY, GREATER [GENERAL]
Your animal companion, familiar or mount becomes more powerful.
Prerequisite: An animal companion, familiar, or paladin’s special mount.
Benefit: You are treated as being two levels higher in the druid,
sorcerer/wizard, or paladin classes for determining the properties of your
animal companion, familiar or special
ARCANE APPRENTICE [BACKGROUND]
You have gained skills from your apprenticeship with a powerful Sorcerer or
Wizard
Region/Race: Britannia, Eastern Empire, Finmark, Gallia, Iberia, The
Levant, Western Empire; Gray Elf, Gnome, High Elf (see special)
Prerequisites: Mage-born or Sorcerous Bloodline; 1 rank Knowledge (Arcana)
Benefit: You gain two free ranks in Concentration and two in Spellcraft
(maximum ranks still apply). You also know one additional 1st level spell and
add one to your caster level for cantrips and 1st level spells.
Special: This feat may only be taken at first level. A non-human
character may be able to take this feat if the game master has agreed to use
the optional rule allowing a bonus background feat at first level.
ARCANE INSTRUCTION [MAGIC USE]
You have gained additional training in the manipulation of Arcane energy.
Region/Race: Britannia,
Prerequisites: Ability to cast 4th level arcane spells
Benefits: Allows caster to cast arcane spells level 5-6 and provides a
+2 Instruction bonus to Spellcraft checks.
ARCANE INSTRUCTION, ADVANCED
[MAGIC USE]
You have gained advanced training in the manipulation of Arcane energy.
Region/Race: Britannia, Eastern Empire, Western Empire, Finmark, Gallia,
Iberia, The Levant; Gnome, Gray Elf, High Elf.
Prerequisites: Ability to cast 8th level arcane spells
Benefits: You can cast arcane spells level 9. In addition you may select
one Cantrip, which may be cast at will and does not count as one of your daily
spells. Once selected this spell cannot be changed.
ARCANE INSTRUCTION, GREATER [MAGIC USE]
You have gained additional training in the manipulation of Arcane energy.
Region/Race: Britannia, Eastern Empire, Western Empire, Finmark, Gallia,
Iberia, The Levant; Gnome, Gray Elf, High Elf.
Prerequisites: Ability to cast 6th level arcane spells
Benefits: You can cast arcane spells level 7-8 and gains a +1
Instruction bonus to saves versus arcane spells.
ARMOR FOCUS
[GENERAL]
Your penalties for wearing one category of armor are reduced
Prerequisite: Proficiency in the relevant armor.
Benefit: For all armor in one category-light, medium, heavy, or
shields-the armor check penalty is reduced 1, the chance of arcane failure by
5%, and the maximum dexterity bonus is increased by 1.
Special: You may take this feat multiple times, each time with a
different category of armor. A fighter may take this as one of his bonus feats.
ARMOR FOCUS, GREATER [GENERAL]
Your penalties for wearing one category of armor are reduced
Prerequisite: Proficiency in the relevant armor.
Benefit: For all armor in one category-medium or heavy- the armor check
penalty is reduced 1, the chance of arcane failure by 5%, and the maximum
dexterity bonus is increased by 1.
Special: The benefits of this feat stack with Armor Focus, however you
may only take this feat with medium or heavy armor. You may take this feat
multiple times, each time with a different category of armor. A fighter may
take this as one of his bonus feats.
ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor
Proficiency (heavy) as a bonus feat. They need not select it.
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 wizards, sorcerers, and monks
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).
Special: Fighters, barbarians, paladins, clerics, druids, and bards
automatically have Armor Proficiency (medium) as a bonus feat. They need not
select it.
ARMORED RANGER [GENERAL]
You may use the ranger class combat abilities in medium or heavy armor
Prerequisite: Medium armor proficiency.
Benefit: You may use the ranger class “combat style” class abilities
while wearing medium armor, or heavy armor if you are proficient in heavy
armor.
Normal: The ranger class “combat style” class abilities can only normally be
used by rangers in light armor.
ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.
AUGMENT SUMMONING [GENERAL]
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4
enhancement bonus to Strength and Constitution for the duration of the spell
that summoned it.
BERSERK [GENERAL]
You can go berserk while Raging.
Region/Race: Norseland; Dreadblood (Norseland)
Prerequisite: Ability to Rage
Benefit: If you spend at least one full round working yourself into a
frenzy—which can include biting your shield, howling, violently shaking and so
forth but not performing another action—before Raging, you will enter a
Berserker Rage. While Raging you receive an additional +2 to Strength and
Constitution. While in a Berserker Rage you must attack every round. If there
are no enemies that can be attacked then an ally must be attacked or a Will
save made vs. DC 15. If the save fails the Rage ends and normal penalties
apply.
BLIND-FIGHT [GENERAL]
Benefit: In melee, every time you miss because of concealment, you can
reroll your miss chance percentile roll one time to see if you actually hit.
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’s
bonuses do still apply for ranged attacks, however.
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.
Normal: Regular attack roll modifiers for invisible attackers trying to
hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for
darkness and poor visibility also applies.
Special:e Blind-Fight feat is of no use against a character who is the
subject of a blink spell.
A fighter may select Blind-Fight as one of his fighter bonus feats.
BLOOD OF IRON [BACKGROUND]
You have a natural resistance to spells thanks to especially strong dwarven
lineage.
Region/Race: Dwarf
Benefit: You gain a +1 bonus to all saving throws against spells and
spell-like abilities. This bonus stacks with dwarves' natural resistance to
spells and spell-like abilities.
Special: This feat may only be chosen at 1st level.
BONDING [GENERAL]
You can create a special bond with any other creature.
Region/Race: Elf or Half Elf
Benefit: Sacrifice 250 XP to forge a weak empathic link with another
creature. Once per day, per bonded creature, you can make a Sense Motive check
(DC 10) to know what the creature is feeling at any moment, no matter the
distance. In addition, so long as you are within 1 mile of the bonded creature,
you can, at will, see what it sees and hear what it hears per the spell Clairaudience/Clairvoyance.
BREW POTION [ITEM
CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that
you know and that targets one or more creatures. Brewing a potion takes one
day. When you create a potion, you set the caster level, which must be
sufficient to cast the spell in question and no higher than your own level. The
base price of a potion is its spell level x its caster level x 50 gp. To brew a
potion, you must spend 1/25 of this base price in XP and use up raw materials
costing one half this base price.
When you create a potion, you make any choices that you would normally make
when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, you must expend the material component or pay the XP when creating
the potion.
CHARIOTEERING [GENERAL]
You can fight from a chariot and drive one under difficult circumstances
Region/Race: Britannia (Caledonian Highlands, Hybernia), Eastern Empire,
Levant; Gray Elf
Prerequisite: Dexterity 13+, Handle Animal 1 rank
Benefit: You can fight from a moving Chariot-as a passenger-and you can
drive a Chariot under difficult circumstances and perform maneuvers with it
using the Handle Animal skill. Extraordinary actions and the DC to succeed at
them are shown on the table below.
Handle Animal Skill |
|
Driving over rough terrain |
10 |
Turn sharply at high speed |
15 |
Jumping chariot over low
obstacle |
15 |
Driver fighting from moving
chariot |
15 (chariot may only move
straight at current speed) |
Spur chariot |
15 |
Take control of a runaway
chariot |
15 |
Keep from overturning on a
trample attack |
15+damage inflicted |
Rough terrain: Sparse forest, rocky ground, beach, brush, etc. A
check must be made each round.
Sharp turn: Make a turn greater sharper then 45° (diagonal on a grid) when
moving more then half the chariots normal speed.
Low obstacles: stumps, rocks, etc no more then three feet in height.
Spur: On a successful check you can add 10 feet to the movement rate of
the chariot, but deal 1 point of damage to the chariot horses. You can use this
ability every round, but each consecutive round of additional speed deals twice
as much damage to the horses as the previous round (2 points, 4 points, 8
points, and so on).
Take control: If the chariot is out of control, because the driver was
killed for example, you can attempt to take control to avoid a crash.
Trample: To trample a target requires moving into the space of the
target, and the driver hitting against their AC. A check is required to keep
the chariot from overturning on this maneuver.
Failure: A failed role when jumping low obstacles, trying to take
control of the chariot, controlling the chariot while trampling or turning at
high speeds means that the chariot has overturned, each occupant and the mounts
must make Reflex saves, DC 15+1 for each 10 feet per round the chariot was
moving, or take 1d10 damage.
Special: If you have five or more ranks in Ride, you receive a +2 bonus
on Handle Animal checks involving chariot maneuvers. The Ride by Attack,
Spirited Charge and Mounted Archery Feats may be used from a chariot. A fighter
may take this as one of his bonus feats.
Normal: To fight from a chariot as a passenger requires a successful
Dexterity check (DC10). Using the Handle Animal skill you can perform basic
maneuvers with a chariot, those with DC 10, but not others.
CHOSEN [MAGIC USE]
Some choose to serve, others are chosen.
Prerequisites: Wisdom 11+ or Charisma 11+
Benefits: You can take the Cleric and Paladin class and get a +2 bonus
to Knowledge (Religion) and Concentration checks. Allows for use of class
supernatural abilities and the casting of spells level 0-4.
CLAN WARRIOR [BACKGROUND]
You are a skilled Celtic or Pict warrior.
Region/Race: Britannia (Hybernia and
Prerequisites: BAB 1+, Constitution 11+, Speak Language (Gaelic or
Eldar).
Benefits: You gain 2 free ranks in Handle Animal (maximum ranks still
apply), +1 to fortitude saves, and do +1 damage with any spear. Clan Warriors
from the Caledonian Highlands may choose to do +1 damage with the claymore
[bastard sword] instead of spears.
Special: Normally you may only take this feat at 1st level; however you
may also take it after joining a Gaelic speaking clan and participating in at
least two raids with them.
CLARITY [MAGIC
USE]
Music loves you, and grants you power.
Prerequisites: Charisma 11+ Benefits: You can take the Bard
class and receive a +2 to all Listen checks and Perform checks. Required for
the use of class supernatural abilities and the casting of spells level 1-6.
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.
Special: A fighter may select Cleave as one of his fighter bonus feats.
CLERICAL EDUCATION [BACKGROUND]
You have benefited from being educated by clergy.
Region/Race: Britannia,
Prerequisite: Intelligence 11+
Benefit: You gain 1 rank in Knowledge (Religion), 1 rank in Read/Write
Latin (Church), Greek (Byzantine), Arabic (Mesopotamian) or the One Tongue and
2 free ranks with any two of the following skills (4 ranks total):
Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Any) (Int),
Read/Write, Speak Language, or Profession (Wis) (Maximum ranks still apply).
You also receive a +1 on all Knowledge checks.
Special: This feat can only be chosen at 1st level. If you have both University and Clerical Education you receive a +2 on
all Knowledge checks.
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.
Special: A fighter may select Combat Expertise as one of his fighter
bonus feats.
COMBAT REFLEXES [GENERAL]
Benefit: You may make a number of additional attacks of opportunity
equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of
opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her
opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.
CONSECRATED SPELL [DIVINE]
Your spells are more effective when cast from holy ground
Prerequisite: Chosen
Benefit: You receive a +1 bonus to the DC of all divine spells and a +2
bonus to both damage and healing spells when you cast them from consecrated or
hallowed ground or while under the effect of a sanctuary spell.
CRAFT MAGIC ARMS AND ARMOR [ITEM
CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose
prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one
day for each 1,000 gp in the price of its magical features. To enhance a
weapon, suit of armor, or shield, you must spend 1/25 of its features’ total
price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you
provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one
that you could make. Doing so costs half the XP, half the raw materials, and
half the time it would take to craft that item in the first place.
CRAFT ROD [ITEM
CREATION]
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a
rod takes one day for each 1,000 gp in its base price. To craft a rod, you must
spend 1/25 of its base price in XP and use up raw materials costing one-half of
its base price.
Some rods incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the rod’s base
price.
CRAFT STAFF [ITEM
CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a
staff, you must spend 1/25 of its base price in XP and use up raw materials
costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the staff ’s
base price.
CRAFT WAND [ITEM
CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you
know. Crafting a wand takes one day for each 1,000 gp in its base price. The
base price of a wand is its caster level x the spell level x 750 gp. To craft a
wand, you must spend 1/25 of this base price in XP and use up raw materials
costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also
carries a commensurate cost. In addition to the cost derived from the base
price, you must expend fifty copies of the material component or pay fifty
times the XP cost.
CRAFT WONDROUS ITEM [ITEM CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet.
Enchanting a wondrous item takes one day for each 1,000 gp in its price. To
enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use
up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half the time it would
take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in
their descriptions. These costs are in addition to those derived from the
item’s base price. You must pay such a cost to create an item or to mend a
broken one.
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 flatfooted.
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.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level,
even if she does not meet the prerequisites
. A fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope
checks.
DERVISH INITIATE [BACKGROUND]
You have been trained by a fighting order of Dervishes.
Region/Race:
Prerequisite: Wisdom 11+, Knowledge (Religion) 2 or more ranks, follower
of the Prophet, Speak Language (Arabic)
Benefit: You receive 2 free ranks in Knowledge (Arcana) (maximum ranks
still apply), +1 to Will saves, and +1 to damage when using the scimitar.
Special: Normally you may only take this feat at 1st level; however you
may be able to be join a Dervish order at a latter date as an initiate.
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.
When using this feat, you can take either a single move or standard action each
turn, but not both, and you cannot take a full round action. You can take a
move action without further injuring yourself, but if you perform any standard
action (or any other action deemed as strenuous, including some free actions,
such as casting a quickened spell) you take 1 point of damage after completing
the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and
–9 hit points is unconscious and dying.
DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script
checks.
DISPLAY OF PROWESS [GENERAL]
You are skilled at intimidating opponents.
Prerequisite: 3 or more ranks in Perform.
Benefit: You may use the intimidate skill to demoralize an opponent as a
move action (see Intimidate).
Special: A fighter may take this as one of his bonus feats.
Normal: Without this feat, attempting to demoralize an opponent with
Intimidate is a standard action.
DIVINE ARMOR [DIVINE]
Your faith protects you in combat against unholy foes.
Prerequisite: Chosen, ability to cast 1st level
Paladin spells.
Benefit: You gain a +2 sacred bonus to you Armor class against evil
outsiders, evil dragons and undead.
DIVINE INSTRUCTION [MAGIC USE]
You have gained additional training in the manipulation of Divine energy.
Prerequisites: Ability to cast 4th level divine spells
Benefits: Allows caster to cast divine spells level 5-6 and provides a
+2 Instruction bonus to Knowledge (Religion) checks.
DIVINE INSTRUCTION, ADVANCED
[MAGIC USE]
You have gained advanced training in the manipulation of Divine energy.
Prerequisites: Ability to cast 8th level divine spells
Benefits: Allows caster to cast divine spells level 9. The caster may
select one Orison, which may be cast at will and does not count as one of the
caster’s daily spells. Once selected this spell cannot be changed.
DIVINE INSTRUCTION, GREATER [MAGIC USE]
You have gained additional training in the manipulation of Divine energy
Prerequisites: Ability to cast 6th level divine spells
Benefits: Allows caster to cast divine spells level 7-8 and gains a +1
Instruction bonus to saves versus divine spells.
DIVINE
RECALL [DIVINE]
You can replenish spells quickly when praying on holy ground.
Prerequisite: Chosen, Consecrated
Spell
Benefit: When you are on consecrated or hallowed ground or while under
the effect of a sanctuary spell, you can replace expended divine spells quickly
and at any time of day. A divine spell is received if you spend one complete
round per level of the spell in uninterrupted prayer. While you are praying,
you may not receive a Dexterity bonus to Armor Class, and must make a
Concentration check (DC 15+damage taken) if successfully attacked or else your
contemplation is disturbed. Only 0 to 4th level spells can be recalled with this
feat (but see also Greater Divine Recall). The maximum number of spells you can
replenish in one day using Divine Recall is equal to your caster level+ your
wisdom modifier.
DIVINE RECALL, GREATER [DIVINE]
Prerequisite: Chosen, Consecrated
Spell, Divine Instruction, Divine Recall
Benefit: As Divine Recall, but 5th-9th level spells can be recalled.
DIVINE SUSTENANCE [DIVINE]
You can sustain yourself in the wild through the power of your faith alone.
Prerequisites: Constitution 13+, 2 or more ranks in Survival, Chosen, Turn Undead
Benefit: The character can fuel his body with channeled energy,
rendering it unnecessary for him to eat, drink or sleep for long periods of
time. At the start of each day, the character must burn one of his turning
attempts. He need not eat, drink, or sleep for 24 hours after that time. When
he does this, he must make a Fortitude save (DC 10 + number of days using this
ability) or suffer one point of temporary Constitution damage per day that he
used this ability. This ability damage cannot be healed by magical means, and
returns at a rate of one point per full night’s rest the character gets. If the
character voluntarily ends his period of sustenance, he suffers two points of
temporary Constitution damage as above.
DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1
dodge bonus to Armor Class against attacks from that opponent. You can select a
new opponent on any action.
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.
Special: A fighter may select Dodge as one of his fighter bonus feats.
ELDER LORE [GENERAL]
You have accumulated wide ranging knowledge.
Prerequisite: 4 or more ranks in one or more Knowledge skills, 200 years
or older.
Benefit: You may make Bardic Knowledge checks like a 1st level bard. You
receive a +1 to the check each decade after the feat is taken.
Special: Bards do not need this feat to make Bardic Lore checks.
ELDAR BATTLE CASTER [GENERAL]
You can fight with bow, sword, and spell
Region/Race: Elf
Prerequisite: Light Armor Proficiency, Martial Weapons Proficiency,
Knowledge (Arcana) 4+ ranks, Knowledge (Warfare)
4+ ranks, Concentration 4+ ranks, able to cast acid arrow.
Benefit: Your penalty for casting in armor is reduced 10%, you receive
+1 to caster level for all arcane spells, and a +1 to hit with the long sword,
short sword, and any bow (but not crossbows).
EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are
increased by one-half. Saving throws and opposed rolls are not affected, nor
are spells without random variables. An empowered spell uses up a spell slot
two levels higher than the spell’s actual level.
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.
Normal: A character without this feat who sleeps in medium or heavier
armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd
level. He need not select it.
ENLARGE SPELL [METAMAGIC]
Benefit: You can alter a spell with a range of close, medium, or long to
increase its range by 100%. An enlarged spell with a range of close now has a
range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200
ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80
ft./level. An enlarged spell uses up a spell slot one level higher than the
spell’s actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges
are not close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1
gp or less without needing that component. (The casting of the spell still
provokes attacks of opportunity as normal.) If the spell requires a material
component that costs more than 1 gp, you must have the material component at
hand to cast the spell, just as normal.
EVIL EYE [GENERAL]
You can curse someone with a look.
Region/Race:
Prerequisite: Ability to cast divine or arcane spells.
Benefit: You are more effective at using spells to curse others: the
saving throw DC of bane and bestow curse when cast by you are increased by one.
In addition, once per day, as a spell like ability (but without using a
prepared spell), you can place a curse on someone you can see, giving them a -2
on all skill and ability checks and attack rolls for the next 24 hours. If the
target is a legitimate source of envy-i.e. has something you are truly jealous
of-the effect is permanent. The target is entitled to a will save; the DC is
10+your wisdom modifier. Remove curse can eliminate the affects of the evil
eye.
EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic
weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or
dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not
proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each
time you take the feat, it applies to a new type of exotic weapon. Proficiency
with the bastard sword or the dwarven waraxe has an additional prerequisite of
Str 13.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus
feats.
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. An extended spell uses up a spell slot one level higher than the spell’s
actual level.
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.
Normal: Without this feat, a character can typically turn or rebuke
undead (or other creatures) a number of times per day equal to 3 + his or her
Charisma modifier.
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.
FANG AND CLAW [BACKGROUND]
You are dangerous unarmed
Region/Race: Dreadblood, Wild Elf
Benefit: Your base damage for an unarmed strike is d6. You can also
choose whether this attack does lethal or non- lethal damage, and you are
considered to be armed even when unarmed: you do not provoke attacks or
opportunity from armed opponents when you attack them while unarmed. However,
you still get an attack of opportunity against any opponent who makes an
unarmed attack on you.
Normal: Without this feat, your base damage for an unarmed strike is d3
and you are considered unarmed when attacking with an unarmed strike and you
can deal only non- lethal damage with such an attack.
Special: This feat provides all the benefits of Improved Unarmed Strike,
and can be used as a prerequisite for other feats for which Improved Unarmed
Strike is a prerequisite. This feat can only be taken at 1st level.
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 1-1/2). When you use a thrown weapon,
its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus
feats.
FAVORED INSTRUMENT [GENERAL]
You may gain bonuses to spell effectiveness by using a favorite instrument.
Prerequisite: Clarity
Benefit: This feat allows a bard to choose a single, specific
instrument, as his favored instrument. This is his one instrument, one that he
has practiced with continuously, and he knows it so well it is practically a
part of his body. As a consequence, all spells cast while using this instrument
gain +2 to the save DC.
Should the instrument ever be stolen or destroyed, the bard suffers a -1 morale
penalty on all attack rolls, weapon damage rolls, skill checks, and saving
throws for the following week. After an additional month of training and
practice, the bard may specify a new favored instrument.
FENCING [GENERAL]
You are skilled in the novel art of fencing
Region/Race: Western Empire, Gallia, Iberia, Britannia (Kingdom of
Caledonia)
Prerequisite: Intelligence 11, Dodge, Base Attack +1
Benefit: When using a broad sword [long sword], rapier, saber
[scimitar], or small sword in one hand with the other hand free or wielding a
dagger, weapon breaker or stiletto when unhindered by armor or encumbrance
(i.e. not subject to an armor check penalty), you receive a +1 to hit and
damage, and a +1 dodge bonus to AC.
Special: A duelist with this feat can use Canny Dodge and Enhanced Mobility when lightly armored but unhindered by armor or encumbrance. A fighter may take this as one of his bonus feats.
FORESTER [BACKGROUND]
Your upbringing has given you a deep-rooted sense of the wilderness.
Region/Race: Human (any forested area); Dreadblood, Gnome, Half Elf, Elf,
(any forested area)
Prerequisites: Constitution 11+, Wisdom 11+
Benefit: You receive, 2 free ranks Knowledge (Nature), 2 free ranks with
Survival, (regular maximums still apply) and a + 2 to all climb, hide, listen,
move silently, spot and survival checks in a temperate or cold forest and
Knowledge (Nature) checks related to forests and their inhabitants.
Special: This feat may only be taken at 1st level.
FORGE RING [ITEM
CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting
a ring takes one day for each 1,000 gp in its base price. To craft a ring, you
must spend 1/25 of its base price in XP and use up raw materials costing
one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so
costs half the XP, half the raw materials, and half the time it would take to
forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in
their descriptions. You must pay such a cost to forge such a ring or to mend a
broken one.
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.
Special: A fighter may select Great Cleave as one of his fighter bonus
feats.
GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.
GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon
Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a
–10 penalty.
Special: A fighter may select Greater Two-Weapon Fighting as one of his
fighter bonus feats. An 11th-level ranger who has chosen the two-weapon combat
style is treated as having Greater Two-Weapon Fighting, even if he does not
have the prerequisites for it, but only when he is wearing light or no armor.
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: You can gain Greater Weapon Focus multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the
Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
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.
A fighter may select Greater Weapon Specialization as one of his fighter bonus
feats.
GYPSY [BACKGROUND]
You are one of the wandering Roma
Region/Race: Britannia, Eastern Empire, Gallia, Iberia, Levant, Magyars
and Rumania, Western Empire, Polish-Lithuania, Principalities of Rus
Benefit: You receive Speak Language (Gypsy) as a bonus language, and two
free ranks in two of the following skills: Bluff, Craft (blacksmith), Handle
Animal, Knowledge (Arcana), Perform (any) Sleight of Hand or Use Magic Device
(four ranks total, maximum ranks still apply). You also receive a +1 to Will
saves vs. spells or spell like effects
Special: You may only take this feat at 1st level.
GYPSY MAGE [GENERAL]
Your Roma blood enhances your casting with certain spells
Region/Race: any human or half-elf.
Prerequisite: Gypsy; Clarity,
Mage-born, or Sorcerous
Bloodline
Benefit: You know, or have in your spellbook, one additional spell for
each level of spells you can cast. These spells are listed below and are gained
when you can cast spells of that level. These are in addition to the spells you
would normally know, or can add to your spellbook when you gain a level.
Level |
Sorcerer/Wizard |
Bard |
0 |
Detect Magic |
Detect Magic |
1st |
Charm Person |
Charm Person |
2nd |
Detect Thoughts |
Detect Thoughts |
3rd |
Arcane Sight |
Scrying |
4th |
Scrying |
Dominate Person |
5th |
Dominate Person |
True Seeing (as a 5th level
Bard Spell) |
6th |
True Seeing |
Scrying, Greater |
7th |
Scrying, Greater |
|
8th |
Discern Location |
|
9th |
Foresight |
|
HAWKEYE [GENERAL]
Your sharp eyesight increases your “point blank” range with a ranged weapon.
Region/Race: Any human; Dreadblood, Elf, Gnome, Half Elf
Prerequisite: Pointblank Shot, 4 ranks Spot, Wisdom 13+
Benefits: You receive the benefits of Point Blank Shot--a +1 to attack
and a +1 to damage when using a ranged weapon-- against opponents up to 60 feet
away. If you have the Sneak Attack class ability, you can use a ranged weapon
to Sneak Attack an opponent up to 60 feet away. If you have the Aim feat, you
may also make an Aimed attack at opponents within 60 feet.
Special: A fighter may take this as one of his bonus feats.
HERBALISM, GREATER [GENERAL]
You can take advantage of your knowledge of herbalism when making potions.
Region/Race: Any region; Gnome, High Elf, Wild Elf
Prerequisite: Brew Potion, 5 or more ranks Profession (Herbalist),
ability to cast divine spells
Benefit: If you succeed on a successful Profession (Herbalist) check
when making a potion, the cost in materials of making the potion is cut in
half. The XP cost remains the same. The DC for the check is the caster level
required to make the potion +5. You can only check once when making the potion.
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to
a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually
increases the effective level of the spell that it modifies. All effects
dependent on spell level (such as saving throw DCs and ability to penetrate a lesser
globe of invulnerability) are calculated according to the heightened level.
The heightened spell is as difficult to prepare and cast as a spell of its
effective level.
HIGHBORN [BACKGROUND]
You have been born into a noble family.
Region/Race: Any Human; Gray Elf, High Elf; Hill Dwarf, Mountain Dwarf
Benefit: You receive 2 free ranks in two of the following skills (4
ranks total): Diplomacy, Intimidate, Knowledge (Nobility and Royalty), or Speak
Language (maximum ranks still apply); and a +2 on your leadership score if you
have the Leadership feat. You also receive 250 marks in addition to the
starting wealth for your class.
Special: This feat can only be taken at 1st level.
HOPLITE [GENERAL]
You can use a spear in one hand that normally could only be used in two.
Region/Race:
Prerequisite: BAB+1, Shield and Spear
Benefit: You may use a long spear as a one handed weapon
Special: A fighter may take this as one of his bonus feats.
HURL WEAPON [GENERAL]
You can throw an axe or warhamer without penalty.
Region/Race: Norseland; Dwarf
Prerequisite: Strength 13+, Weapon Focus (Battleaxe, Great axe or
Warhammer)
Benefit: You can throw a battle axe, great axe or warhammer without
penalty, as long as you have weapon focus with the weapon. The weapon has a
range increment of 10 feet. To throw a one handed or light weapon is a standard
action, to throw a two handed weapon is a full round action. As with other
thrown weapons, damage is the weapon’s damage rating + the character’s Strength
bonus.
Special: A fighter may take this as one of his bonus feats.
Normal: Without this feat, you have a -4 to attack when throwing a melee
weapon not made to be thrown, and critical hit damage is reduced.
HURL SHIELD [GENERAL]
You can use a light shield as a ranged weapon.
Region/Race: Britannia (
Prerequisite: Dexterity 13+, Base Attack Bonus +1, Shield Proficiency
Benefit: You can use a light shield as a thrown weapon without penalty.
The shield is thrown disk-like, and may be skipped off the ground as part of
the attack. The range increment is 10 feet. Throwing a shield, including one
being carried or used, is a standard action. As with other thrown weapons,
damage is the weapon’s damage rating + the character’s Strength bonus. This
stunt may only be performed with a round shield, and, of course, once it is
used the attacker is without a shield.
Normal: Without this feat, you have a -4 to attack when throwing a
shield.
Special: You may be able to knockdown opponents when you score a
critical with a thrown shield; see under Knockdown. A fighter may take this as one
of his bonus feats.
IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of
opportunity from the defender. You also gain a +4 bonus on the opposed Strength
check you make to push back the defender.
Special: A fighter may select Improved Bull Rush as one of his fighter
bonus feats.
IMPROVED COUNTERSPELL [GENERAL]
Benefit: When counterspelling, you may use a spell of the same school
that is one or more spell levels higher than the target spell.
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.
A fighter may select Improved Critical as one of his fighter bonus feats.
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 roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Improved Disarm as one of his fighter
bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level,
even if she does not meet the prerequisites.
IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard
list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment,
sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also
available to the spellcaster. The spellcaster may choose a familiar with an
alignment up to one step away on each of the alignment axes (lawful through
chaotic, good through evil).
Familiar |
Alignment |
Arcane Spellcaster Level |
Shocker Lizard |
Neutral |
5th |
Stirge |
Neutral |
5th |
Formian Worker |
Lawful Neutral |
7th |
Imp |
Lawful Evil |
7th |
Pseudodragon |
Neutral Good |
7th |
Quasit |
Chaotic Evil |
7th |
Improved familiars otherwise use the rules for regular familiars, with two
exceptions: If the creature’s type is something other than animal, its type
does not change; and improved familiars do not gain the ability to speak with
other creatures of their kind (although many of them already have the ability
to communicate).
The list in the table above presents only a few possible improved familiars.
Almost any creature of the same general size and power as those on the list
makes a suitable familiar. Nor is the master’s alignment the only possible
categorization. For instance, improved familiars could be assigned by the
master’s creature type or subtype, as shown below.
Familiar |
Type/Subtype |
Arcane Spellcaster Level |
Celestial Hawk1 |
Good |
3rd |
Fiendish Tiny Viper2 |
Evil |
3rd |
Air Elemental, small |
Air |
5th |
Earth Elemental, small |
Earth |
5th |
Fire Elemental, small |
Fire |
5th |
Shocker Lizard |
Electricity |
5th |
Water Elemental, small |
Water |
5th |
Homunculus3 |
Undead |
7th |
Ice Mephit |
Cold |
7th |
1 Or other celestial animal from the standard
familiar list |
||
2 Or other fiendish animal from the standard familiar
list |
||
3 The master must first create the homunculus, substituting
ichor or another part of the master's body for blood if necessary. |
IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
A fighter may select Improved Feint as one of his fighter bonus feats.
IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not 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, regardless of whether you started the grapple.
Special: A fighter may select Improved Grapple as one of his fighter
bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level,
even if she does not meet the prerequisites.
IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter
bonus feats.
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.
Special: A fighter may select Improved Overrun as one of his fighter
bonus feats.
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 by
anything less than total cover, and the miss chance granted to targets by
anything less than total concealment. 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. Normal: See the normal
rules on the effects of cover and concealment. Without this feat, a character
who shoots or throws a ranged weapon at a target involved in a grapple must
roll randomly to see which grappling combatant the attack strikes.
Special: A fighter may select Improved Precise Shot as one of his
fighter bonus feats.
An 11th-level ranger who has chosen the archery combat style is treated as
having Improved Precise Shot, even if he does not have the prerequisites for
it, but only when he is wearing light or no armor.
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.
Special: A fighter may select Improved Shield Bash as one of his fighter
bonus feats.
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 do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or
carried by another character.
Special: A fighter may select Improved Sunder as one of his fighter
bonus feats.
IMPROVED TRIP
[GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to
trip an opponent while you are unarmed. You also 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.
Normal: Without this feat, you provoke an attack of opportunity when you
attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat,
even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.
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 TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an
off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with
an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his
fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as
having Improved Two-Weapon Fighting, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor.
IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You are considered to be armed even when unarmed — that is, you
do not provoke attacks or opportunity from armed opponents when you attack them
while unarmed. However, you still get an attack of opportunity against any
opponent who makes an unarmed attack on you. In addition, your unarmed strikes
can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking
with an unarmed strike, and you can deal only nonlethal damage with such an
attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus
feat at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
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.
KNOCKDOWN [GENERAL]
You can knock opponents down in combat.
Region/Race: Any Human; Dreadblood, Hill Dwarf, Mountain Dwarf.
Prerequisites: Power Attack, Strength 13+
Benefit: If you hit an opponent on a role of 18-20, they must make
strength check or be knock downed and considered prone (this is equivalent to
being tripped). The DC depends on your opponent’s size relative to your weapon
(weapon size is described in Equipment):
Weapon is two sizes smaller: Cannot
knockdown
Weapon is one size smaller: DC 10+your strength modifier.
Weapon is the same: DC 15+your strength modifier.
Weapon is one size greater: DC 20+your strength modifier.
Weapon is two or more sizes greater: DC 25+your strength modifier.
You cannot knock someone down with a ranged weapon, with one
exception: if you have Hurl Shield then you can knockdown someone with a thrown
shield,. Consider the shield to be the same size as you to determine the DC.
You can also use this skill to knock someone off of a mount, however if they
have Mounted Combat they may make a Ride check instead of a Strength check to
avoid being knocked down.
Special: A fighter may take this as one of his bonus feats.
LEADERSHIP
[GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal
companions and devoted followers, subordinates who assist her. See the table
below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s
Leadership score, causing it to vary from the base score (character level + Cha
modifier). A character’s reputation (from the point of view of the cohort or
follower he is trying to attract) raises or lowers his Leadership score:
Leader's Reputation |
Modifier |
Great renown |
+2 |
Fairness and generosity |
+1 |
Special Power |
+1 |
Failure |
-1 |
Aloofness |
-1 |
Cruelty |
-2 |
Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . |
Modifier |
Has a familiar, special
mount, or animal companion |
-2 |
Recruits a cohort of a
different alignment |
-1 |
Caused the death of a
cohort |
-2* |
*Cumulative per cohort killed |
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
The Leader . . . |
Modifier |
Has a stronghold, base of operations
guildhouse or the like |
+2 |
Moves around a lot |
-1 |
Causes the death of other
followers |
-1 |
Leadership Score |
Cohort Level |
Number of Followers by
Level |
|||||
1st |
2nd |
3rd |
4th |
5th |
6th |
||
1 or lower |
- |
- |
- |
- |
- |
- |
- |
2 |
1st |
- |
- |
- |
- |
- |
- |
3 |
2nd |
- |
- |
- |
- |
- |
- |
4 |
3rd |
- |
- |
- |
- |
- |
- |
5 |
3rd |
- |
- |
- |
- |
- |
- |
6 |
4th |
- |
- |
- |
- |
- |
- |
7 |
5th |
- |
- |
- |
- |
- |
- |
8 |
5th |
- |
- |
- |
- |
- |
- |
9 |
6th |
- |
- |
- |
- |
- |
- |
10 |
7th |
5 |
- |
- |
- |
- |
- |
11 |
7th |
6 |
- |
- |
- |
- |
- |
12 |
8th |
8 |
- |
- |
- |
- |
- |
13 |
9th |
10 |
1 |
- |
- |
- |
- |
14 |
10th |
15 |
1 |
- |
- |
- |
- |
15 |
10th |
20 |
2 |
1 |
- |
- |
- |
16 |
11th |
25 |
2 |
1 |
- |
- |
- |
17 |
12th |
30 |
3 |
1 |
1 |
- |
- |
18 |
12th |
35 |
3 |
1 |
1 |
- |
- |
19 |
13th |
40 |
4 |
2 |
1 |
1 |
- |
20 |
14th |
50 |
5 |
3 |
2 |
1 |
- |
21 |
15th |
60 |
6 |
3 |
2 |
1 |
1 |
22 |
15th |
75 |
7 |
4 |
2 |
2 |
1 |
23 |
16th |
90 |
9 |
5 |
3 |
2 |
1 |
24 |
17th |
110 |
11 |
6 |
3 |
21 |
1 |
25 or higher |
17th |
135 |
13 |
7 |
4 |
2 |
2 |
Leadership Score: A character’s base Leadership score equals his level
plus any Charisma modifier. In order to take into account negative Charisma
modifiers, this table allows for very low Leadership scores, but the character
must still be 6th level or higher in order to gain the Leadership feat. Outside
factors can affect a character’s Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level.
Regardless of a character’s Leadership score, he can only recruit a cohort who
is two or more levels lower than himself. The cohort should be equipped with
gear appropriate for its level. A character can try to attract a cohort of a
particular race, class, and alignment. The cohort’s alignment may not be
opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis,
and the leader takes a Leadership penalty if he recruits a cohort of an
alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a
party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is
associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of
experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than the
associated PC’s character level, the cohort does not gain the new level—its new
XP total is 1 less than the amount needed attain the next level.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat. Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)
LEGIONNAIRE [BACKGROUND]
You have fought in the legions of the
Region/Race:
Prerequisites: Con 13+, BAB 1+, Endurance
Benefits: You gain exotic weapon proficiency with the pilum and do +1
damage with the gladius [short sword].
Special: You may only take this feat at 1st level.
LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.
LIONHEARTED [GENERAL]
You possess an incredible level of bravery and determination.
Prerequisite: Iron Will
Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves
against fear effects.
LOGIC [GENERAL]
You can apply your well trained mind to a range of situations
Region/Race: Eastern Empire, Gallia (Paris only), the Levant (major city
only), Western Empire (major city only), Gray Elf
Prerequisite: Intelligence 13+
Benefit: Once per day you can add your Int Modifier to one skill check,
attack role, turning check or saving throw in addition to the standard ability
modifier for that check (which can also be Intelligence).
Special: Of you
have the Reason domain, you may do this two times per day.
MAGE-BORN [MAGIC USE]
Arcane bloodlines run through your spirit, you have a deeper understanding of
the arcane.
Prerequisites: Intelligence 10+
Benefits: You can take the Wizard class and gain a +2 bonus to Spellcraft and Knowledge (Arcane) checks. Allows for use of class supernatural abilities and the casting of spells level 0-4.
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 at a base attack
bonus of +16. 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). Damage reduction and other resistances apply separately against each
arrow fired.
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.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having
Manyshot even if he does not have the prerequisites for it, but only when he is
wearing light or no armor.
MARTIAL WEAPON PROFICIENCY [GENERAL]
Choose a type of martial weapon. You understand how to use that type of martial
weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take
a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with
all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the
feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon
Proficiency feat related to his deity’s favored weapon as a bonus feat, if the
weapon is a martial one. He need not select it.
MAXIMIZE SPELL [METAMAGIC]
Benefit: All variable, numeric effects of a spell modified by this feat
are maximized. Saving throws and opposed rolls are not affected, nor are spells
without random variables. A maximized spell uses up a spell slot three levels
higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the
maximum result plus one-half the normally rolled result.
MINSTREL BORN [BACKGROUND]
You have benefited from growing up in a family of performers.
Region/Race: Any Human; Gnome
Prerequisite: Charisma 13+
Benefit: You receive two free ranks in three of the following skills:
Balance, Perform (any), and Tumble (six free ranks total, maximum ranks still
apply), and a +1 on all Perform checks.
Special: You may only take this skill at 1st level. A character with Clarity and Minstrel Born receives a +3 on all Perform
checks.
MOBILITY
[GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of
opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special: A fighter may select Mobility as one of his fighter bonus
feats.
MOONLIGHT MAGE [GENERAL]
You prepare spells more effectively in moonlight.
Region or Race: Any Human (Pagan), Elf
Prerequisite: Nature Touched or Chosen; reverence of a lunar deity (such as Artemis), Gnome
cleric of the Order of the Falcon, or Elven Priest.
Benefit: When you prepare spells under Moonlight, the DC for all
prepared spells increase by +1. If you prepare spells under the light of the
full moon, their DC improves by +2.
MOUNTAIN BORN [BACKGROUND]
You where raised in mountainous regions and are well suited in traveling in
them.
Region/Race: Britannia (Caledonian Highlands), Eastern Empire (Achaea,
Byzantium), Gallia (Burgundy), Iberia (Navarre), Levant (Ottoman Empire,
Persia), Norseland (Norge, Sverge), Western Empire (Bavaria and Ostmark,
Bohemia and Moravia, Free Cantons, Lombardy); Dreadblood, Gnome, Hill Dwarf,
Mountain Dwarf.
Benefit: You receive two free rank in Climb and two free ranks in
Survival (four free ranks total, maximum ranks still apply) and a +2 to all
Climb, Hide, Listen, Move Silently, Spot and Survival checks in a hilly or
mountainous area and to Knowledge (Nature) checks related to highland flora and
fauna. In addition, your movement rate in “Mountains” is improved to “Hills”
and “Hills” is improved to “Rough”.
Special: You may only take this feat at 1st level
MOUNTED ARCHERY [GENERAL]
Prerequisites: Ride 1 rank, 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.
Special: A fighter may select Mounted Archery as one of his fighter
bonus feats.
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’s attack roll.
(Essentially, the Ride check result becomes the mount’s Armor Class if it’s
higher than the mount’s regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus
feats.
NATURAL LINGUIST
[BACKGROUND]
You have a talent for language.
Prerequisite: Intelligence 13+
Benefit: You receive twice as many bonus languages—to be used for Speak
Language or Read/Write—from your Intelligence as normal. At 2nd level and each
level thereafter you receive an additional bonus language. You can also
identify the dialect being used of any language you know, always understand
heavy or archaic dialects, and receive a +2 to any Bluff, Forgery, or Sense
Motive checks involving dialects.
Special: You may only take this feat at 1st level.
NATURAL SPELL
[GENERAL]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells
while in a wild shape. You substitute various noises and gestures for the
normal verbal and somatic components of a spell. You can also use any material
components or focuses you possess, even if such items are melded within your
current form. This feat does not permit the use of magic items while you are in
a form that could not ordinarily use them, and you do not gain the ability to
speak while in a wild shape.
NATURE TOUCHED [MAGIC USE]
Gaia’s heart beats within you.
Prerequisites: Wisdom 10+, Constitution 10+
Benefits: You can take the Druid class and you get a +2 bonus to
Knowledge (Nature) and Profession (Herbalist) checks. This feat is also
required for Rangers wishing to cast spells. This feat also allows the Adept
NPC class to cast spells. Allows for use of class supernatural abilities and
the casting of spells level 0-4.
NATURE'S DIPLOMAT [GENERAL]
You can use Wild Empathy to influence a wider range of creatures
Prerequisite: Charisma 13+, 4 ranks Diplomacy, 4 ranks Knowledge
(Nature), Nature Touched, Wild Empathy
Benefit: You can use Wild Empathy to influence Magical Beasts, including
those with an Intelligence greater then 2, at no penalty, and can influence Fey
at a -4 penalty.
NEGOTIATOR
[GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive
checks.
NIMBLE DEFENSE [GENERAL]
You can dodge attacks more effectively by forgoing medium or heavy armor.
Prerequisite: Dexterity 13+, BAB 1+, Dodge
Benefit: You receive a +2 dodge bonus to AC when not wearing medium or
heavy armor, using a shield, or carrying a heavy load.
Special: Anything that leads you to loose a dexterity bonus to armor,
like being flat-footed, also leads you to loose a dodge bonus to AC. A fighter
may take this as one of his bonus feats.
NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock
checks.
NOMAD [BACKGROUND]
Being raised a nomad has enhanced your skills.
Region/Race: The
Benefit: You receive 2 free ranks with Handle Animal and 2 free ranks
with Ride, (four ranks total, maximum ranks still apply), and a +2 to Appraise
checks involving camels, horses and livestock as well as to Handle Animal,
Ride, Survival and Spot checks in the desert, plains or steppe and to Knowledge
(Nature) checks related to the flora and fauna of those lands.
Special: This feat can only be taken at 1st level.
PAUPER [BACKGROUND]
You have learned something from growing up on the streets.
Race/Region: Human (any major city); Dreadblood, Lost Dwarf.
Prerequisite: Dexterity 13+
Benefit: You receive 2 free ranks with two of the following skills (four
ranks total, maximum ranks still apply): Hide, Gather Information, Listen, Move
Silently, Sense Motive or Sleight of Hand. You also receive a +2 on all Gather
Information, Profession (Beggar) and Sense Motive checks when dealing with the
residents of a large town or city.
Special: A Human or Dreadblood that takes this feat begins with 15 marks
in starting wealth and equipment, no more. A lost dwarf’s starting wealth is
unchanged (see race description above). You may only take this skill at 1st
level.
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.
Special: A fighter may select Point Blank Shot as one of his fighter
bonus feats.
PORT SAVVY [GENERAL]
You know all the ins and outs of life in the seedy ports of call that sailors
use as stopover points in their journeys.
Benefit: You get a +4 bonus on all Gather Information checks when used
in a seaside port city.
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.
Special: If you attack with a two-handed weapon, or with a one-handed
weapon wielded in two hands, instead add twice the number subtracted from your
attack rolls. You can’t add the bonus from Power Attack to the damage dealt
with a light weapon (except with unarmed strikes or natural weapon attacks),
even though the penalty on attack rolls still applies. (Normally, you treat a
double weapon as a one-handed weapon and a light weapon. If you choose to use a
double weapon like a two-handed weapon, attacking with only one end of it in a
round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
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.
Special: A fighter may select Precise Shot as one of his fighter bonus
feats.
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 (see the Sleight of Hand skill) 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).
Normal: Without this feat, you may draw a weapon as a move action, or
(if your base attack bonus is +1 or higher) as a free action as part of
movement. Without this feat, you can draw a hidden weapon as a standard action.
Special: A fighter may select Quick Draw as one of his fighter bonus
feats.
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. A spell whose
casting time is more than 1 full round action cannot be quickened. A quickened
spell uses up a spell slot four levels higher than the spell’s actual level.
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: This feat can’t be applied to any spell cast spontaneously
(including sorcerer spells, bard spells, and cleric or druid spells cast
spontaneously), since applying a metamagic feat to a spontaneously cast spell
automatically increases the casting time to a full-round action.
RANKED ATTACK [GENERAL]
You can attack around allies more effectively when using a reach weapon.
Region/Race:
Prerequisite: Weapon Focus with a reach weapon, base attack 1+
Benefit: You can use a reach weapon you have weapon focus with to attack
through a space (or spaces) containing an ally. You attack at a -2 penalty if
your ally or allies is your size or larger, if your allies are smaller, you
take no penalty. You can also threaten a space with a reached weapon you have
weapon focus with, even if an ally is in the way.
Special: A fighter may take this as one of his bonus feats.
Normal: An ally in between you and a target normally provides cover and
(in the process) may prevent attacks of opportunity.
RAPID RELOAD
[GENERAL]
Choose a type of crossbow (hand, light, or heavy).
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of
crossbow is reduced to a free action (for a hand or light crossbow) or a move
action (for a heavy crossbow). Reloading a crossbow still provokes an attack of
opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may
fire that weapon as many times in a full attack action as you could attack if
you were using a bow.
Special: You can gain Rapid Reload multiple times. Each time you take
the feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of his fighter bonus feats.
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.
Special: A fighter may select Rapid Shot as one of his fighter bonus
feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having
Rapid Shot, even if he does not have the prerequisites for it, but only when he
is wearing light or no armor.
REMEDY [GENERAL]
You can make herbal remedies to accelerate long term healing
Prerequisite: 4 ranks Healing, 4 ranks Profession (Herbalist), Wisdom
13+
Benefit: If you make both a Heal and Profession (herbalist) check while
administering long term care, your patient heals an additional 2 points of
damage per level per day (see Healing).
RETALIATORY STRIKE [GENERAL]
Your swift reflexes allow you to make one retaliatory strike with a light
weapon
Prerequisite: Proficiency with weapon, +1 base attack bonus, Weapon
Finesse
Benefit: When using a light weapon, if you are struck in melee and are
neither flat footed nor flanked, you may launch one free strike per round as a
retaliatory strike, at your full attack bonus and with half your strength
modifier added to your damage.
Special: A fighter may take this as one of his bonus feats.
READ THE RUNES [GENERAL]
You can use Runecraft to gain additional insight about the future or past.
Region/Race: Norseland;
Dwarf
Prerequisite: Wisdom 11, Runecraft 4
ranks.
Benefit: On a successful Runecraft check (DC 20), you receive either a
+2 to your next Bardic Knowledge or Lore check, or to their caster level for
the next divination spell you cast, unless the spell is augury or divination. In
that case, after a successful Runecraft check, you receive a +10% bonus to the augury check (maximum of 90% still
applies). Reading the runes takes 10 minutes. The Runecraft check itself should
be made when the spell is cast or the Bardic Knowledge or Loree check made.
Special: If desired, the full reading of the runes can be simulated, as
described under the Rune Magic section.
RUNECAST [GENERAL]
You can “cast” a rune
Region/Race: Norseland; Dwarf.
Prerequisite: Wisdom 11, Runecraft 1+ ranks.
Benefit: You know and can cast a particular rune, as described in the
Rune Magic section of the Magic Chapter. To learn a rune, pick one, and make a
Runecraft check (DC 20). If you succeed, you know that particular rune. If you
fail, pick another and try again until you make the check. You cannot take 10 or
20 on this check, and at least one day must pass after failing the learn check
before it can be attempted again. Once
learned, you can cast the rune once per day.
Special: You can gain this feat multiple times. Each time you take
the feat, you can try to learn a new rune (including one you failed to learn in
the past), and increase the number times per day you cast runes by one. For
example, if you have taken this feat twice, you can know two different runes,
and cast runes a total of two times per day, i.e. cast one rune twice, the
other rune twice, or each rune once.
A runecrafter or
runecarver can cast runes without this feat. A runecrafter or runecarver with
this feat knows one additional rune, and can cast one additional rune per day.
RIDE-BY ATTACK [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move
and attack as if with a standard charge and then move again (continuing the
straight line of the charge). Your total movement for the round can’t exceed
double your mounted speed. You and your mount do not provoke an attack of
opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus
feats.
RUN [GENERAL]
Benefit: When running, you move five times your normal speed (if wearing
medium, light, or no armor and carrying no more than a medium load) or four
times your speed (if wearing heavy armor or carrying a heavy load). If you make
a jump after a running start (see the Jump skill description), 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.
SCRIBE SCROLL
[ITEM CREATION]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a
scroll takes one day for each 1,000 gp in its base price. The base price of a
scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you
must spend 1/25 of this base price in XP and use up raw materials costing
one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, you must expend the material component or pay the XP when scribing
the scroll.
SEA TRADER [GENERAL]
You are an exceptional trader and sailor
Region/Race:
Benefit: You know the ins and outs of sea travel and trading in ports.
You receive a +1 bonus to Appraise, Bluff, and Profession (Sailor) checks. You
also increase by 10% the daily movement of any ship you pilot and gain
Germanish (Mark Cant), Romansh (Lombard) or Greek (Byzantine) as a bonus
language.
SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.
SHIELD AND SPEAR
[GENERAL]
You can fight with a spear and a shield
Prerequisite: BAB 1+, Shield Proficiency, Spear Proficiency.
Benefit: You may use a spear as a one handed weapon at no penalty.
SHIELD PROFICIENCY [GENERAL]
Benefit: You can use a shield and take only the standard penalties.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and
rangers automatically have Shield Proficiency as a bonus feat. They need not
select it.
SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, 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.
Special: A fighter may select Shot on the Run as one of his fighter
bonus feats.
SIGNATURE SKILL [GENERAL]
You are skilled at an esoteric or otherwise unknown skill to your class.
Benefit: Choose any one skill. It is considered a class skill, no matter
your class. In addition, you gain 2 free rank in this skill when this feat is
chosen (maximum ranks still apply).
Special: You can gain this feat multiple times. Its effects do not
stack, each time you take this feat it applies to a new skill.
SILENT SPELL
[METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells
without verbal components are not affected. A silent spell uses up a spell slot
one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
SIMPLE WEAPON PROFICIENCY [GENERAL]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take
a –4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are
automatically proficient with all simple weapons. They need not select this
feat.
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.
SKILLED APPRENTICE
[BACKGROUND]
You have benefited from a long and difficult apprenticeship
Region/Race: Any Human; Dwarf, Gnome
Prerequisite: Constitution 11+
Benefit: You gain four ranks in any one Craft or Profession skill -
maximum ranks still apply. If you chose a craft, you also receive a +2 on all
Craft checks, if a profession a +2 on all Profession checks
Special: This feat can only be taken at 1st level.
SKILLED SCRIBE [GENERAL]
You can take advantage of your arcane knowledge when making scrolls.
Region:
Prerequisite: Scribe Scroll, ability to cast arcane or divine spells, 5
or more ranks Knowledge (Arcana), ability to Read/Write Latin or Greek, and an
ancient or rare language such as Egyptian.
Benefit: If you succeed on a successful Knowledge (Arcana) check when
making a scroll, the cost in materials of making the scroll is cut in half. The
XP cost remains the same. The DC for the check is the caster level required to
make the scroll +5. You can only check once when making the scroll.
SMITE TRUE EVIL [DIVINE]
You can deliver a powerful blow against the truly evil.
Prerequisite: Chosen, ability to Smite Evil,
Wisdom 11+
Benefit: Once per day, when using Smite Evil against evil outsiders,
evil dragons and undead, you may add your wisdom bonus (if any) to the attack
and damage role, in addition to the normal bonuses for smiting evil.
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.
Special: A fighter may select Snatch Arrows as one of his fighter bonus
feats.
SORCEROUS BLOODLINE
[MAGIC USE]
There are those born capable of wielding arcane magic simply through force of
character. The sources of these abilities are varied but can always be traced
back to a uniquely powerful ancestor. When choosing the Sorcerous Bloodline feat
a subcategory must also be chosen. This subcategory represents the source of
the unique bloodline.
Prerequisite: Charisma 10+
Benefit: You can take the Sorcerer class. Allows for use of class
supernatural abilities and the casting of spells level 0-4.
Water: +2 bonus to Swim checks
Air: +2 bonus to Jump checks
Earth: +2 bonus to Climb checks
Fire: +2 bonus to any Craft checks involving fire, including weapon and
armor smithing
SPELL FOCUS
[GENERAL]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against
spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new school of magic.
SPELL MASTERY
[SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal
to your Intelligence modifier that you already know. From that point on, you can
prepare these spells without referring to a spellbook.
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: Ride 1 rank, 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).
Special: A fighter may select Spirited Charge as one of his fighter
bonus feats.
SPRING ATTACK
[GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move
both before and after the attack, provided that your total distance moved is
not greater than your speed. Moving in this way does not provoke an attack of
opportunity from the defender you attack, though it might provoke attacks of
opportunity from other creatures, if appropriate. You can’t use this feat if
you are wearing heavy armor. You must move at least 5 feet both before and
after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus
feats.
SQUIRE [BACKGROUND]
You have gained skills from serving as a page and squire in a noble household.
Region/Race: Britannia (
Prerequisite: Constitution 11+, Proficient with the Lance and Longsword.
Benefit: You gain two ranks in Ride, two ranks in Knowledge (Nobility
and Royalty) (four ranks total, maximum ranks still apply) and do +1 damage
with a lance used from horse back. You also receive a long sword, lance and
saddle in addition to your normal starting wealth
Special: This feat can only be taken at 1st level.
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 with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a
spell slot one level higher than the spell’s actual level.
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 a Fortitude saving throw
(DC 10 + 1/2 your character level + your
Special: A monk may select Stunning Fist as a bonus feat at 1st level,
even if she does not meet the prerequisites. A monk who selects this feat may
attempt a stunning attack a number of times per day equal to her monk level,
plus one more time per day for every four levels she has in classes other than
monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.
Your spellcasting is
enhanced.
Prerequisite: Spellcraft 5 ranks; at least one Magic Use
feat; levels in two different classes
Benefit: Your caster level in each spellcasting class you have is
equal to your character level. You also receive a bonus spell for one
spellcasting class of your choice. The bonus spell is similar to a bonus from a
high ability score and is for the highest spell level you can cast with that
class, up to 4th level. (When you gain a
new level of spells, the bonus spell can be used for that new spell level
instead of a lower level, up to 4th level).
THICK HIDE
[BACKGROUND]
Your thick skin gives you natural armor
Region/Race: Dreadblood, Mountain Dwarf
Benefit: You have natural armor of 1.
Special: Natural Armor stacks with worn Armor. This may only be taken
when the character is 1st level.
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.
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 the table below:
Surface |
|
Very soft ground |
5 |
Soft ground |
10 |
Firm ground |
15 |
Hard ground |
20 |
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).
Several modifiers may apply to the Survival check, as given on the table below.
Condition |
|
Every three creatures in
the group being tracked |
-1 |
Size of creature or
creatures being tracked1 |
|
Fine |
+8 |
Diminutive |
+4 |
Tiny |
+2 |
Small |
+1 |
Medium |
+0 |
Large |
-1 |
Huge |
-2 |
Gargantuan |
-4 |
Colossal |
-8 |
Every 24 hours since the
trail was made |
+1 |
Every hour of rain since
the trail was made |
+1 |
Fresh snow cover since the
trail was made |
+10 |
Poor Visiblity2 |
|
Overcast or
moonless night |
+6 |
Moonlight |
+3 |
Fog or
precipitation |
+3 |
Tracked party hides trail
(and moves at half speed) |
+5 |
1 For a group of mixed sizes, apply only the modifier
for the largest size category |
|
2 Apply only the largest modfier from this category |
Retry:If you fail a Survival check, you can retry after 1 hour
(outdoors) or 10 minutes (indoors) of searching.
Special: A ranger automatically has Track as a bonus feat. He need not
select it.
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: Ride 1 rank, 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 hoof attack against
any target you knock down, gaining the standard +4 bonus on attack rolls
against prone targets.
Special: A fighter may select Trample as one of his fighter bonus feats.
TROLLBLOOD [BACKGROUND]
Troll blood flows in your veins, giving you the power to heal much faster than
normal.
Prerequisite: Dreadblood, Constitution 15+
Benefit: You heal much faster than normal. For each day of rest you gain
2 hit points per character level. For each day of complete bed rest you gain 3
hit points per character level.
Special: This feat can only be taken at 1st level.
TRUE SHAPE
[GENERAL]
You gain the special qualities of animals you transform into
Prerequisite: Nature Touched , Wild Shape
Benefit: You can take special qualities, like low light vision and
scent, of the animal form that you take when Wild Shaping
Normal: When using Wild Shape, or Polymorphed, you gain the
physical qualities, but not the special qualities, of the assumed form.
TURN/REBUKE OUTSIDER
[GENERAL]
You may turn or rebuke Outsiders.
Prerequisite: Ability to turn or rebuke undead, Wisdom 15 +
Benefit: You may turn or rebuke Outsiders as though they were undead
with +4 turn resistance. Doing so is still considered a turn attempt for the
day.
TWO-WEAPON DEFENSE [GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including
natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this
shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his fighter
bonus feats.
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 reduced. The penalty for your primary hand lessens by 2 and the one for
your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra
attack per round with that weapon. When fighting in this way you suffer a –6
penalty with your regular attack or attacks with your primary hand and a –10
penalty to the attack with your off hand. If your off-hand weapon is light the
penalties are reduced by 2 each. (An unarmed strike is always considered
light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style
is treated as having Two-Weapon Fighting, even if he does not have the
prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
TWO WEAPON MASTERY
[GENERAL]
You take no penalties for using a one handed weapon in your offhand.
Prerequisite: Dex 15+, BAB 8+, Two Weapon Fighting, Improved Two Weapon
Fighting Benefit: Treat a one handed weapon in your offhand as a light
weapon.
Normal: If you have the Two Weapon Fighting you have a -4 to hit with
both weapons when attacking with a one handed weapon in each hand; attacking
with a one handed weapon and a light weapon you have a -2 to hit with each.
Special: A fighter may take this as one of his bonus feats.
UNINHIBITED RAGE
[GENERAL]
You can rage longer and more often when not wearing armor.
Region/Race: Britannia (
Prerequisite: Ability to Rage, Base Attack 1+, Dex 11+
Benefit: If not wearing armor (you may still use a shield) and not
carrying a medium or heavy load, you can enter one additional Rage per day,
Rage for up to five rounds longer then normal, and do not receive a penalty to
AC when raging.
Note: Celtic barbarians and certain wild elves have been known to rage
wearing nothing at all except a wooden shield and maybe some paint.
UNIVERSITY [BACKGROUND]
You have benefited from attending
Region/Race: Britannia (
Prerequisite: Intelligence 13+, Speak Language (Literate)
Benefit: You gain 4 ranks that can be applied to one or two Knowledge
skills, (Maximum ranks still apply), receive a +1 on all Knowledge checks, and
can use any Knowledge skill untrained. You also gain Speak Language (Latin) as
a bonus language.
Special: This feat can only be chosen at 1st level. If you have both
University and Clerical Education you receive
a +2 on all Knowledge checks.
VETERAN [BACKGROUND]
You have tasted the bitterness of battle.
Prerequisite: Strength 11+, Constitution 11+, BAB 1+
Benefit: You receive +2 to Initiative and 2 free ranks in Knowledge
(Warfare) (maximum skill ranks still apply). You also have 2 additional hit
points.
Special: Normally this feat can only be chosen at 1st level, however it
can be taken by higher level characters that have participated in two or more
large scale battles (100 or more fighting on each side).
VIKING [BACKGROUND]
You are a skilled Norse raider.
Region/Race: Norseland; Dreadblood (Norseland)
Benefit: You receive two free ranks in Profession (Sailor), two free
ranks in Intimidate (four ranks total, maximum skill ranks still apply) and a
+1 to all Strength based checks.
Special: Normally this feat can only be chosen at 1st level; however it
can be taken by higher level characters that have participated in two or more
Viking raids.
WEALTH [BACKGROUND]
You come from a wealthy background.
Region/Race:
Note: A human from any
region who also takes the Highborn feat may take this
feat.
Benefit: You begin play with 500 marks or shillings in addition to the
starting wealth for your character class. In the future, at a point agreed with
by the game master, you come into your inheritance of 100 marks or shillings
per character level.
Special: This feat can only be chosen at 1st level.
WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain 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, its armor check
penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus
feats.
Natural weapons are always considered light weapons.
WEAPON FOCUS
[GENERAL]
Choose one type of weapon. You can also choose unarmed strike or grapple (or
ray, if you are a spellcaster) 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.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must
have Weapon Focus with a weapon to gain the Weapon Specialization feat for that
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.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
WEAPON VERSUS ARMOR [GENERAL]
You can exploit the advantage that certain weapons have versus armored
opponents.
Prerequisite: Base Attack +1
Benefit: When using the listed weapons you receive a +1 to hit against
opponents wearing light armor and a +2 to hit against opponents wearing medium
or heavy armor. You must be proficient in the weapon to receive the bonus. You
receive the bonus with ranged weapons only in their first range increment. You
receive no bonus versus opponents who are carrying a shield, have natural armor
or magical defenses, etc. but are not wearing light, medium or heavy armor.
Qualified Weapons: Bardiche, Crossbow
(heavy), Crossbow (light), Flail (great), Flail (light), Flail (heavy), Halberd (great), Halberd, Hammer (Gnome
hooked), Hammer (light), Longbow (Britannic), Mace (heavy), Mace (light), Maul, Morning Star, Morningstar (great), Pick (heavy),
Pick (light), Pick (great), Sling
(bullet), Sword (bastard), Waraxe (Dwarven), Warsling
Special: A fighter may take this as one of his bonus feats
WHIRLWIND ATTACK [GENERAL]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring
Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your
regular attacks and instead make one melee attack at your full base attack
bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra
attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus
feats.
WIDEN SPELL
[METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread shaped spell
to increase its area. Any numeric measurements of the spell’s area increase by
100%.A widened spell uses up a spell slot three levels higher than the spell’s
actual level.
Spells that do not have an area of one of these four sorts are not affected by
this feat.
WRESTLER [GENERAL]
You know how to grapple opponents exceptionally well.
Prerequisite: +1 base attack bonus, Weapon Focus (Grapple)
Benefit: You receive a +3 bonus on all grapple checks, and score + 1
damage on a hold. In addition, when you score a critical hit, your opponent
must make a Fort save (DC 10+ your level + your Strength modifier) or one of
his limbs is crippled (as per the rogue’s crippling strike class ability).
Special: A fighter may take this as one of his bonus feats.