Feat List

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General Feats

Feat Name
Prerequisites Benefit
Source
Aberrant Dragonmark
Dragonmarked race
Manifest an aberrant dragonmark spell-like ability

  Aberrant Dragonmark Gift
Aberrant Dragonmark
Your aberrant dragonmark is especially potent

  Aberrant Dragonmark Mystery
Aberrant Dragonmark, Concentration 6 ranks
You can use the power of your aberrant mark to enhance your magical abilities

  Aberrant Dragonmark Vigor
Aberrant Dragonmark
You can channel the energy of your aberrant mark to enhance your health

Aberration Banemagic
  ---
You can cast spells that do additional damage to aberrations

Aberration Blood
Humanoid
One of your ancestors was an aberration and has passed the taint of its aberrant physiology down through the generations to you

  Aberration Wild Shape
[[Feat: Aberration Blood, wild shape ability
Thanks to your heritage, you have learned to channel your inhuman bloodline into your shapeshifting power

Ability Focus
Special attack
+2 bonus to DC for saving throws against a monsters special ability
PF Bestiary 1, pg. 314
Able Sniper
  ---
You are accomplished at remaining unseen when you're sniping with a ranged weapon

Accelerate Metamagic
Dragonblood subtype, Spellcraft 4 ranks, any metamagic feat, ability to spontaneously cast 1st-level spells You can apply a selected metamagic feat to your spells more quickly than normal
Acrobatic
  ---
+2 bonus on Acrobatics and Fly checks PF Core Rulebook , pg. 113
Acrobatic Strike Tumble 12 ranks Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him

Action Boost
  --- When spending an action point, roll d8 instead of d6
Action Healing
Ability to lay on hands
You can spend an action point to enhance your healing power

Action Surge
Base attack bonus +3
By spending 2 action points, you can perform an additional action in a round

Adaptive Style
Crusader, swordsage, or warblade 1st level
With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you currently face

Additional Favored Class   --- Gain a second favored class
Aerial Reflexes
  ---
Your aerial agility allows you to avoid dangerous effects while airborne

Aerial Superiority
  ---
You can use your flying ability to gain an advantage against land-bound foes or airborne foes that you can outmaneuver

Agile   --- +2 Bonus on Balance and Escape Artist checks Player's Handbook v3.5, pg. 89
Agile Athlete
  ---
You rely on your agility to perform athletic feats, rather than brute strength

Alacritous Cogitation
Must prepare arcane spells
Spontaneously fill open slot with known spell

Alertness   --- +2 Bonus on Listen and Spot checks
Player's Handbook v3.5, pg. 89
Altitude Adaptation
Base Fortitude save bonus +2
+4 on Fortitude saves to avoid altitude sickness; you aren't as susceptible to altitude sickness

Ancestral Relic
Any good alignment, character level 3rd
You own an ancestral heirloom and can invest it with increasing power

Ancestral Spirit
  ---
You have ties to the long-dead spirit of one of your clan's ancestors, who whispers ancient words of wisdom into your mind in times of need

Animal Affinity   --- +2 Bonus on Handle Animals and Riding checks Player's Handbook v3.5, pg. 89
Animal Friends
Gnome
Your ability to speak with animals has allowed you to befriend an animal as a permanent ally

Ankheg Tribe Ambush
Human
You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt

Antipsionic Magic
Spellcraft 5 ranks
Your spells are more potent when used against psionic characters and creatures

Appraise Magic Value
Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Your ability to determine an item's worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic
Apprentice
1st level only
A character with this feat has apprenticed himself to a master in order to speed his learning and bolster his skills

Aquatic Spellcasting
  ---
Spells work normally underwater

Arcane Defense 2
Spell Focus in specific school
+3 bonus on saves against specific school of magic

Arcane Disciple
Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity’s alignment
Add spells from a domain to your class list

Arcane Flourish
Perform 4 ranks, arcane caster level 1st
Expend spell to gain bonus on Perform check

  Arcane Accompaniment
Arcane Flourish, Perform 4 ranks, arcane caster level 1st, bardic music
Expend prepared spell or spell slot to extend duration of bardic music

Arcane Focus
Ability to cast 1st-level arcane spells
Gain arcane focus, expend arcane focus as a swift action in one of several ways
Dragon #351, pg. 88
Arcane Manipulation
Wizard 1st level
You are learned in the arcane ways of ancient, forgotten civilizations, where masters of magic once molded and shaped arcane energy to their own will
Arcane Mastery
Ability to cast arcane spells, use invocations, or use spell-like abilities
Take 10 on caster level checks

Arcane Preparation
Ability to cast arcane spells without preparation
Prepare arcane spells ahead of time for faster metamagic casting

Arcane Schooling
  ---
In your homeland, all who show some skill at the Art may receive training as arcane spellcasters

Arcane Strike
Ability to cast 3rd-level arcane spells, base attack bonus +4
Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell

Arcane Thesis
Knowledge (arcana) 9 ranks, ability to cast arcane spells
+2 caster level, cheaper metamagic with one spell

Archivist of Nature
Dark knowledge class feature
Dark knowledge works on giants and fey

Arctic Priest
Cold or Winter domain
You have adapted to the snowbound environment of the arctic reaches

Armor Proficiency (light)   --- No armor check penalty on attack rolls Player's Handbook v3.5, pg. 89
  Armor Proficiency (medium) Armor Proficiency (light) No armor check penalty on attack rolls Player's Handbook v3.5, pg. 89
    Armor Proficiency (heavy) Armor Proficiency (medium) No armor check penalty on attack rolls Player's Handbook v3.5, pg. 89
Armor Specialization
Proficiency with selected armor type, base attack bonus +12
DR 2/– with chosen armor

Arterial Strike
Sneak attack ability, base attack bonus +4
Trade 1d6 sneak attack damage for 1 point of damage per round

Artist
  ---
Gain +2 on Perform and Craft checks, can use bardic music 3 more times per day

Ascetic Stalker 1
Ki power, ki strike (magic)
Monk and ninja levels stack for unarmed strike damage and ki pool

Ashbound
Ability to spontaneously cast summon nature’s ally
Doubles duration of summon nature’s ally spells, +3 luck

  Ashbound Mark
Ashbound, any true or aberrant dragonmark
+2 on spell DCs against creatures that cast arcane spells, +1 on attacks against such creatures

Assume Supernatural Ability
Wis 13, ability to assume a new form magically
You learn to use a supernatural ability of an assumed form

Astral Fire
Any two spells with a fire descriptor, any two psionic powers with a fire descriptor
Infuse spells and psionic powers with flaming ectoplasm

Athletic   --- +2 Bonus on Climb and swim checks Player's Handbook v3.5, pg. 89
Atlan's Mark
  ---
+1 bonus on saving throws against energy draining or death effects, 50% chance of becoming stable when dying

Augment Elemental
Knowledge (the planes) 2 ranks
Summoned elementals gain +2 bonus on attack and damage and +2 hp per Hit Die

Augment Healing
Heal 4 ranks
Healing spells do +2 per spell level

Augment Summoning Spell Focus (conjuration) Summoned creatures gain +4 Str, +4 Con Player's Handbook v3.5, pg. 89
  Beckon the Frozen
Augment Summoning, Spell Focus (conjuration)
Summoned creatures gain cold subtype and +1d6 cold damage to attacks

Autonomous
  ---
+2 bonus on Autohypnosis and Knowledge (psionics) checks

Avenging Strike
Any good alignment
Add Cha bonus to next attack and damage rolls

Axethrower
  ---
Use Str modifier instead of Dex modifier on attack rolls with thrown weapons

Badge of Bondage
  ---
Gain a +1 insight bonus on Fortitude and Will saves; gain a +2 competence bonus on Bluff checks

Ballista Proficiency 1
  ---
No –4 penalty on attack rolls with ballistae

Bane Magic
  ---
Spells deal 2d6 extra damage to specific creature type

Bane of Argonnessen 1
Any Siberys dragonmark
Magic weapons you wield deals +2d6 damage to dragons and dragonblood creatures

Bane of the Unclean
True beholder or must have aberration as a favored enemy
+2 morale bonus on attack rolls, weapon damage rolls, touch Armor Class, and saving throws when fighting a beholderkin

Barbed Stinger
Sting attack
Your stinger is unusually difficult to dislodge

Bareback Soul
Ride 1 rank
You are skilled at riding bareback; suffering no penalties for doing so.

Batrider
Ride (dire bat) skill
+2 bonus on Handle Animal and Ride (dire bat) checks

Battle Blessing
Ability to cast paladin spells
Cast paladin spells more quickly

Battle Caster
Ability to ignore arcane spell failure chance from armor
Ignore arcane spell failure chance from heavier armor

Battle Dancer
Base attack bonus +2, bardic music
+2 on attacks while moving and using bardic music

Battle Jump
  ---
You know how to launch a devastating attack from above by dropping onto your opponent

Battlebred
Base attack bonus +6
Morale conditions and rage can be extended 2 rounds

Beast Totem
Wild empathy
+4 bonus on saves against specifi c attack forms

  Beast Shape
Wild empathy, Beast Totem, ability to wild shape into Huge animal
Wild shape into magical beast form

  Totem Companion
Wild empathy, Beast Totem, ability to acquire new animal companion, minimum level (see text)
Gain magical beast as animal companion

Bind Vestige
  ---
Gain one power from a chosen 1st-level vestige

  Improved Bind Vestige
Bind Vestige
Bind one vestige of up to 5th level

  Practiced Binder
Bind Vestige
Gain a second power from a bound vestige

Binding Brand
  ---
Gain three 1st-level spell-like abilities: guidance, protection from evil, and resistance

Blade Meditation
Concentration 1 rank, base attack bonus +4, one martial maneuver from any discipline
+1 damage on strikes, +2 on skill check, +1 save DC with discipline-related weapons, skills, and maneuvers

Blazing Berserker
Ability to rage
When you enter your rage, your body becomes infused with fire

Blessed by Tem-Et-Nu
Patron deity Tem-Et-Nu, ritual
Tem-Et-Nu has marked you as having an important destiny in her temple

Blind-Fight 1
  --- Reroll miss chances on concealment Player's Handbook v3.5, pg. 89
Blooded
  ---
+2 bonus on Initiative and a +2 bonus on all Spot checks

Bloodline of Fire 5
  ---
+4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any sorcerer spells with the fire descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school.

Bullheaded
  ---
r+1 bonus on Will saves and a +2 bonus on Intimidate checks

Child of Winter
Ability to spontaneously cast summon nature’s ally, nongood alignment
Treat vermin as animals, add vermin to summon nature’s ally list

  Vermin Companion
Druid level 3rd, nongood alignment, Child of Winter, ability to acquire new animal companion, minimum level (see text)
Gain vermin as “animal” companion

  Vermin Shape
Druid level 5th, nongood alignment, Child of Winter
Wild shape into vermin form

Collegiate Wizard Int 13, wizard level 1st You have undergone extensive training in a formal school for wizards
Combat Casting   ---
+4 bonus on Concentration checks for defensive casting
  Battle Casting
Dex 13, Concentration 5 ranks, Combat Casting
+2 dodge bonus while casting spells

Combat Expertise 1 Int 13 Trade attack bonus for AC(max 5 points)
  Allied Defense
Combat Expertise
You are good at protecting nearby allies

  Canny Opportunist 1
Combat Expertise
Make an attack of opportunity whenever an opponent you threaten draws a weapon, readies or looses a shield, or attempts to feint in combat. You may make attacks of opportunity even when flat-footed.

    Exploit Adjustment 1
Int 13, Combat Expertise, Canny Opportunist
Make an attack of opportunity against any opponent who moves from one square adjacent to you to another square adjacent to you

  Defensive Opportunist 1
lnt 13. Tumble 5 ranks, Combat Expertise
Penalty on attack rolls imposed by fighting defensively does not apply to any attacks of opportunity you make

  Improved Disarm 1 Combat Expertise +4 bonus on disarm attempts; no attack of opportunity

  Improved Feint 1 Combat Expertise
Feint in combat as move action
  Improved Trip 1
Combat Expertise
+4 bonus on trip attempts; No attack of oportunity
  Whirlwind Attack 1

Dex 13, Combat Expertise, Dodge, Mobility,Spring Atack, Base Attack Bonus +4

One melee atack against each oponent within reach
Combat Reflexes 1
  ---
Additional attacks of opportunity
  Backstab 1
Combat Reflexes
Once per round, you may make an attack of opportunity against an opponent you flank who attacks a target other than you

  Improved Combat Reflexes 1
Dex 13, Combat Reflexes, Base attack bonus +6
For any given opportunity in melee combat, you all make two attacks of opportunity (at a given target)

    Greater Combat Reflexes 1
Dex 15, Combat Reflexes, Improved Combat Reflexes, Base attack bonus +11
For any given opportunity in melee combat, you all make three attacks of opportunity (at a given target)

  Opportunistic Tactician
Dex 13, Combat Reflexes, Dodge, Mobility
Make a free 5-foot step after making an attack of opportunity (so long as you can actually make a 5-foot step)

  Sneak Attack of Opportunity
Combat Reflexes, sneak attack +1d6
Make a successful attack of opportunity against an opponent, you also deal sneak attack damage to that opponent

  Vexing Flanker 1
Combat Reflexes
+4 on attacks when flanking
    Adaptable Flanker 1
Combat Reflexes, Vexing Flanker Flank chosen foe from adjacent square

Cosmopolitan
  ---
Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.

Courteous Magocracy
  ---
+2 bonus on all Diplomacy and Spellcraft checks

Daunting Presence
Cha 13, base attack bonus +1
Overawe enemy to make it shaken

  Baleful Moan
Undead type, incorporeal subtype, Daunting Presence
Emit a terrifying moan

Daylight Adaptation
  ---
If you are a type of creature that suffers circumstance penalties when exposed to bright light (such as a drow or duergar), you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination

Deceitful
  ---
+2 bonus on Disguise and Forgery checks

Deft Hands   ---
+2 bonus on Sleight of Hand and Use Rope checks
Discipline
  ---
+1 bonus on Will saves and a +2 bonus on Concentration checks

Dodge 1
Dex 13 +1 Dodge bonus to AC against selected target
  Crowd Tactics
Hide 5 ranks, Dodge
Gain move and skill bonuses in crowds

  Mobility 1 Dodge +4 Dodge bonus to AC against some attacks opportunity
    Roofwalker
Balance 5 ranks, Jump 5 ranks, Dodge, Mobility
Gain move, skill, and AC bonuses on rooftops

  Spring Attack 1 Mobility, Base Attack Bonus +4 Move before and after melee attack
Dragon Totem
Base attack bonus +1, regional requirement
Gain energy resistance 5 to one type of energy

Dragonbane 1
  ---
Magic weapons you wield deals +2d6 damage to dragons and dragonblood creatures
Education 5
  ---
All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.

Endurance
  ---
+4 bonus on checks or saves to resist nonlethal damage
  Diehard Endurance
Remain conscious at -1 to -9 hp
Eschew Materials   ---
Cast spells without materials components
Ethran
Charisma 11+, spellcaster level 1st+, society approval.
+2 bonus on Animal Empathy and Intuit Direction checks. When dealing with other Rashemi, you gain a +2 bonus on any Charisma-based skill checks

Exotic Weapon Proficiency 1 2
Base Attack Bonus +1 No penalty on attack with specific exotic weapon
  Double Steel Strike
Exotic Weapon Proficiency (two-bladed sword), Weapon Focus (two-bladed sword), flurry of blows
Treat two-bladed sword as monk weapon

Extra Turning 1 Ability to turn or rebuke creatures Can turn or rebuke 4 more times per day
Flyby Attack
Fly speed
A creature with this feat can attack on the wing

  Adroit Flyby Attack
Fly speed 90, Flyby Attack, Hover or Wingover
Move before and after attacking

Foe Hunter
  ---
+1 competence bonus on damage rolls with melee attacks and on ranged attacks at ranges of up to 30 feet, and you act as if you had the Improved Critical feat for the weapon you are using against a specific monster type

Forester
  ---
+2 bonus on all Heal checks and a +2 bonus on all Survival checks

Great Fortitude
  ---
+2 bonus on Fortitude saves
Horse Nomad 1
  ---
+2 bonus on all Ride checks and Martial Weapon Proficiency (composite shortbow)

Improved Counsterspell   ---
Counsterspell with spell of same school
Improved Critical 1 2
Proficiency With that Weapon, Base Attack Bonus +8
Double threat range of weapon
Improved Familiar
Ability to acquire a new familiar, compatible alignment.
Gain a more powerful familiar than you ordinarily would

Improved Initiative 1   ---
+4 bonus on initiative checks
Improved Turning Ability to turn or rebuke creatures
+1 level for turning checks
Improved Unarmed Strike 1
  ---
Considered armed even when unarmed
  Acheron Flurry
Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (the planes) 4 ranks
Distract foe with mock attacks

  Ascetic Hunter
Improved Unarmed Strike, favored enemy
Monk and ranger levels stack for unarmed strike damage, favored enemy bonus improves stunning DC

  Ascetic Knight
Improved Unarmed Strike, smite evil
Monk and paladin levels stack for unarmed strike and smite evil damage

  Ascetic Mage
Improved Unarmed Strike, spontaneous 2nd-level arcane spells
Monk and sorcerer levels stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike

  Ascetic Psion
Wis 13, Improved Unarmed Strike, Narrow Mind, manifester level 1st
Become psionically focused as a standard action, multiclass between psion and monk

  Ascetic Rogue
Improved Unarmed Strike, sneak attack damage
Monk and rogue levels stack for sneak attack damage, unarmed strike sneak attack gains improved stunning DC

  Improved Grapple 1 Dex 13, Improved Unarmed Strike +4 bonus on grapple checks; No attack of opportunity
  Deflect Arrows 1 Dex 13, Improved Unarmed Strike Deflect one ranged attack per round
    Snatch Arrows 1 Dex 15, Deflect Arrows Catch a deflected range attack
  Stunning Fist 1 Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +8 Stun opponent with unarmed strike
    Axiomatic Strike
Ki strike (lawful), Stunning Fist
+2d6 unarmed damage against chaotic opponent

Innate Spell
Quicken Spell, Silent Spell, Still Spell
Choose a spell you can cast. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it

Investigator
 
+2 bonus on gather information and search checks
Iron Will   +2 bonus on will saves
Leadership Character level 6th Attract cohort and followers
Lightning Reflexes  
+2 bonus on reflex saves
Luck of Heroes
  ---
+1 luck bonus on all saving throws

Magical Aptitude
  +2 bonus on spellcraft and Use Magic Device Checks
Magical Training 5
Int 10+
Cast the 0-level arcane spells dancing lights, daze, and mage hand once per day each

Martial Weapon Proficiency 2
  No penalty on attack with specific martial weapon
Mercantile Background
  ---
+2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice

Militia
  ---
Gain Martial Weapon Proficiency (longbow) and Martial Weapon Proficiency (longspear)

Mind Over Body 5
  ---
At 1st level, you may use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. (For all ensuing levels, you revert to your Constitution modifier.) You gain +1 hit point every time you learn a metamagic feat

Mounted Combat 1 Ride 1 rank Negates hits on mount with ride checks
  Mounted Archery 1 Mounted Combat Half penalty for ranged attacks while mounted
  Ride-by Atack 1 Mounted Combat Move before and after a mounted charge
    Spirited Charge 1 Ride-by Atack Double damage with mounted charge
  Trample 1 Mounted Combat Target cannot avoid mounted overrun
Natural Spell Wis 13, Ability to use wild shape Cast spells while in wild shape
Negotiator
  +2 bonus on Diplomacy and Sense Motive checks
Nimble Fingers  
+2 bonus on Disable Device and Open Locks checks
Nimble Moves
Dex 13
Ignore 5 feet of difficult terrain when you move
PF Core Rulebook , pg. 131
   Acrobatic Steps
Dex 15, Nimble Moves
Ignore 20 feet of difficult terrain when you move
PF Core Rulebook , pg. 113
Occult Opportunist
Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Make an attack of opportunity against an opponent you threaten who dismisses a spell, directs or redirects an active spell, casts a quickened or swift spell, or attempts to tum or rebuke undead

Persuasive   +2 bonus on Bluff and Intimidate checks
Point Blank Shot 1  
+1 bonus on ranged attacks and damage within 30 ft
  Aquatic Shot 1
Point Blank Shot
Use ranged weapons underwater more accurately

  Far Shot 1 Point Blank Shot Increase range increment by 50% or 100%
  Precise Shot 1 Point Blank Shot No -4 penalty for shooting into melee
    Improved Precise Shot 1 Dex 19, Precise Shot, Base Attack Bonus +19 Ignore less than total cover/concealment on range attacks
  Rapid Shot 1 Dex 13, Point Blank Shot
One extra ranged attack each round
    Manyshot 1 Dex 17, Rapid Shot, Base Attack Bonus +6 Shout two or more arrows simultaneously
  Shot on the Run 1 Dex 13, Dodge, Mobility, Point Blank Shot, Base Attack Bonus +4 Move before and after a ranged attack
Power Attack 1 Str 13 Trade attack bonus for damage (up to base attack bonus)
  Area Attack 1
Power Attack, Str 19, Huge size
You can wield improvised weapons to attack several spaces at once

  Awesome Smite
Power Attack, base attack bonus +6, smite ability
Gain various maneuvers you can combine with smite attacks

  Cleave 1 Power Attack Extra melee atack after droping target
    Great Cleave 1 Cleave, Base Attack Bonus +4 No limit to cleave attacks each round
  Improved Bull Rush 1 Power Attack +4 bonus on Bull Rush attempts. No attack of oportunity
    Awesome Blow 1
Str 25+, Power Attack, Improved Bull Rush, size Large or larger
You can choose to deliver blows that send your smaller opponents flying like bowling pins

  Improved Overrun 1 Power Attack +4 bonus on Overrun attemps. No attack of oportunity
  Improved Sunder 1 Power Attack +4 bonus on Sunder attemps. No attack of oportunity
Precocious Apprentice Spellcasting ability (Int or Cha) 15, arcane caster level 1st Your master has shown you the basics of a spell beyond the normal limits of your experience and training
Precocious Initiate Spellcasting ability (Wix or Cha) 15, divine caster level 1st Your master has shown you the basics of a spell beyond the normal limits of your experience and training
Quick Draw 1 Base Attack Bonus +1 Draw weapon as free action
Rapid Reload 1
Weapon Proficiency with Crossbow Reload crossbow more quickly
Resinbond
Ability to cast arcane spells
Kaorti resin arms and armor are more easily used

Resist Spell 5
  ---
+4 bonus on Fortitude saving throws against poison

Run
  ---
Run at 5 times normal speed,+4 bonus on jump checks
Saddleback 1
  ---
+3 bonus on all Ride checks

Self-Sufficient
  ---
+2 bonus on Heal and Survival checks

Shadow Weave Magic
Wisdom 13+ or patron deity Shar
Your spells tap the Shadow Weave instead of the Weave

Shield Proficiency   ---
No armor check penalty on attack rolls
  Improved Shield Bash 1 Shield Proficiency Retain shield bonus on AC when shield bashing
  Shield Specialization
Shield Proficiency
You are skilled in using a shield, allowing you to gain greater defensive benefits from it

    Active Shield Defense 1 Shield Proficiency, Shield Specialization
Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense

    Agile Shield Fighter 1
Shield Proficiency, Improved Shield Bash, Shield Specialization
You are skilled in combining your shield bash attack with an armed strike. When you use your shield in unison with a weapon, your training allows you to score telling blows with both
  Tower Shield Proficiency
Shield Proficiency No armor check penalty on attack rolls
Silver Palm
  ---
a.+2 bonus on all Appraise and Bluff checks

Simple Weapon Proficiency
  ---
No penalty on attack with simple weapons
Skill Focus 2
  ---
+3 bonus on checks with selected skill
Smooth Talk
  ---
+2 bonus on all Diplomacy and Sense Motive checks

Snakeblood 5
  ---
+2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws

Spell Focus 2   ---
+1 bonus on saves DCs against specific school of magic Player's Handbook v3.5, pg. 100
  Ability Enhancer
Spell Focus (transmutation)
Increase ability score bonus from spells

  Greater Spell Focus 2 (only a school with Spell Focus applied must be chosen)
+1 bonus on saves DCs against specific school of magic Player's Handbook v3.5, pg. 94
Spell Mastery 2
Wizard level 1st
Can prepare some spells without spellbook
  Signature Spell 2
Spell Mastery
Choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into that signature spell

Spell Penetration
  ---
+2 bonus on Caster Level checks to defeat spell resistance
  Greater Spell Penetration
Spell Penetration
+4 to Caster Level checks to defeat spell resistance
Spell Reprieve
Knowledge (history) 2 ranks, specialist wizard 1st level
Your studies of the less restrictive arcane traditions of old allow you to cast one spell from a prohibited school

  Item Reprieve
Spell Reprieve, specialist wizard 5th level
You learn how to use items from a school of magic previously prohibited to you

    Arcane Transfiguration
Item Reprieve, Spell Reprieve, specialist wizard 10th level
Drawing upon forgotten lore, you broaden your arcane studies and master a school of magic previously prohibited to you

Spellcasting Prodigy 5
  ---
For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers. Wisdom for divine spellcasters. Intelligence for wizards) as 2 points higher than its actual value
FR Campaign Setting, pg. 38
Stealthy
  ---
+2 bonus on Steal and Move Silently checks
Street Smart
  ---
+2 bonus on all Bluff and Gather Information checks

Strong Soul
  ---
+1 bonus on all Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects,

Survivor
  ---
+1 bonus on Fortitude saves and a +1 bonus on all Wilderness Lore checks.

Tattoo Focus
Specialized in a school of magic
+1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature's spell resistance when casting spells from that school

Thug
  ---
+2 bonus on Initiative checks, and a +2 bonus on Intimidate checks

Toughness 3
  ---
+3 hit points
  Arcane Toughness
Toughness, arcane caster level 3rd
Expend prepared spell or spell slot to heal when at or
below 0 hit points

    Arcane Consumption
Arcane Toughness, Toughness, arcane caster level 6th
+2 save DC for one spell, Con penalty for 12 hours and fatigued

Track
  ---
Use survival skill to Track

Treetopper
  ---
+2 bonus on all Climb checks. You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are attacked while climbing

Two-Weapon Fighting 1
Dex 15 Reduce Two-Weapon fighting penalties by 2

  Twin Sword Style 1
Dex 15, Two-Weapon Fighting
When fighting with two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action.

  Two-Weapon Attack of Opportunity 1
Dex 17, Combat Reflexes, Two-Weapon Fighting
If you are wielding two weapons and you make an attack of opportunity you may make a single melee attack with both weapons

  Two-Weapon Defense 1 Two-Weapon Fighting Off-hand weapon granst +1 shield bonus to AC
  Improved Two-Weapon Fighting 1 Dex 17, Two-Weapon Fighting, Base Attack Bonus +6 Gain second off-hand attack
    Greater Two_weapon Fighting 1 Dex 19, Improved Two-Weapon Fighting, Base Attack Bonus +11 Gain third off-hand attack
Weapon Finesse 1 2 Proficiency with Weapon, Base Attack Bonus +1 Use Dex modifier instead of Str modifier on attack rolls with light melee weapons
 Clever Fighting 1 Dex 13, Weapon Finesse, Base Attack Bonus +2 Use Dex modifier instead of Str modifier on damage rolls with light melee weapons
Weapon Focus 1 2
Proficiency with Weapon, Base Attack Bonus +1 +1 bonus on attack rolls with selected weapon
  Weapon Specialization 1 2 Weapon Focus with Weapon, fighter level 4th +2 bonus on damage rolls with selected weapon
  Greater Weapon Focus 1 2 Weapon Focus with Weapon, fighter level 8th +2 bonus on attack rolls with selected weapon
    Greater Weapon Specialization 1 2
Weapon Specialization with Weapon, Greater Weapon Focus with Weapon, fighter level 12th +4 bonus on damage rolls with selected weapon

     1 A fighter may select this feat as one of his fighter bonus feats.

     2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.

     3 You can gain this feat multiple times. Its effects stack.

     4 You can gain this feat only if you are a member of a particular race.

     5 You may only take this feat at 1st level.

Achievement Feats

Feat Name
Prerequisites Benefit
Source
All Gnolls Must Die
Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu
When you ready an action in combat, you can choose to take that action at any time, not just when the condition you specify occurs.
Legacy of Fire Player's Guide
Chainbreaker
Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity
Gain a bonus to damage when fighting slaveowners
Andoran, Spirit of Liberty
Devil’s Foe
Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them
Bypass the damage reduction of devils with your weapons
Andoran, Spirit of Liberty
Eagle Knight Candidate
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf
Gain a specific bonus based on the branch of Eagle Knights you join
Andoran, Spirit of Liberty
Flame-Tested Survivor
Knocked unconscious or killed by fire damage at least 10 times
Gain fire resist 5 and a +2 bonus on saves versus fire effects
Legacy of Fire Player's Guide
Gifted Mesmerist
Successfully affect 25 different targets with charm or compulsion spells
Learn a charm or compulsion spell as a spell-like ability
Legacy of Fire Player's Guide
Graverisen
Die and be brought back at least twice
Gain an ability to save yourself from death
Legacy of Fire Player's Guide
Healer's Touch
Cure a cumulative total of 1,000 points of damage for other creatures with healing spells, dealing damage slows the progress
Healing spells to heal targets other than yourself are maximized
Legacy of Fire Player's Guide
History of Scars
Take a cumulative total of 1,000 points of damage, being healed reduces this total
Take a penalty on Charisma checks, but gain a thick natural armor skin
Legacy of Fire Player's Guide
Relentless Butcher
Confirm at least 50 critical hits
Stun your opponents with critical hits
Legacy of Fire Player's Guide
Talmandor’s Lifting
Take at least 10d6 falling damage on three different occasions and survive
Your healing spells can be delayed to use at a later time
Andoran, Spirit of Liberty


Ancestor Feats

Feat Name
Prerequisites Benefit
Source
Adventurous Explorer   --- When you ready an action in combat, you can choose to take that action at any time, not just when the condition you specify occurs.

Ally of the Ki-Rin
  ---
Gain a +4 bonus on Fortitude saving throws to resist the effects of all diseases except supernatural and magical diseases.

Audacious Attempt
  ---
You are descended from someone notorious and you share your ancestor's incredible audacity

Backstabbing Traitor
  ---
Gain +2 bonus on Bluff, Intimidate and Initiative checks






Arcane Feats

Feat Name
Prerequisites Benefit
Source
Focused Specialist
Arcane Focus, specialist wizard level 1st
Enhance a spell you cast from your school of specialization
Dragon 351, pg. 89









Bardic Music Feats

Feat Name
Prerequisites Benefit
Source
Chant of Fortitude Bardic music, Concentration 8 ranks, Perform 8 ranks Bardic music keeps allies conscious at negative hit points
Ironskin Chant Bardic music, Concentration 12 ranks, Perform 12 ranks Use bardic music to gain DR 5/—
Lyric Spell Bardic music, arcane spellcaster level 6th, Perform 9 ranks Spend bardic music uses to cast extra spells


Bloodline Feats

Feat Name
Prerequisites Benefit
Source
Air Bloodline Ability to cast arcane spells without preparation Sorcerous bloodline grants extra spells
Anarchic Bloodline
Ability to cast arcane spells without preparation
Sorcerous bloodline grants extra spells

Axiomatic Bloodline
Ability to cast arcane spells without preparation
Sorcerous bloodline grants extra spells






Ceremony Feats

Feat Name
Prerequisites Benefit
Source
Armor of Scales Dragonblood subtype, Knowledge (religion) 4 ranks Grant natural AC bonus to allies
Heart of Dragons
Dragonblood subtype, draconic feat, Knowledge (religion) 3 ranks
Imbue allies with draconic power

Slayer of Dragons
Knowledge (religion) 4 ranks, no dragonblood subtype, no draconic feats
Protect allies against dragon attacks

Words of Draconic Power
Knowledge (religion) 4 ranks, Speak Language (Draconic)
Enhance allies' language-based abilities


Combat Feats

Feat Name
Prerequisites Benefit
Source
Agile Maneuvers
---
Use your Dex bonus when calculating your CMB
PFG Core Rulebook, pg. 117
Arcane Armor Training
Armor Proficiency, Light, caster level 3rd
Reduce your arcane spell failure chance by 10%
PFG Core Rulebook, pg. 118
  Arcane Armor Mastery
Arcane Armor Training, Armor Proficiency, Medium, caster level 7th
Reduce your arcane spell failure chance by 20%
PFG Core Rulebook, pg. 118
Arcane Strike
Ability to cast arcane spells
+1 damage and weapons are considered magic
PFG Core Rulebook, pg. 118
Armor Proficiency, Light
---
No penalties on attack rolls while wearing light armor
PFG Core Rulebook, pg. 118
  Armor Proficiency, Medium
Armor Proficiency, Light
No penalties on attack rolls while wearing medium armor
PFG Core Rulebook, pg. 118
    Armor Proficiency, Heavy
Armor Proficiency, Light, Armor Proficiency, Medium
No penalties on attack rolls while wearing heavy armor
PFG Core Rulebook, pg. 118
Blind-Fight
---
Reroll miss chances for concealment
PFG Core Rulebook, pg. 118
Catch Off-Guard
---
No penalties for improvised melee weapons
PFG Core Rulebook, pg. 119
Channel Smite
Channel energy class feature
Channel energy through your attack
PFG Core Rulebook, pg. 119



PFG Core Rulebook, pg.



PFG Core Rulebook, pg.



PFG Core Rulebook, pg.



PFG Core Rulebook, pg.



PFG Core Rulebook, pg.




All combat feats may be taken as fighter bonus feats.

Combat Style Feats

Feat Name
Prerequisites Benefit
Source
Anvil of Thunder Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe) You have mastered the style of fighting with hammer and axes at the same time, and have learned to deal thunderous blows with this unique pairing of weapons
Axespike
Armor Proficiency (heavy), Weapon Focus (armor spikes)
Make secondary attack with armor

Battlecaster Defense
Combat Casting, base attack bonus +1, CL 1st
Gain benefits when casting spells defensively

Battlecaster Offense
Combat Casting or warmage edge, base attack bonus +1, Spellcraft 4 ranks
Gain benefits when mixing melee combat and spellcasting

Bear Fang
Str 15, Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)
Free grapple attempt against target hit with both dagger and axe

Bestial Charge
Base attack bonus +4, wild shape class feature
Gain various maneuvers you can combine with wild shape

Crowd Tactics Hide 5 ranks, Dodge Gain move and skill bonuses in crowds


Deformity Feats

Feat Name
Prerequisites Benefit
Source
Willing Deformity   --- Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body
  Abominable Form Willing Deformity You revel in the ruination of your flesh, drawing power from your disturbing deformities




Divine Feats


Feat Name
Prerequisites Benefit
Source
Ancestral Whispers Ability to turn/rebuke undead Spend turn attempt to gain a bonus on skill check
Blackwater Invocation
Ability to channel negative energy
Make water within 30 ft. radius bitterly cold

Dragonfire Channeling
Cha 11, dragonblood subtype, ability to turn/rebuke undead or elementals
Spend turn/rebuke attempt to create cone of sacred fire





Domain Feats


Feat Name
Prerequisites Benefit
Source
Air Devotion   --- Gain bonus to AC; ranged attacks have a 50% miss chance against you
Animal Devotion
  ---
Gain bonuses based on animal influence chosen





Draconic Feats


Feat Name
Prerequisites Benefit
Source
Draconic Heritage Sorcerer level 1st
Gain dragonblood subtype, class skill, bonus on saves
  Black Dragon Lineage
Draconic Heritage (black), sorcerer 3rd
Convert arcane spell slot into poisonous touch

  Blue Dragon Lineage
Draconic Heritage (blue), sorcerer 3rd
Convert arcane spell slot into orbs of lightning

  Brass Dragon Lineage
Draconic Heritage (brass), sorcerer 3rd
Convert arcane spell slot into sleep effect

  Bronze Dragon Lineage
Draconic Heritage (bronze), sorcerer 3rd
Spend arcane spell slot to repel enemies

  Copper Dragon Lineage
Draconic Heritage (copper), sorcerer 3rd
Convert arcane spell slot into slow burst

  Draconic Armor
Draconic Heritage, sorcerer 1st
Gain DR/magic when you cast arcane spells

  Draconic Breath
Draconic Heritage
Convert spell energy into a breath weapon

  Draconic Claw
Draconic Heritage
Gain claws and make a swift claw attack when you cast a spell

  Draconic Flight
Draconic Heritage
After casting a spell, fly for the rest of the round

  Draconic Knowledge
Draconic Heritage, sorcerer 1st
Gain bonus on Knowledge skills; treat as class skills

  Draconic Legacy
Any four draconic feats
Add spells to your spells known

  Draconic Power
Draconic Heritage
+1 caster level and DC for spells of the energy type matching your Draconic Heritage

  Draconic Presence
Draconic Heritage
Strike fear into lower-level opponents when you cast a spell

  Draconic Resistance
Draconic Heritage
Gain resistance to energy of the type of your Draconic Heritage

  Draconic Skin
Draconic Heritage
Natural armor increases by 1

  Draconic Vigor
Draconic Heritage, sorcerer 1st
Heal damage when you cast arcane spells

  Gold Dragon Lineage
Draconic Heritage (gold), sorcerer 3rd
Convert arcane spell slot into bonus on allies' saves

  Green Dragon Lineage
Draconic Heritage (green), sorcerer 3rd
Spend arcane spell slot to impose penalty on foe's next Will save

  Red Dragon Lineage
Draconic Heritage (red), sorcerer 3rd
Convert arcane spell slot into cone of lingering fire

  Silver Dragon Lineage
Draconic Heritage (silver), sorcerer 3rd
Spend arcane spell slot to paralyze adjacent foes

  White Dragon Lineage
Draconic Heritage (white), sorcerer 3rd
Spend arcane spell slot to gain temporary hit points and resistance to cold


Exalted Feats

Feat Name
Prerequisites Benefit
Source
Animal Friend Cha 15, wild empathy class feature Animals respond favorably to the aura of goodness that exudes from you

Blessed of the Seven Sisters
Ability to cast 6th-level arcane spells
As a result of a personal connection to one of the Seven Sisters, you have a taste of Mystra's special favor






Heritage Feats

Feat Name
Prerequisites Benefit
Source
Air Heritage   --- Fly speed +30 feet, +2 on Balance and Jump checks
Anarchic Heritage
Nonlawful alignment
+4 on saves against polymorph/petrification, +1 on saves against spells by lawful creatures

Axiomatic Heritage
Nonchaotic alignment
+4 on Will saves against enchantments, +1 on saves against spells by chaotic creatures




Host Feats


Feat Name
Prerequisites Benefit
Source
Aggressive Mind   --- The psionic entity you host gives you access to psi-like abilities capable of disrupting the mind of your enemy
Antagonist
  ---
The psionic entity you host gives you access to psi-like abilities capable of damaging your enemy





Incarnum Feats


Feat Name
Prerequisites Benefit
Source
Azure Enmity Con 13, favored enemy class feature Add invested essentia to favored enemy checks and damage
Azure Talent Con 13, a power point reserve Gain 2 bonus power points per point of invested essentia
Azure Touch Con 13, lay on hands or wholeness of body class feature Add invested essentia to class level to enhance healing
Azure Toughness Con 13 Gain 3 temporary hp per point of invested essentia
Azure Turning Con 13, turn undead class feature Deal damage to undead with turn check
Azure Wild Shape Con 13, wild shape class feature Add invested essentia to natural weapon damage
Cerulean Fortitude Con 13 Add invested essentia to Fortitude saves
Cerulean Reflexes Con 13 Add invested essentia to Reflex saves
Cerulean Will Con 13 Add invested essentia to Will saves
Cobalt Charge Con 13 Add invested essentia to charge attack and damage
Cobalt Critical Con 13 Add invested essentia to melee critical threat confirmation rolls and critical damage
Cobalt Expertise Con 13, Int 13, Combat Expertise Add invested essentia to AC and disarm, feint, and trip rolls
Cobalt Power Con 13, Str 13, Power Attack Add invested essentia to damage and bull rush, overrun, and sunder rolls
Cobalt Precision Con 13, Point Blank Shot Add invested essentia to ranged critical threat confirmation rolls and critical damage within 30 ft.
Cobalt Rage Con 13, rage class feature Add invested essentia to melee damage and Will saves
Healing Soul Con 13, Heal 1 rank Heal your own wounds as swift action
Incarnum Spellshaping Con 13, ability to cast 1st-level spells You can use incarnum spells
Indigo Strike Con 13 and skirmish, sneak attack, or sudden strike class feature Add invested essentia to skirmish, sneak attack, or sudden strike damage
Midnight Augmentation Con 13, ability to manifest 2nd-level psionic powers&nbsp Use invested essentia to augment a psionic power
Midnight Dodge Con 13, Dex 13 Add invested essentia to AC against selected target
Midnight Metamagic Con 13, ability to prepare and cast 1st-level spells, any metamagic feat   Invest essentia into spell to add metamagic effect
Psycarnum Blade Con 13, ability to form a mind blade Add +ld6 per point of invested essentia to mind blade attack
Sapphire Fist Con 13, Stunning Fist Add invested essentia to stunning attack damage, save DC
Sapphire Smite Con 13, ability to smite Add invested essentia to smite damage and smites per day
Sapphire Sprint Con 13 Add 5 ft. per point of invested essentia to run speed
Soulsight Con 13, Wis 13, Concentration 4 ranks Gain limited blindsense
Soultouched Spellcasting   Con 13 Add invested essentia to dispel checks, caster level checks made to defeat spell resistance

Initiate Feats


Feat Name
Prerequisites Benefit
Source
Arcane Insight Cleric level 3rd, deity Boccob Knowledge (arcana) is a class skill, +2 on Spellcraft checks, additional spells
Dread Tyranny Cleric level 3rd, Str 13, deity Hextor Intimidate is a class skill, add Str bonus to Intimidate checks, additional spells
Eternal Strength Cleric level 5th, Str 13, deity Kord +4 on saves vs. Str damage or drain, additional spells
Far Horizons Cleric level 1st, deity Fharlanghn Climb, Jump, and Swim are class skills, always know north, additional spells
Law Inviolate Cleric level 1st, lawful alignment, deity St. Cuthbert Weapons are lawful, additional spells

-


Radiant Fire Cleric level 3rd, deity Pelor +2 damage against evil creatures, additional spells
Undying Fate Cleric level 3rd, deity Wee Jas
Determine if other creatures are dying, additional spells
Whispered Secrets Cleric level 1st, deity Vecna Listen and Spot are class skills, aware of divination attempts, additional spells

Item Creation Feats

Feat Name
Prerequisites Benefit
Source
Attune Gem
Int 13+, Craft (gemcutting) 3 ranks, arcane spellcaster level 3
Create magic gem that holds a single use spell until triggered
Brew Potion Caster level 3
Create magic potions Player's Handbook v3.5, pg. 89
Craft Contingent Spell
Caster level 11th
Attach semipermanent spells to a creature and set activation conditions

Craft Magic arms and Armor Caster level 5 Create magic weapons, shields and armor
  Attune Magic Weapon
Craft Magic Arms and Armor, caster 5th
+1 bonus on attacks and damage with magic weapon

Craft Rod Caster level 9 Create magic rods
Craft Staff Caster level 12
Create magic staff
Craft Wand Caster level 5 Create magic wands
Craft Wondrous Item Caster level 3 Create magic wondrous item
  Bind Elemental
Craft Wondrous Item, caster 9th
Create bound-elemental items

  Create Portal
Craft Wondrous Item
Create any portal whose prerequisites you meet

Exceptional Artisan 3
Any item creation feat
Reduce time for item creation by 25%

Extraordinary Artisan 3
Any item creation feat
Reduce gp cost for item creation by 25%

Forge Ring Caster level 12 Create magic ring
  Extra Rings
Forge Ring, caster 12th
Wear and use up to four rings

Inscribe Rune
Int 13+, appropriate Craft skill, divine spellcaster level 3rd
Cast any divine spell you have prepared as a rune

Legendary Artisan 3
Any item creation feat
Reduce XP cost for item creation by 25%

Scribe Scroll Caster level 1
Create magic scroll

      1 A fighter may select this feat as one of his fighter bonus feats.       2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.       3 You can gain this feat multiple times. Its effects stack.       4 You can gain this feat only if you are a member of a particular race.       5 You may only take this feat at 1st level.


Luck Feats

Feat Name
Prerequisites Benefit
Source
Advantageous Avoidance Character level 3rd, any luck feat You have a knack for ducking at just the right moment
Better Lucky than Good
Character level 6th, any two luck feats
Expend luck reroll to treat natural 1 on attack as natural 20 instead

Dumb Luck
Character level 6th, any two luck feats
Expend luck reroll to treat natural 1 on save as natural 20 instead

Fortuitous Strike
Character level 6th, any luck feat
Expend luck reroll to reroll attack, or two luck rerolls to reroll damage

Good Karma
Character level 3rd
Expend luck reroll to redirect attack against ally to you

Healer’s Luck
  --- Reroll amount cured by healing spell

Lucky Break
  --- Reroll Strength check to break item or burst door

Lucky Catch
  --- Reroll Balance, Climb, or Jump check

Lucky Fingers
  --- Reroll Disable Device, Open Lock, or Sleight of Hand check

Lucky Start
  --- Reroll initiative check

Magical Fortune
Caster level 3rd, any luck feat
Expend luck reroll to reroll damage dealt by spell, or two luck rerolls to reroll caster level check

Make Your Own Luck
Character level 6th, any luck feat
Reroll a skill check

Miser’s Fortune
  --- Your items get +5 bonus on saves; expend luck reroll to force foe to reroll a sunder attack or Str check to damage nearby object

Psychic Luck
Manifester level 3rd, any luck feat
Expend luck reroll to reroll damage dealt by power, or two luck rerolls to reroll manifester level check

Sly Fortune   --- Reroll Hide, Move Silently, or Tumble check
Survivor’s Luck Character level 9th, any luck feat Reroll a saving throw
Tempting Fate Character level 6th, any luck feat Reroll stabilization check, expend luck reroll to avoid being killed
Third Time’s the Charm Character level 3rd, any luck feat, Luck domain Reroll again with Luck domain granted power
Unbelievable Luck Any luck feat Gain two luck rerolls and +2 luck bonus on worst save
Victor’s Luck   --- Reroll critical threat confirmation


Metamagic Feats

Feat Name Prerequisites Benefit Level Increase Source
Alternative Spell Source Ability to cast both arcane and divine spells You can choose to prepare a spell from one source in another source's slot +0 Dragon 325, pg. 61
Bend Spell --- Spell ignores benefits of cover
Black Lore of Moil Spell Focus (necromancy), caster level 7th Add extra negative energy damage to necromancy spells
Bouncing Spell --- Spell with the acid or fire descriptor deals extra damage the next round +1 Ultimate Magic, pg. 151
Burning Spell --- You can direct a failed spell against a different target +2 Advanced Player's Guide, pg. 143
Chain Spell Any metamagic feat Redirect spells to affect secondary targets
Coaxing Spell Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks A mind-affecting spell modified by this feat affects mindless oozes and vermin as if they weren't mindless +2 Dungeoneer's Handbook, pg. 10
Concussive Spell --- Spell with the sonic descriptor gains a debilitating concussive effect +2 Ultimate Magic, pg. 143
Consecrate Spell --- Spell is maximized against evil creatures and creatures with the evil subtype +2 Blood of Angels, pg. 25
Cooperative Spell Any metamagic feat Bonus to save DC and on caster level checks of spells cast in conjunction with other casters
Dazing Spell --- You can daze creatures with the power of your spells +3 Advanced Player's Guide, pg. 157
Delay Spell Any metamagic feat
Spell effects are delayed 1–5 rounds
Disruptive Spell --- Your magical energies cling to enemies, interfering with their spellcasting +1 Advanced Player's Guide, pg. 157
Easy Metamagic Any metamagic feat Lower the spell slot for one metamagic feat by one level +0 Dragon 325, pg. 62
Echoing Spell --- Cast a spell a second time +3 Ultimate Magic, pg. 149
Ectoplasmic Spell --- Your spells breach the gulf between dimensions, sending ghostly emanations into the ether +1 Advanced Player's Guide, pg. 158
Elemental Spell --- You can manipulate the elemental nature of your spells +1 Advanced Player's Guide, pg. 158
Empower Spell ---
Increase spell variables by 50% +2 PF Core Rulebook, pg. 122
Energy Substitution 2 Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells can deal different energy damage
  Born of the Three Thunders Energy Substitution (electricity), Knowledge (nature) 4 ranks Sonic or electricity spells deal both types of damage
  Energy Admixture 2 Energy Substitution Double energy spell damage by adding an additional energy type
  Lord of the Uttercold Energy Substitution (cold), Knowledge (the planes) 9 ranks, ability to cast a spell with the cold descriptor Cold spells deal half negative energy damage
Enlarge Spell --- Double spell range +1 PF Core Rulebook, pg. 122
Explosive Spell --- Creatures are blasted to edge of spell area
Extend Spell --- Double spell duration +1 PF Core Rulebook, pg. 123
  Enduring Spell Extend Spell Fixed or personal range spells last 24 hours +6 Complete Arcane, pg. 81
Flaring Spell --- Spell with the fire, light, or electricity descriptor dazzles creatures it affects +1 Ultimate Magic, pg. 151
Focused Spell --- When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist +1 Advanced Player's Guide, pg. 160
Fortify Spell --- Cast spells at high caster level to overcome spell resistance
Heighten Spell --- Treat spell as a higher level Special PF Core Rulebook, pg. 126
Insidious Magic Shadow Weave Magic When a Weave user employs a divination spell, spell-like ability, or magic item (such as detect magic) that may detect the magical aura of one of your spells, the Weave user must make a level check (DC 11 + your caster level) to successfully detect your spells
Intensified Spell --- Increase maximum damage dice by 5 levels +1 Advanced Player's Guide, pg. 163
Jinxed Spell Any two metamagic feats, Halfling Jinx trait A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx +1 Halflings of Golarion, pg. 27
Lingering Spell --- Instantaneous area effect spell lasts for 1 round +1 Advanced Player's Guide, pg. 164
Maximize Spell --- Maximize spell variables +3 PF Core Rulebook, pg. 130
Merciful Spell --- Spell inflicts nonlethal damage instead of lethal +0 Advanced Player's Guide, pg. 165
Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells deal nonlethal damage
Pernicious Magic Shadow Weave Magic Your spells resist counterspell attempts by Weave users. When a Weave caster tries to counterspell a spell you, are casting, he must make a level check (DC 11 + your caster level) to succeed at the counterspell
Persistent Spell --- Creatures who saved against a spell must save again +2 Advanced Player's Guide, pg. 167
Piercing Spell --- Affected spell treats creatures with SR as having an SR of 5 lower +1 Ultimate Magic, pg. 154
Quicken Spell --- Cast spell as a swift action +4 PF Core Rulebook, pg. 132
  Sudden Quicken Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still Cast spells as a swift action without special preparation 1/day
Reach Spell --- Increase spell range to higher range category Special Advanced Player's Guide, pg. 168
Repeat Spell Any metamagic feat Spell is automatically cast again next round
Rime Spell --- Spell with the cold descriptor also entangles creatures if the spell damages them +1 Ultimate Magic, pg. 155
Sanctum Spell Any metamagic feat Spell’s effective level is increased while in special location, decreased outside special location
Sculpt Spell Any metamagic feat Alter spell’s area
Selective Spell Spellcraft 10 ranks Exclude targets from an area effect spell +1 Advanced Player's Guide, pg. 168
Sickening Spell --- Sicken creature with spell damage +2 Advanced Player's Guide, pg. 169
Silent Spell --- Cast spell without verbal components PF Core Rulebook, pg. 133
Split Ray Any metamagic feat Ray spells affect one additional target
Still Spell --- Cast spell without somatic components PF Core Rulebook, pg. 135
Sudden Empower Any metamagic feat Increase spell’s variable numeric effects by 50% without special preparation 1/day
Sudden Extend --- Double spell’s duration without special preparation 1/day
Sudden Maximize Any metamagic feat Maximize spell’s variable numeric effects without special preparation 1/day
Sudden Silent --- Cast spells without verbal components without special preparation 1/day
Sudden Still --- Cast spells without somatic components without special preparation 1/day
Sudden Widen --- Increase spell’s numeric measurements by 50% without special preparation 1/day
Tenacious Magic Shadow Weave Magic Your spells resist dispelling attempts by Weave users
Tenebrous Spell --- Spells you cast in dim light or darkness are harder to resist or dispel +0 Inner Sea Magic, pg. 15
  Umbral Spell Tenebrous Spell Spell gains the darkness descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect +2 Inner Sea Magic, pg. 15
    Shadow Grasp Tenebrous Spell, Umbral Spell Entangle creatures with spells you cast that have the darkness descriptor +1 Inner Sea Magic, pg. 15
Thanatopic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy) Affected spell’s death effects, energy drain, and negative levels affect undead +2 Ultimate Magic, pg. 157
Threatening Illusion Spell Focus (illusion), gnome Cause a target to believe your illusion is a threat +1 Gnomes of Golarion, pg. 27
Threnodic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy) Change a mind-affecting spell so it can affect undead, but not living creatures +2 Ultimate Magic, pg. 157
Thundering Spell --- Deafen creature with spell damage +2 Advanced Player's Guide, pg. 172
Toppling Spell --- Spell with the force descriptor knocks targets prone +1 Ultimate Magic, pg. 158
Transdimensional Spell --- Spells affect creatures in coexistent planes and extradimensional spaces
Twin Spell Any metamagic feat Simultaneously cast a single spell twice
Widen Spell --- Double spell area +3 PF Core Rulebook, pg. 137
xx --- xx xx xx, pg. xx

1 A fighter may select this feat as one of his fighter bonus feats. 2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells. 3 You can gain this feat multiple times. Its effects stack. 4 You can gain this feat only if you are a member of a particular race. 5 You may only take this feat at first level.

Psionic Feats

Feat Name
Prerequisites Benefit
Source
Aligned Attack Base attack bonus +6 Attack gains alignment, +1d6 damage
Augment Construct
Manifester level 2nd
Your astral constructs gain a +1 competence bonus to hit and damage rolls and +1 hp per Hit Die.





     1 A fighter may select this feat as one of his fighter bonus feats.

     2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.

     3 You can gain this feat multiple times. Its effects stack.

     4 You can gain this feat only if you are a member of a particular race.

     5 You may only take this feat at first level

     6 You must be psionically focused to use this feat.

     7 You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve).

Psi-Spell Feats

Feat Name
Prerequisites Benefit
Source
Agitated Causticity Any two spells with the acid descriptor, matter agitation power Enhances the power of any spell with the acid descriptor
Bioelectrical Surge
Any two spells with the electricity descriptor, control body power
Enhances the power of any spell with the electricity descriptor





Racial Feats


Feat Name
Prerequisites Benefit
Source
  Aberration Blood 2
Humanoid
Grants bonus on skill, allows other aberrant (racial) feats

Aberration Wild Shape Aberration Blood, wild shape ability Assume aberration form with wild shape
  Bestial Hide Aberration Blood Gain +1 natural armor bonus per two aberrant feats
  Deepspawn Aberration Blood, one other aberrant feat Tentacles grant additional attacks
  Durable Form Aberration Blood Gain 2 hp per aberrant feat
  Inhuman Reach Aberration Blood Increase natural reach by 5 feet, take –1 penalty on melee attack rolls
  Inhuman Vision Aberration Blood Gain darkvision and bonus on Spot checks
  Scavenging Gullet Aberration Blood +4 bonus against poison, eat anything
  Starspawn Aberration Blood, one other aberrant feat Wings grant flight, resistance to cold 5
  Warped Mind Aberration Blood +1 bonus on Will saves per two aberrant feats
  Waterspawn Aberration Blood, one other aberrant feat Fins grant Swim bonuses, resistance to cold 5
Able Learner Human or doppelganger You have great aptitude for learning
Adamantine Body Warforged, 1st level only At the cost of mobility, your body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction
Aftersight
Human
You have a trace of the Sight in your blood, which enables you to pick up echoes of the past, both wondrous and terrible

Agile Tyrant
Beholder or beholderkin
A creature with this feat develops longer, more flexible eyestalks than its kin. This extra flexibility allows it to bring additional eye rays to bear against its foes

Agony Touch
Ghost, Corrupter
Choose one physical ability score. When you touch a creature, you can deal damage to this ability score

Ancestral Guidance
Elf
The spirit of your patron ancestor guides your hands and thoughts in times of trouble

Ancestral Knowledge
Dwarf, Wis 15
You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms

Arachnid Rider
Drow, Duegar
You are trained in the art of employing spiders as steeds

Arctic Adaptation
Human, cold region
You have adapted to the snowbound environment of the arctic reaches

Auspicious Marking
Goliath
Gain +2 bonus on Charisma checks against goliaths and reroll stabilization checks

  Markings of the Blessed
Goliath, Auspicious Marking
Choose higher of two saving throw rolls

  Markings of the Hunter
Goliath, Auspicious Marking
Choose higher of two initiative checks

  Markings of the Magi
Goliath, Auspicious Marking
Choose higher of two caster level checks

  Markings of the Maker
Goliath, Auspicious Marking
Choose higher of two skill checks

  Markings of the Warrior
Goliath, Auspicious Marking
Choose higher of two attack rolls

Awaken Frightful Presence
Dragon type, Cha 11+
Gain frightful presence ability

Awaken Spell Resistance
Dragon type, Con 13+
Gain spell resistance ability

Axeshield
Grimlock
You know how to defend yourself with a battleaxe

Azerblood Dwarf +4 bonus on fire effects; +1 bonus on Craft (armorsmithing, blacksmithing and weaponsmithing) checks

Battle Hardened
Dwarf, base attack bonus +4
Gain +4 bonus on saves against fear, +2 bonus on initiative

Battleshifter Training
Shifter, base attack bonus +6
See feat description

Beasthide Elite
Shifter with beasthide trait
Natural armor bonus increases to +4

Blessed of Vulkoor Drow Gain additional spell-like abilities and an affinity for scorpions
Elven Arcanist
Elf, 1st level only
Your family has studied wizardry for thousands of years

Elven Beastmaster
Elf, ability to acquire new animal
companion, 1st level only
You consider baboons sacred animals and they serve you obediently

Elven Bladebearer
Elf, proficiency with scimitar or falchion
Proficiency and bonuses with designated elven weapons

Elven Focus
Elf, 1st level only
From childhood you have studied one particular path, and these decades of devotion result in remarkable skill

Elven Half-Life
Elf
Priests have guided you through strange rituals that left you poised between the world of the living and the dead

      1 A fighter may select this feat as one of his fighter bonus feats.

      2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.

      3 You can gain this feat multiple times. Its effects stack.

      4 You can gain this feat only if you are a member of a particular race.

     5 You may only take this feat at 1st level.

      6 You must be psionically focused to use this feat.

      7 You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve).


Reserve Feats

Feat Name
Prerequisites Benefit
Source
Acidic Splatter Ability to cast 2nd-level spells Create orb of acid 1d6 damage/spell level, +1 CL on acid spells
Aquatic Breath
Ability to cast 3rd-level spells
Breathe normally in air or water, +1 CL on water spells

Blade of Force
Ability to cast 3rd-level spells
Surround a weapon in force, +1 caster level on force spells






Spelltouched Feats

Feat Name
Prerequisites Benefit
Source
Accurate Jaunt Exposure to greater teleport, plane shift, teleport, or shadow walk spell When you use teleport, you can roll the targeting roll twice, taking whichever result you prefer
Bladeproof Skin
Exposure to stoneskin or iron body
Gain damage reduction 3/bludgeoning

Breadth of Knowledge
Exposure to legend lore or vision
All your Knowledge checks treated as trained

Conductivity
Exposure to call lightning, lightning bolt, or chain lightning
After taking electricity damage, send out a line of electricity that affects one target within 30 feet

Controlled Immolation
Exposure to fireball or delayed blast fireball
Take no damage from catching on fire; opponents that strike you in melee take 1d6 points of fire damage

Eyes to the Sky
Exposure to scrying or greater scrying
Automatically spot magical scrying sensor within 40 feet

False Pretenses
Exposure to charm or dominate spell
Mislead opponent into thinking you are charmed or dominated

Ineluctable Echo
Exposure to wail of the banshee or any power word spell
Caster who targets you with power word spell or wail of the banshee is also affected by spell

Life Leech
Exposure to death touch granted power or death knell spell
Each creature within 30 feet that has –1 to –9 hp loses 1 hp, which you gain as temporary hit points

Live My Nightmare
Exposure to phantasmal killer
Send nightmarish vision against creature that targets you with divination effect

Momentary Alteration
Exposure to alter self
Use alter self as spell-like ability for 1 minute once per day

Naturalized Denizen
Exposure to dimensional anchor
You are never treated as extraplanar creature

Omniscient Whispers
Exposure to commune or contact other plane
Receive answer to one question per week as if you had cast a commune spell

Photosynthetic Skin
Exposure to barkskin
Gain +2 to natural armor when outside during the day

Polar Chill
Exposure to cone of cold or ice storm
Create patch of icy ground that hampers movement

Residual Rebound
Exposure to spell resistance or spell turning
If you roll natural 20 on save against targeted spell, effect of spell turns back on caster

Stench of the Dead
Exposure to ghoul touch or vampiric touch
Carrion stench causes those adjacent to you to become sickened



Vile Feats

Feat Name
Prerequisites Benefit
Source
Apostate
Wis 15
Gain a profane bonus equal to one-half your character level on saving throws against divine spells

Blessing of the Godless
Evil alignment, Knowledge (religion) 6 ranks

Gain warding rituals

Evil Brand   --- You are physically marked forever as the servant of an evil power greater than yourself. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that you serve an evil patron
  Beloved of Demons
Evil, caster level 6th, Knowledge (the planes) 6 ranks,
Evil Brand, Power Attack
Slay good or lawful creature and gain temporary hit points

Thrall to Demon Chaotic evil alignment You formally supplicate yourself to a demon prince
  Abyss-Bound Soul Evil Brand, Thrall to Demon
You have pledged your immortal soul to a particular demon lord in return for a gift that aids your evil works in life
Willing Deformity
  --- Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body
  Abominable Form Willing Deformity You revel in the ruination of your flesh, drawing power from your disturbing deformities




Wild Feats


Feat Name
Prerequisites Benefit
Source
Blindsense
Wild shape, Listen 4 ranks
Spend wild shape use to gain blindsense 30 ft.

Climb Like an Ape
Wild shape
Spend wild shape use to gain climb movement mode

Cougar’s Vision
Wild shape, Spot 2 ranks
Spend wild shape use to gain low-light vision

Hawk’s Vision
Wild shape, Spot 4 ranks
Spend wild shape use to gain +8 to Spot checks and cut range increment penalties in half

Savage Grapple
Wild shape, sneak attack
Deal sneak attack damage when grappling in wild shape

Scent
Wild shape
Spend wild shape use to gain scent ability