Index of Feats by Name Letters - S

Name Prerequisites Benefit
Sacred Spell   Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells. 
Sacred Strike Sneak attack class ability.  
Sacred Vengeance Turn or rebuke undead ability.  
Sacred Vitality Ability to turn undead.  
Sacred Vow    
Sacrificial Divination Sacrificial Mastery  
Sacrificial Mastery Wis 15.  
Saddleback Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands).  
Sahuagin Flip Swim speed, Dex 13, Dodge.  
Sailor's Balance Profession (sailor) 4 ranks.  
Sanctify Ki Strike Improved Unarmed Strike, Ki strike (lawful), Cha 15.  
Sanctify Martial Strike Cha 15, Weapon Focus with the specified weapon.  
Sanctify Natural Attack One or more natural weapon attacks, base attack bonus +5.  
Sanctify Water Cha 13, ability to channel positive energy.  
Sanctify Weapon Able to cast align weapon.  
Sanctum Spell Any metamagic feat.  
Savage Empathy Wild empathy ability.  
Savage Grapple Wild shape, sneak attack.  
Savage Mobility Dex 13, wild shape ability.  
Savvy Rogue Rogue level 10th.  
Scavenging Gullet Aberration Blood.  
Scent Wild shape.  
Scion of Sorrow Neutral evil alignment  
Scourge of the Seas Cha 15, Intimidate 5 ranks.  
Scribe Epic Scroll Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell. 
Scribe Scroll Caster level 1st. You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. 
Scribe Tattoo Manifester level 3rd. You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price. When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power. Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo. 
Sculpt Spell Any metamagic feat.  
Sea Legs    
Second Wind    
Self-Concealment Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion. Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC. 
Self-Sufficient   You get a +2 bonus on all Heal checks and Survival checks. 
Serpent Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar.  
Servant of the Heavens    
Shadow Weave Magic Wis 15 or patron deity Shar.  
Shadowform Familiar Krinth, summon familiar class feature.  
Shadowstrike Krinth, base attack bonus +1.  
Shaky   You take a -2 penalty on all ranged attack rolls. 
Sharp-Shooting Point Blank Shot, Precise Shot, base attack bonus +3. Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover. 
Shattering Strike Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine). When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings). 
Improved Shield Bash Shield Proficiency. When you perform a shield bash, you may still apply the shield's shield bonus to your AC. 
Shield Charge Improved Shield Bash, base attack bonus +3.  
Shield Proficiency   You can use a shield and take only the standard penalties. 
Shield Slam Improved Shield Bash, Shield Charge, base attack bonus +6.  
Shieldmate Base attack bonus +1.  
Ship's Mage Profession (sailor) 2 ranks, Spellcraft 4 ranks.  
Shock Trooper Improved Bull Rush, Power Attack, base attack bonus +6.  
Short Attention Span    
Short of Breath Constitution 13 or lower.  
Short Temper    
Shorten Grip    
Shot on the Run Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4. 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. 
Sickening Sonata Bardic music, Perform 12 ranks, Blasphemous Utterance, Undertone of Heresy or Dark Speech.  
Sidestep Dex 15, Tumble 8 ranks, Dodge, Mobility.  
Sidestep Charge Dex 13, Dodge. You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. 
Improved Sigil (Aesh) Illumian, aesh power sigil.  
Improved Sigil (Hoon) Illumian, hoon power sigil.  
Improved Sigil (Krau) Illumian, krau power sigil.  
Improved Sigil (Naen) Illumian, naen power sigil.  
Improved Sigil (Uur) Illumian, uur power sigil.  
Improved Sigil (Vaul) Illumian, vaul power sigil.  
Signature Spell Spell Mastery.  
Silent Spell   A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Silent    
Silver Palm Dwarf (the Great Rift, Turmish, or Waterdeep), halfling (Amn), or human (Amn, the Dragon Coast, the Golden Water, Sembia, Tharsult, Thesk, the Vilhon Reach, or Waterdeep).  
Simple Weapon Proficiency   You make attack rolls with simple weapons normally. 
Skewer Foe Str 15, base attack bonus +6, proficient with piercing melee weapon.  
Skill Focus   You get a +3 bonus on all checks involving that skill. 
Skilled Telekinetic Ability to use telekinesis as a supernatural ability.  
Improved Skirmish Skirmish +4d6/+4 AC.  
Improved Skirmish Skirmish +2d6/+1 AC.  
Skulker    
Slender Must be taken at 1st level.  
Slimy Spell    
Slow   Your base land speed is halved (round down to the nearest 5-foot interval).  
Slow Healing Constitution 13 or lower.  
Slow Maturation Must be taken at 1st level, must be younger than middle age.  
Slow to Anger Rage ability.  
Sly Fortune    
Smatterings Int 13.  
Smite Fiery Foe Smite ability.  
Smooth Talk Elf (Waterdeep), gloaming (Sphur Upra), gnome (Thesk), half-elf (Waterdeep), or human (Silverymoon, Thesk, Waterdeep).  
Snake Blood Human (Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon Reach, or the Western Heartlands).  
Snatch Size Huge or larger. The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. 
Snatch Arrows Dex 15, Deflect Arrows, Improved Unarmed Strike. When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. 
Snatch Trophy    
Sneak Attack of Opportunity Sneak attack +8d6, opportunist class feature. Any attack of opportunity the character makes is considered a sneak attack. 
Improved Sneak Attack Sneak attack +8d6. Add +1d6 to the character's sneak attack damage. 
Snowcasting Con 13.  
Snowflake Wardance Bardic music ability, Perform (dance) 6 ranks.  
Snowrunner Woodland stride ability.  
Sociable Personality Half-elf, Cha 13.  
Solitary Paragon    
Soul of the North    
Sound Of Silence Bardic music, Perform 9 ranks.  
Spectral Strike Wis 19, ability to turn or rebuke undead. The character's attacks deal damage normally against incorporeal creatures. 
Speed of Thought Wis 13. As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. 
Improved Spell Capacity Ability to cast spells of the normal maximum spell level in at least one spellcasting class. When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats). A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them. Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown. Table: Expanded Ability Modifiers and Bonus Spells
--------------- Spells per Day -------------------
Score
Modifier
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th
10-11
+0
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
12-13
+1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
14-15
+2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
16-17
+3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
18-19
+4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
20-21
+5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
22-23
+6
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
24-25
+7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
26-27
+8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
28-29
+9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
30-31
+10
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
32-33
+11
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
34-35
+12
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
36-37
+13
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
38-39
+14
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
40-41
+15
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
42-43
+16
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
44-45
+17
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
46-47
+18
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
48-49
+19
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
50-51
+20
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
52-53
+21
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
54-55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
56-57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
58-59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
60-61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
etc. . .
 
Spell Drain Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th.  
Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. 
Spell Focus (Good) Any good alignment.  
Greater Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus
Spell Girding    
Spell Hand    
Spell Knowledge Ability to cast spells of the maximum normal spell level of an arcane spellcasting class. The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots. 
Spell Mastery Wizard level 1st. Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. 
Spell Opportunity Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks. Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally. 
Spell Penetration   You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. 
Greater Spell Penetration Spell Penetration. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration
Improved Spell Resistance Must have spell resistance from a feat, class feature, or other permanent effect. The character's spell resistance increases by +2. 
Spell Specialization Weapon Focus (ray or energy missile spells), spellcaster level 4th+.  
Spell Stowaway Spellcraft 24 ranks, caster level 12th. Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level. 
Spell Thematics Arcane spellcaster level 1st.  
Spellcasting Harrier Combat Reflexes. Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll. 
Spellcasting Prodigy    
Spellfire Wielder    
Spellwise Elf (Evermeet) or human (Calimshan, Halruaa, Nimbral, Samarach, Shadovai-, or the Wizards' Reach).  
Spinning Defense Combat Expertise, Deflect Arrows.  
Spinning Halberd Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd).  
Spirited Charge Ride 1 rank, Mounted Combat, Ride-by Attack. When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). 
Spit Poison Base attack bonus +3, Ability Focus (poison), Dex 17, poison special attack delivered by bite.  
Split Psionic Ray Any other metapsionic feat. To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2. 
Split Ray Any metamagic feat.  
Spontaneous Domain Access Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells. Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells. 
Spontaneous Spell Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class. Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells. 
Spring Attack Dex 13, Dodge, Mobility, base attack bonus +4. When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack
Spurn Death's Touch Ability to turn undead.  
Staggering Strike Base attack bonus +6, sneak attack.  
Stand Still Str 13. When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). 
Starspawn Aberration Blood, one other aberrant feat.  
Stealthy   You get a +2 bonus on all Hide checks and Move Silently checks. 
Steam Magic Spellcraft 4 ranks.  
Stigmata Nimbus of Light.  
Still Spell   A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Still    
Stitched Flesh Familiar Ability to acquire a new familiar, ability to cast three or more necromancy spells.  
Stocky Must be taken at 1st level.  
Storm Magic    
Storm of Flying Strikes Str 15, Improved Bull Rush, Power Attack, Two-Weapon Fighting, base attack bonus +6.  
Storm of Throws Dex 23, Point Blank Shot, Quick Draw, Rapid Shot. As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type. 
Stormheart Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, or Tharsult).  
Street Smart Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands).  
Strong Soul Dwarf (Oldonnar), elf (Elven Court and Silverymoon), gnome (Underdark [Northdark] or the Western Heartlands), half-elf (Dambrath, the Dalelands, or Silverymoon), halfling (Channath Vale or Luiren), or human (the Moonshae Isles).  
Strong Stomach    
Stubby Fingers Dwarf, gnome, or halfling.  
Stunning Fist Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 
Improved Stunning Fist Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist. Add +2 to the DC of the character's stunning attack. 
Subdual Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all respects except the type of damage dealt. 
Subduing Strike    
Subsonics Perform (any) 10 ranks, bardic music.  
Subtle Sigil Illumian.  
Improved Sudden Strike Sudden strike +8d6.  
Sugliin Mastery Base attack bonus +5, Exotic Weapon Proficiency (sugliin).  
Sun School Flurry of blows ability, base attack bonus +4.  
Improved Sunder Str 13, Power Attack. When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. 
Sunken Song Bardic music class feature, Perform (sing) 4 ranks.  
Superior Expertise Int 13, Combat Expertise, base attack bonus +6. When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Combat Expertise feat. 
Superior Hearing Must be taken at 1st level.  
Superior Initiative Improved Initiative. The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative
Superior Sense of Smell Must be taken at 1st level.  
Superior Taste Must be taken at 1st level.  
Superior Touch Must be taken at 1st level.  
Superior Vision Must be taken at 1st level.  
Superstitious Inability to cast spells.  
Supremely Confident Perform (act) 7 ranks.  
Sure Hand Any two manipulation skill tricks.  
Surefooted Grimlock (Underdark [Reeshov]), human (the Great Glacier or Uthgardt Tribesfolk), or orc (Amn, the Moonsea, or Vaasa).  
Survivor Dwarf (Chult or the Great Glacier), elf (the Chondalwood, the Inner Sea or the Outer Sea), human (Anauroch, Chult, the Great Glacier, Narfell, or the Shaar), kuo-toa (Underdark [Sloopdilmonpolop]), slyth (Underdark [Fluvenilstra]), or taer (the Icerim Mountains).  
Survivor's Luck Character level 9th, any luck feat.  
Swarm of Arrows Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used). As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet. 
Swarmfighting Small size, Dex 13, base attack bonus +1.  
Sweet Talker Any two interaction skill tricks.  
Swift Ambusher Skirmish +1d6/+1 AC, sneak attack +1d6.  
Swift And Silent Bugbear (the Earthfast Mountains), elf (Cormanthor Drow or the Wealdath), goblin (the Earthfast Mountains), halfling (the Chondalwood or the North), hobgoblin (the Earthfast Mountains), human (Uthgardt Tribesfolk), orc (the North), or wemic (the Shaar).  
Swift Hunter Favored enemy, skirmish +1d6/+1 AC.  
Swim-by Attack Swim speed.  
Improved Swimming Swim 6 ranks.