feats

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FEATS INDEX
CORE FEATS ARCANE ARCHER FEATS
BARD FEATS BLACKGUARD FEATS
DRUID FEATS MAGE FEATS
MONK FEATS PALADIN FEATS
ROGUE FEATS OTHER FEATS
ENCHANTED GATE INDEX

Core Feats

FEAT NAME [Type of Feat]

Description of what the feat does or represents in plain language.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack, a skill, or a 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 you (the character) to do.

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]

You are fit and nimble.

Prerequisite: Dex 13+.

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Alertness[General]

You have finely tuned senses.

Prerequisite: Wis 13+.

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

ALLURING [General]

You know how to use your natural charms to turn decisions (heads, and hearts) in your favour.

Prerequisites: Cha 13+, Persuasive, Trustworthy.

Benefit: You get a +2 bonus on all Diplomacy checks and Seduce checks.

Ambidexterity [General]

You are equally adept at using either hand.

Prerequisite: Dex 15+.

Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.

Normal: Without this feat, a character who uses his or her off hand suffers a –4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a –4 penalty to attack rolls with that weapon.

ArmorProficiencyHeavy [General]

You are proficient with heavy armor.

Prerequisite: ArmorProficiencyLight, ArmorProficiencyMedium.

Benefit: See ArmorProficiencyLight.

Normal: See ArmorProficiencyLight.

ArmorProficiencyLight [General]

You are proficient with light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

ArmorProficiencyMedium [General]

You are proficient with medium armor.

Prerequisite: ArmorProficiencyLight

Benefit: See ArmorProficiencyLight.

Normal: See ArmorProficiencyLight.

ATHLETIC [General]

You are better than others at jumping and swimming.

Prerequisite: Str 13+.

Benefit: You get a +2 bonus to your Jump checks and Swim checks.

Darkvision
Level 16

BlindFighting [General]

You know how to fight in melee without being able to see your foes.

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 bonus to hit you in melee. That is, you don’t lose your positive Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus The invisible attacker’s bonuses do still apply for ranged attacks, however.

You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness and poor visibility.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Cleave [General]

You can follow through with powerful blows.

Prerequisite: Str 13+, PowerAttack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. 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.

CombatReflexes [General]

You can respond quickly and repeatedly to opponents who let their defenses down.

Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round—the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character’s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy.

You may also make attacks of opportunity while flat-footed.

Normal: A character not capable of this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: A character with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist feat to make that attack.

DeflectArrows [General]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.

Prerequisites: Dex 13+, ImprovedUnarmedStrike.

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 make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf’s acid arrows, can’t be deflected.

Dodge [General]

You are adept at dodging blows.

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. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

Endurance [General]

You are capable of amazing feats of stamina.

Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, fucking, and so on), you get a +4 bonus to the check.

Expertise [General]

You are trained at using your combat skill for defense as well as offense.

Prerequisite: Int 13+.

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your level. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.

Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Armor Class.

FarShot [General]

You can get greater distance out of a ranged weapon.

Prerequisite: PointBlankShot.

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

GreatCleave [General]

You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

Prerequisites: Level 12+, Str 13+, Cleave, PowerAttack.

Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.

GreatFortitude [General]

You are tougher than normal.

Prerequisite: Con 13+.

Benefit: You get a +2 bonus to all Fortitude saving throws.

ImprovedBullrush [General]

You know how to push opponents back.

Prerequisite: Str 13+, PowerAttack.

Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender.

ImprovedCritical [General]

Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.

Prerequisites: Level 24+, Proficient with weapon.

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).

Note: “Keen” magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).

Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

ImprovedDisarm [General]

You know how to disarm opponents in melee combat.

Prerequisite: Int 13+, Expertise.

Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

ImprovedInitiative [General]

You can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks.

ImprovedTrip [General]

You are trained not only in tripping opponents but in following through with an attack.

Prerequisite: Int 13+, Expertise.

Benefit: 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.

ImprovedTwo-WeaponFighting [General]

You are an expert in fighting two-handed.

Prerequisites: Level 27+, Dex 15+, Ambidexterity, Two-Weapon Fighting.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

ImprovedUnarmedStrike [General]

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you.

IronWill [General]

You have a stronger will than normal.

Prerequisite: Wis 13+.

Benefit: You get a +2 bonus to all Will saving throws.

Leadership [General]

Leadership is a special feat. See a DM about using it.

Prerequisite: Level 18+.

LightningReflexes [General]

You have faster than normal reflexes.

Prerequisite: Dex 13+.

Benefit: You get a +2 bonus to all Reflex saving throws.

Mobility [General]

You are skilled at dodging past opponents and avoiding blows.

Prerequisite: 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. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus to dodge giants) stack with each other, unlike most types of bonuses.

MountedArchery [General]

You are skilled at using ranged weapons from horseback.

Prerequisite: Ride skill 4+, MountedCombat.

Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

MountedCombat [General]

You are skilled in mounted combat.

Prerequisite: Ride skill 4+.

Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).

PerfectSelf [General]

Prerequisites: Level 60+, Con 18+, Int 18+, Wis 18+.

Benefit: The character has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, charm person does not affect her. Additionally, the character gains damage reduction 20/+1. This means that the character ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 60th-level character is subject to spells that repel enchanted creatures, such as protection spells.

Persuasive
Cha 13

PointBlankShot [General]

You are skilled at making well-placed shots with ranged weapons at close range.

Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.

PowerAttack [General]

You can make exceptionally powerful melee attacks.

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 one third (rounded down) your level. The penalty on attacks and bonus on damage apply until your next action.

PreciseShot [General]

You are skilled at timing and aiming ranged attacks.

Prerequisite: PointBlankShot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard – 4 penalty.

QuickDraw [General]

You can draw weapons with startling speed.

Prerequisite: Level 3.

Benefit: You can draw a weapon as a free action instead of as a move-equivalent action.

RapidShot [General]

You can use ranged weapons with exceptional speed.

Prerequisites: Dex 13+, PointBlankShot.

Benefit: You can get one extra attack per round with a ranged weapon. Each attack (the extra one and the normal ones) suffers a –2 penalty. You must use the full attack action to use this feat.

Ride-byAttack [General]

You are skilled at fast attack from horseback.

Prerequisite: Ride skill 4+, MountedCombat.

Benefit: When you are mounted and use the charge action, you may move and attack as 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 do not provoke an attack of opportunity from the opponent that you attack.

Run [General]

You are fleet of foot.

Benefit: When running, you move five times your normal speed instead of four times the speed.

If you make a running jump (see the Jump skill description), increase the distance or height you clear by onefourth, but not past the maximum.

ShieldProficiency [General]

You are proficient with shields.

Benefit: You can use a shield and suffer only the standard penalties.

Normal: A character who is using a shield with which he or she is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

ShotOnTheRun [General]

You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Dex 13+, Dodge, Mobility, PointBlankShot.

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.

SimpleWeaponProficiency [General]

You understand how to use all types of simple weapons in combat.

Benefit: You make attack rolls with simple weapons normally.

Normal: A character who uses a weapon without being proficient with it suffers a –4 penalty on attack rolls.

SkillFocus [General]

Choose a skill, such as Move Silently. You have a special knack with that skill.

Benefit: You get a +2 bonus on all skill checks with 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.

SlaveTrained

Slave Trainer

SpiritedCharge [General]

You are trained at making a devastating mounted charge.

Prerequisites: Ride skill 4+, MountedCombat, Ride-ByAttack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

SpringAttack [General]

You are trained in fast melee attacks and fancy footwork.

Prerequisites: Level 12+, Dex 13+, Dodge, Mobility.

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. You can’t use this feat if you are in heavy armor.

StunningFist [General]

You know how to strike opponents in vulnerable areas.

Prerequisites: Level 24+, Dex 13+, Wis 13+, Improved Unarmed Strike.

Benefit: Declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Sunder [General]

You are skilled at attacking others’ weapons.

Prerequisites: Str 13+, Power Attack.

Benefit: When you strike at an opponent’s weapon, you do not provoke an attack of opportunity (see Strike a Weapon).

TimelessBody [General]

Prerequisites: Level 45+, Int 15+, Wis 15+, Cha 15+.

Benefit: The character no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

TongueOfTheSunAndMoon [General]

Prerequisites: Level 51+, Wis 17+.

Benefit: The character can speak with any living creature.

Toughness [General]

You are tougher than normal.

Prerequisites: Con 13+.

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times.

Track [General]

You can follow the trails of creatures and characters across most types of terrain.

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a –5 penalty on the check). The DC depends on the surface and the prevailing conditions:

Surface DC Surface DC
Very soft 5 Firm 15
Soft 10 Hard 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 the 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, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).

Condition DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:*  

Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium

0

Large

-1

Huge

-2

Garganguan

-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 visibility:** Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

*For a group of mixed sizes, apply only the modifier for the largest size category.
**Apply only the largest modifier from this category.

If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.

This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.

Trample [General]

You are trained in using your mount to knock down opponents.

Prerequisites: Ride skill 4+, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets. (See Overrun.)

Trust Worthy

Cha 13s

Two-WeaponFighting [General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Benefit: Your penalties for fighting with two weapons are reduced by 2.

Normal: See Attacking with Two Weapons, and Table: Two-Weapon Fighting Penalties.

Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.

A character who has the FreeBodyFreeHands feat and is wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two-
WeaponFighting.

WeaponFinesse [General]

You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength.

Choose one light weapon. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re at least Medium-size.

Prerequisite: Level 3+, Proficient with weapon.

Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

WeaponProficiency [General]

Prerequisites: SimpleWeaponProficiency 

Choose a type of martial or exotic weapon, such as longbow. You understand how to use that type of martial weapon in combat.

Use this feat to expand the list of weapons you are proficient with beyond simple weapons.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it suffers a –4 penalty on attack rolls.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

WhirlwindAttack [General]

You can strike nearby opponents in an amazing, spinning attack.

Prerequisites: Level 12+, Dex 13+, Int 13+, Dodge, Expertise, Mobility, SpringAttack.

Benefit: When you perform the full attack action, you can give up your regular attacks and instead make one melee attack with normal bonuses against each opponent within 5 feet.

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