Name |
Prerequisites |
Benefit |
Aberrant Dragonmark |
Dragonmarked race (human, dwarf, elf, gnome, halfling, half-elf, or half-orc). |
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Aberration Banemagic |
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Aberration Blood |
Humanoid. |
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Aberration Wild Shape |
Aberration Blood, wild shape ability. |
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Ability Enhancer |
Spell Focus (transmutation), transmuter level 1st.
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Ability Focus |
Special attack. |
Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
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Abjurative Potency |
Spell Focus (abjuration), abjurer level 1st.
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Able Learner |
Human or doppelganger. |
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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. When you use plane shift or shadow walk, you likewise make the roll to determine your destination twice, choosing the better (usually lower) result.
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Acidic Splatter |
Ability to cast 2nd-level spells.
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Acrobatic |
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You get a +2 bonus on all Jump checks and Tumble checks.
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Additional Magic Item Space |
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Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit.
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Advantageous Avoidance |
Character level 3rd, any luck feat.
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Agile |
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You get a +2 bonus on all Balance checks and Escape Artist checks.
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Agile Tyrant |
True beholder or beholderkin. |
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Alertness |
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You get a +2 bonus on all Listen checks and Spot checks.
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Aligned Attack |
Base attack bonus +6. |
When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you've made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
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Aligned Devotion |
Ability to spontaneously cast cure spells.
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Aligned Theurgy |
At least one alignment-based cleric domain (Chaos, Evil, Good, or Law), ability to cast arcane spells with the same alignment descriptor as your domain.
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Improved Alignment-Based Casting |
Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells. |
Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.
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Altered State |
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Alternative Source Spell |
Ability to cast both divine and arcane spells.
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Altitude Adaptation |
Base Fortitude save bonus +2. |
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Anarchic Bloodline |
Ability to cast arcane spells without preparation, ability to summon a familiar.
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Ancestral Relic |
Any good alignment, character level 3rd. |
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Animal Affinity |
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You get a +2 bonus on all Handle Animal checks and Ride checks.
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Animal Friend |
Cha 15, wild empathy class feature. |
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Antipsionic Magic |
Spellcraft 5 ranks. |
You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance.
This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level.
The benefits of this feat apply only to power resistance.
The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule.
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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). |
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Appraise Magic Value |
Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks. |
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Aquatic Fey Bloodline |
Ability to cast arcane spells without preparation, ability to summon a familiar. |
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Aquatic Shot |
Point Blank Shot |
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Aquatic Spellcasting |
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Arcane Conundrum |
Gnome, Cha 10+. |
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Arcane Defense |
Spell Focus in the chosen school. |
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Arcane Fatigue |
Ability to cast arcane spells. |
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Arcane Focus Item |
Craft Wondrous Item, any metamagic feat, arcane caster level 3rd. |
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Arcane Insight |
Cleric level 3rd, deity Boccob. |
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Arcane Mastery |
Ability to cast arcane spells or use spell like abilities (including in vocations). |
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Arcane Parasites |
Ability to cast arcane spells. |
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Arcane Performer |
Ability to cast arcane spells without preparation. Perform 1 rank.
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Arcane Preparation |
Ability to cast arcane spells without preparation. |
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Arcane Schooling |
Deep Imaskari (Underdark [Deep Imaskar]), human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or the Wizards' Reach), or planetouched (Chessenta). |
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Arcane Shorthand |
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Arcane Strike |
Ability to cast 3rd-level arcane spells, base attack bonus +4. |
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Arctic Priest |
Access to Cold or Winter cleric domain. |
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Armor Proficiency (Heavy) |
Armor Proficiency (light), Armor Proficiency (medium). |
See Armor Proficiency (light).
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Armor Proficiency (Light) |
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When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
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Armor Proficiency (Medium) |
Armor Proficiency (light). |
See Armor Proficiency (light).
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Armor Skin |
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The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.
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Improved Arrow of Death |
Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature. |
Add +2 to the DC of the character's arrows of death. This feat may be taken multiple times. Its effects stack.
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Arterial Strike |
Sneak attack ability, base attack bonus +4. |
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Artist |
Elf (Sildeyuir or Snow Eagle Aerie), Gnome (Thesk or the Western Heartlands), half-elf (the Dalelands), or human (Chessenta, Waterdeep, or the Western Heartlands). |
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Ascetic Hunter |
Improved Unarmed Strike, favored enemy. |
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Ascetic Knight |
Improved Unarmed Strike, ability to smite evil. |
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Ascetic Mage |
Improved Unarmed Strike, ability to spontaneously cast 2nd level arcane spells. |
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Ascetic Rogue |
Improved Unarmed Strike, sneak attack. |
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Ascetic Stalker |
Ki power, ki strike (magic).
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Athletic |
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You get a +2 bonus on all Climb checks and Swim checks.
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Attune Gem |
Intelligence 13+, Craft (gemcutting) skill, arcane spellcaster level 3rd+. |
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Augment Summoning |
Spell Focus (conjuration). |
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
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Augmented Alchemy |
Int 21, Craft (alchemy) 24 ranks. |
Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.
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Improved Aura of Courage |
Cha 25, aura of courage class ability. |
The character's aura of courage grants a +8 morale bonus on saving throws against fear effects.
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Improved Aura of Despair |
Cha 25, aura of despair class ability. |
The character's aura of despair causes a -4 morale penalty on all saving throws.
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Aura of Life Energy |
Knowledge (religion) 7 ranks, ability to turn undead.
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Automatic Quicken Spell |
Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. |
The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.
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Automatic Silent Spell |
Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. |
The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
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Automatic Still Spell |
Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells. |
The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
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Autonomous |
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You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.
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Awesome Blow |
Str 25, Power Attack, Improved Bull Rush, size Large or larger. |
As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
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Axethrower |
Dwarf (the Great Glacier), human (the Great Glacier, the Moonshae Isles, the North, or Vaasa), lizardfolk (Surkh), or orc (the Moonsea or Underdark [Northdark]). |
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Axiomatic Bloodline |
Ability to cast arcane spells without preparation, ability to summon a familiar.
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Axiomatic Strike |
Ki strike (lawful), Stunning Fist. |
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