Name |
Prerequisites |
Benefit |
Damage Reduction |
Con 21. |
The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.
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Danger Sense |
Improved Initiative. |
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Daredevil Athlete |
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Daring Outlaw |
Grace +1, sneak attack +2d6.
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Daring Warrior |
Weapon Specialization, grace +1.
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Dark Speech |
Base Will save bonus +5, Int 15, Cha 15. |
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Darkness Adaptation |
Raised in an artic environment. |
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Darkstalker |
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Improved Darkvision |
Darkvision. |
The range of the character's darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
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Dash |
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Daunting Presence |
Cha 13, base attack bonus +1. |
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Dauntless |
Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark [Earthroof], or Underdark [Old Shanatar]), human (Damara, the Great Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh), orc (Amn, Chessenta, or Vaasa), or slyth (Underdark [Fluvenilstra]). |
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Daylight Adaptation |
Dwarf (Underdark [Northdark]), elf (Cormanthor Drow), kuo-toa (Underdark [Sloopdilmonpolop]), or orc (Chessenta, the Hordelands, the North, or Thesk). |
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Dderwydd Chymdeithas Initiate |
Ability to spontaneously cast summon nature's ally I. |
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Deadly Chill |
Corpsecrafter. |
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Deadly Concussion |
Str 13, Perform (percussion) 6 ranks, Improved Sunder, Power Attack |
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Deadly Defense |
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Deadly Precision |
Dex 15, base attack bonus +5. |
You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.
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Deafening Song |
Perform 24 ranks, bardic music class feature. |
The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day.
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Deafening Strike |
Sneak attack +4d6.
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Improved Death Attack |
Death attack class feature, sneak attack +5d6. |
Add +2 to the DC of the character's death attack.
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Death Blow |
Improved Initiative, base attack bonus +2. |
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Death Frenzy |
Aboleth, Diehard, Endurance. |
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Death Master |
Cha 13, undead type, Daunting Presence, base attack bonus +1. |
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Death of Enemies |
Bane of Enemies, Survival 30 ranks, five or more favored enemies. |
Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly.
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Deceitful |
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You get a +2 bonus on all Disguise checks and Forgery checks.
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Deceitful Appearances |
Sleight of Hand 5 ranks, base attack bonus +3. |
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Deep Breather |
Con 16. |
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Deep Impact |
Str 13, Psionic Weapon, base attack bonus +5. |
To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. 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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Deepspawn |
Aberration Blood, one other aberrant feat. |
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Defensive Strike |
Dex 13, Int 13, Combat Expertise, Dodge. |
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Defensive Throw |
Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike. |
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Deflect Arrows |
Dex 13, Improved Unarmed Strike. |
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
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Deformity (Clawed Hands) |
Willing Deformity |
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Deformity (Eyes) |
Willing Deformity. |
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Deformity (Face) |
Willing Deformity. |
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Deformity (Gaunt) |
Willing Deformity. |
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Deformity (Obese) |
Willing Deformity. |
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Deft Hands |
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You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
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Deft Opportunist |
Dex 15, Combat Reflexes. |
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Deft Strike |
Int 13, Combat Expertise, Spot 10 ranks, sneak attack. |
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Delay Power |
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To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn't activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.
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Delay Spell |
Any metamagic feat. |
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Demonsworn Knight |
Thrall to Demon, base attack bonus +4. |
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Destruction Retribution |
Corpsecrafter. |
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Destructive Rage |
Rage or frenzy ability. |
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Devastating Critical |
Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). |
Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)
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Devastating Thunder |
Mounted Combat, Spirited Charge, Trample. |
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Devoted Inquisitor |
Smite evil, sneak attack. |
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Devoted Performer |
Bardic music, smite evil. |
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Devoted Tracker |
Track, smite evil, wild empathy. |
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Dexterous Fortitude |
Dex 25, slippery mind class feature. |
Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).
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Dexterous Will |
Dex 25, slippery mind class feature. |
Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).
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Diehard |
Endurance. |
When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
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Diligent |
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You get a +2 bonus on all Appraise checks and Decipher Script checks.
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Diminutive Wild Shape |
Ability to wild shape into a Huge animal. |
The character can use wild shape to take the shape of a Diminutive animal.
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Dire Charge |
Improved Initiative. |
If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.
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Dire Flail Smash |
Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail). |
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Dirty Fighting |
Base attack bonus +2. |
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Dirty Rat |
Tumble 4 ranks. |
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Improved Disarm |
Int 13, Combat Expertise. |
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
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Disciple of Darkness |
Lawful evil alignment. |
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Discipline |
Chitine (Underdark [Yathchol]), elf (Evereska or the Yuirwood), gnome (the Western Heartlands), halfling (Luiren), human (Aglarond, Cormyr, Shadovar, Shou Expatriate, or Thay), planetoached (Mulhorand), or slyth (Underdark [Fluvenilstra]). |
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Disemboweling Strike |
Sneak attack +5d6, Weapon Focus (any slashing weapon).
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Disguise Spell |
Bardic music, Perform 12 ranks. |
You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.
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Disintegration Finesse |
Dex 13, ability to cast disintegrate as a spell or use it as a spell-like or supernatural ability. |
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Disjunction Ray |
Cha 19, Focused Antimagic, beholder with functional antimagic ability. |
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Distant Shot |
Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks. |
The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
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Distracting Attack |
Base attack bonus +1. |
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Disturbing Spell |
Devotion to the Cult of the Dragon Below, ability to spontaneously cast spells. |
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Dive for Cover |
Base Reflex save bonus +4. |
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Diverse Background |
Half-human. |
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Diversified Casting |
A prohibited school. |
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Improved Diversion |
Bluff 4 ranks. |
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Divine Accuracy |
Ability to turn or rebuke undead. |
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Divine Cleansing |
Turn or rebuke undead ability. |
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Divine Gestures |
Ability to cast divine spells. |
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Divine Inspiration |
Bardic music ability, ability to turn undead. |
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Divine Might |
Str 13, turn or rebuke undead ability, Power Attack. |
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
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Divine Resistance |
Turn or rebuke undead ability, Divine Cleansing. |
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Divine Shield |
Turn or rebuke undead ability, proficiency with a shield. |
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Divine Vengeance |
Ability to turn undead, Extra Turning. |
You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.
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Divine Vigor |
Turn or rebuke undead ability. |
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Dodge |
Dex 13. |
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
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Domain Devotion |
Access to domains. |
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Doomspeak |
Bardic music class feature. Intimidate 8 ranks, Perform 8 ranks. |
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Double Hit |
Combat Reflexes, Two-Weapon Fighting Improved Two-Weapon Fighting. |
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Double Wand Wielder |
Craft Wand, Two-Weapon Fighting. |
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Draconic Breath |
Draconic Heritage. |
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Draconic Claw |
Draconic Heritage. |
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Draconic Flight |
Draconic Heritage. |
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Draconic Heritage |
Sorcerer level 1st. |
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Draconic Legacy |
Any four draconic feats. |
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Draconic Power |
Draconic Heritage. |
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Draconic Presence |
Draconic Heritage. |
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Draconic Resistance |
Draconic Heritage. |
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Draconic Skin |
Draconic Heritage. |
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Dragon Wild Shape |
Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day. |
The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character's limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.
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Dragoncrafter |
Knowledge (arcana) 2 ranks. |
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Dread Tyranny |
Cleric level 3rd, Str 13, deity Hextor. |
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Dreadful Wrath |
Human (Rashemen), kuo-toa (Underdark [Sloopdilmonpolop]), or planetouched (Impiltur, the Silver Marches, Thay, or Western Heartlands). |
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Druidic Theurgy |
Ability to cast 3rd-level druid spells, ability to cast spells from a different spell list.
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Dual Strike |
Improved Two-Weapon Fighting, Two-Weapon Fighting. |
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Dual Strike (Coop) |
Base attack bonus +3, Combat Reflexes. |
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Dumb Luck |
Character level 6th, any two luck feats.
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Durable Form |
Aberration Blood. |
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