Grouped by theme, best-rated first within each group. The colored square is the aggregate guide rating.
258 feats · 15 groups
While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.
Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you. Cautious Fighter (Combat) You care more about survival than victory.
You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.
When you charge an undead creature or an evil outsider, you do not take the -2 penalty for charging.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Ref lex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. Greater Spell Focus Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Prerequisite for: Greater Shield Specialization
When you use the aid another action to grant an ally who also has this feat a +2 bonus on a bull rush or trip combat maneuver check, the ally can attempt that maneuver even against foes two or more size categories larger than herself. Hide Worker You excel at crafting armor made from the hides of animals or monsters.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike. Improved Feint Partner (Combat, Teamwork) Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. Prerequisites: Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6. Benefit: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual positioning.
Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that creature and a +1 bonus to CMD against combat maneuvers made by that creature. 4 Child of Passion: You're the product of a night of bliss paid with coin. Before your mother knew she was pregnant, though, your father moved onperhaps boarding a ship or joining a caravan, or taking some more mysterious departure. You have very few clues as to the truth of your parentage. 5 Dirty Laundry: Your family is no stranger to scandal, but you're its biggest one by far. You don't look anything like one of your parents, and speculations run rampant as to whom your true ancestor might really be. 6 Extended Family: You were raised by a member of your extended family. An aunt, uncle, or grandparent took you in, and never let you forget it, constantly talking down your true parents and harshly punis
Prerequisite for: Betraying Blow
As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.
Prerequisite for: METAMAGICAL SYNERGY (COVEN, TEAMWORK)
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.
While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again. Knockout Artist You can throw devastating knockout punches.
Whenever you are able to see and hear at least one ally with this feat, you receive a +4 dodge bonus to AC against attacks from hurled rocks (or projectiles of similar shape, including bludgeoning ranged attacks from siege weapons). If you are hit by such an attack while you have this bonus, you can attempt a Reflex save to take only half damage from the attack. The DC for this save is equal to the bonus of the ranged attack used to hurl the rock.
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile. 2
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Great Fortitude You are resistant to poisons, diseases, and other maladies.
Prerequisite for: Improved Cleaving Finish, Improved Surprise Follow-Through
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit conf irmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also gain a +3 bonus on Sense Motive checks made to resist a foe's Bluff checks to feint in combat.
When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.
When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Reflex saves.
While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Two-Weapon Fighting (Combat) You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +1 bonus to the DC of spells and spell-like abilities you use against such creatures. You take a -2 penalty on Charisma-based checks involving evil-aligned outsiders. Goal: Thwart or decisively defeat an evil creature that qualifies as a challenging foe, but show mercy and then convert that creature toward good. Completion Benefit: You gain the benefit of protection from evil as a constant spell-like ability. In addition, you gain a +2 bonus on caster level checks against evilaligned outsiders. Suggested Traits: Indomitable Faith APG, Inspiring, Memorable.
When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object.
You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.
While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.
You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per your gunslinger level (minimum 10 minutes). This deed does not actually change your appearance, but rather allows you to hide your identity in other ways. Opening Volley (Combat) Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt. Tiger Claws (Combat) You can sacrifice multiple attacks to make a single devastating strike.
You gain a +4 bonus to your CMD.
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon. Broken Wing Gambit (Combat, Teamwork) You feign weakness, making yourself a tempting and distracting target.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you ca
Prerequisite for: Named Bullet
Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it. Improved Back to Back (Teamwork) After much practice, you and an ally have become adept at fighting in close proximity to one another.
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a -5 penalty to each attack.
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. Vicious Stomp (Combat) You take advantage of the moment to brutally kick an enemy when he is down.
Prerequisite for: Improved Two-Weapon Feint
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Prerequisite for: Sniper Shot
Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.
When an ally who also has this feat disarms an opponent and the disarmed item lands within your melee reach, as an immediate action you can move the disarmed item to another square within your melee reach. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Using this feat does not provoke an attack of opportunity.
You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed. Choose a 1st-level deed from the swashbuckler's deeds class feature (see page 56; you can't select opportune parry and riposte). Once chosen, this deed can't be changed. At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points, up to a maximum equal to your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler's panache class feature (see page 56). You can spend these points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items.
When an ally with this feat fails a disarm combat maneuver check made on his turn against an opponent within your melee reach, as an immediate action you can attempt a disarm combat maneuver check against that foe. Improved Disarm Partner (Combat, Teamwork) You are ever the opportunist.
Prerequisite for: Improved Disarm Partner
By employing a number of different stances and techniques, you can wield a quarterstaff as a one- handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in f ighter. Quick Channel Your divine energies f lash with dazzling speed.
Add your Strength bonus to damage rolls made with your off-hand weapon.
Prerequisite for: Two-Weapon Rend
GM note: Strength to off-hand damage. Numeric, not flavor — but TWF is feat-starved enough that a free Double Slice reads as kindness, not a break.
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Prerequisite for: Sizzling Shot
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. Attack: You cannot use your whip to attack while you are using it to grapple an opponent. Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple. Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality. Master Siege Engineer (Combat) You are significantly faster at loading a siege engine, as well as a better shot.
Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that you had, until now, forgotten about. If the bullet and black powder or the alchemical cartridges are normal shot, you do not need to pay for the ammunition. If you want to recover any other kind of ammunition, you must pay for it with gold pieces from your character’s wealth. The grit cost of this deed cannot be decreased by the Signature Deed feat, the true grit class feature, or any other similar effect that reduces the number of grit points you spend to use a deed. You also gain a +4 bonus on any Sleight of Hand checks made while gambling. Seize the Moment (Combat, Teamwork) You and your allies are poised to pounce whenever one of you scores a telling blow.
Each time you hit a creature with a twohanded reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round.
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Prerequisite for: Giant Killer
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically confirm the critical hit. Disruptive Recall You can disrupt an enemy caster’s spells to fuel your own arcane power.
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice). Furious Finish You channel all of your rage into one massive blow to crush your enemy.
You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn. Improved Rending Fury (Combat) Honing the deadliness of your claws, you are a living hurricane of rending fury.
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Prerequisite for: Covering Shield, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Shield Snag, Shield Wall, Taldan Duelis
When you draw a light weapon, you may make a Sleight of Hand check instead of a Bluff check to feint in combat. Other feats and abilities that affect a feint still apply to your feint.
Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.
You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage. Cloud Gazer Your insight into your elemental heritage gives you a clarity of sight few humans possess.
Prerequisite for: Wings of Air
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack. Disorienting Maneuver Your erratic movements disorient your opponent.
As a swift action, you can deal 1d8 points of nonlethal damage to yourself as you pop your joints from their sockets, making yourself more flexible though suffering incredible pain. Any Escape Artist checks you attempt that would normally take 1 minute instead take 1 full-round action. If you have 7 Hit Dice or more, the damage you deal to yourself is decreased to 1d6. If you have 14 Hit Dice or more, you deal no damage to yourself, and any Escape Artist checks you attempt that normally take 1 full round instead take a move action. You can't gain any benefits from this feat if you are immune to nonlethal damage.
While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-foot step while crawling. This benefit does not stack with the rogue crawl talent.
During the first round of combat, f lat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them. Greater Blind-Fight (Combat) Your enemies cannot hide from you.
You can ignore the effects of diff icult terrain in natural environments, as if it were normal terrain. Lingering Performance The effects of your bardic performance carry on, even after you have stopped performing.
When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking attacks of opportunity, or you can move your speed and provoke attacks of opportunity. You cannot end this move in a space where you threaten an enemy. If you do move at least 5 feet, you gain a +2 bonus on the performance combat check. Monastic Legacy (Combat) Your formal unarmed training continues to bolster your training in other areas.
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag combat maneuver.
When adjacent to an ally who also has this feat, you gain evasion against a dragon's breath weapon and tail sweep special attacks. If you already have evasion, you gain improved evasion instead.
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement. Leaping Shot Deed (Grit) You leap through the air, guns blazing.
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Prerequisite for: Sprinting Troll
While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.
As a free action, you can increase the reach of your spells’ melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until the start of your next turn. You must decide to use this ability before you make any attacks on your turn. Manifested Blood You can use the power of your bloodline to surround yourself in its element.
As a standard action, you can use the Lunge feat to increase the reach of your melee attacks by 5 feet until the end of your turn, without suffering a penalty to your AC. You cannot use this feat if you carry a medium or heavy load.
As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall. Stabbing Shot (Combat) You can clear the way to continue using your bow.
Prerequisite for: Cloud Step
You are able to use the light around you to move back and forth from shadow to light again, and your sudden shifting dazzles your enemies' eyes. By spending a number of feet (in 10-foot increments) when you use this feat to move from one square to another and back again, you gain a Dodge bonus to your AC. This bonus is equal to +1 for every 10 feet you spend moving like this. You do not provoke an attack of opportunity while using this ability. Enemies who do not use sight in order to pinpoint your location or who are otherwise able to locate you more precisely (such as creatures that possess blindsight, tremorsense, or true seeing) ignore this AC bonus. Likewise, this feat is ineffective in areas of darkness or bright light, where one cannot readily shift between light and shadow.
When using a spell trigger item, you can move both before and after triggering the item, as long as the total distance moved is not greater than your speed. Choose one creature potentially affected by your spell trigger item. Your movement does not provoke attacks of opportunity from that creature (only). You must move at least 5 feet before and after using your spell trigger item to utilize this feat. 5
As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in. Disengaging Flourish (Combat) Distracting your opponents gives you the opportunity to make a swift retreat.
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Prerequisite for: Brash Stride, Greater Spring Attack
As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a -2 penalty to your AC until your next turn.
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops. Extra Bane You can use your bane ability more often than normal.
When you are in a rage and an ally with this feat within 60 feet is in a rage, you don't take the normal -2 penalty to AC for being in a rage. If you would take a larger penalty to AC for being in a rage, reduce that penalty by 2.
As part of your movement or as a 5-foot-step, you can move into the space occupied by an ally of your size or smaller, which displaces the ally into the space you just left. Your ally must be willing and able to move and able to occupy the space you were in. This movement does not provoke attacks of opportunity. This does not count toward your ally's movement on his next turn.
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in combat.
You gain a +1 natural armor bonus due to your unusually tough hide. Keen Scent Your nose is as sensitive as that of a wild predator.
Prerequisite for: Deathless Master, Deathless Zealot
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).
The benefit granted by this feat depends on which Shoanti tribe you belong to: Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Listen checks. Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round. You also gain a +2 bonus on Intimidate checks. Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks. Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Spot checks. Sklar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Tumble checks. Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks. Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.
You gain a +2 bonus on Knowledge checks if you have 1-5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to f ind food for yourself (and only yourself ). Ironhide Your skin is thicker and more resilient than that of most of your people.
You gain a +2 bonus on Acrobatics, Climb, and Swim checks. Secret Stash Deed (Grit) You are so skilled at stashing small packets of firearm ammunition and black powder on your person that you sometimes surprise yourself when you find them.
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
Prerequisite for: Eyes of the Twilight
You gain a +4 bonus on driving checks with your chosen vehicle.
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite for: Conceal Spell, Cunning Caster, Feign Curse, Improved Conceal Spell, Incite Paranoia, Intoxicating Flattery, Misdirection
Creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance, but cannot pinpoint your location with scent.
You gain a +4 bonus on Bluff checks made to pass secret messages. In addition, you are adept at hiding the somatic components of spellcasting. If you cast a spell that has only somatic components, an observer must make a Perception check opposed by your Sleight of Hand check to notice your spellcasting. Spellcraft checks made to identify any spell you cast that has somatic components take a -2 penalty.
You gain a +4 insight bonus on combat maneuvers against opponents that are located in rocky, difficult terrain.
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite for: False Casting, Sabotage Magic Item
You are unaffected by altitude fatigue, altitude sickness, lack of oxygen, or any of their accompanying complications while at high altitudes, including the death zone above 26,000 feet. In addition, you gain a +4 bonus on all Survival checks made at high altitudes (above 5,000 feet).
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite for: ANDOREN FALCONRY [Local], Andoren Falconry, Tribal Hunter
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. 121
Prerequisite for: Close Call, Sabotage Specialist, Sword's Shadow, Walking Sleight
You get a +2 bonus on all Will saves made to resist charm or compulsion effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. For example, if you drew a card from the suit of Wisdom, you may apply a +2 bonus on a Will save or a Wisdom-based skill check. If you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know if the roll was a success or not. If you don't have an actual Harrow deck handy to draw from to determine your bonus, you can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = W
Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels. If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Prerequisite for: Improved Learn Ranger Trap
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks. Orc Hewer (Combat) You are ferocious at hewing your enemies, especially orcs.
You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite for: Animal Ally, Friend to Animals
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You get a +2 bonus on Hide checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Gather Information and Knowledge (local) checks when trying to find a place to hide. 29
While within a primarily underground or mountainous environment, you gain a +2 bonus on Perception checks. If you have 10 or more ranks in Knowledge (dungeoneering), the bonus increases to +4.
You may use the Survival skill to forage and track in urban locations using the table above. Persona 30
When you trigger your painful stare, the target takes an amount of bleed damage equal to 1/3 your mesmerist level. Bleed damage from multiple uses of Bleeding Stare doesn't stack.
Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat. Fortunate One You have an even greater knack than most half lings for adaptable luck.
When a target takes damage from your painful stare, it must succeed at a Fortitude saving throw (DC = 10 + 1/2 your mesmerist level + your Charisma modif ier) or become fatigued for 1 round. This can’t cause the target to become exhausted, even if the target is already fatigued. Fearsome Spell (Metamagic) Your spells inspire great fear in those harmed by them.
An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify. Hobgoblin Discipline The presence of other hobgoblins bolsters your resolve.
Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today. Spell Bluff You know the principles of arcane dueling, and when f ighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC. If the spell is a touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours. If the spell allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex. Spell Specialization Select one spell. You cast that spell with greater than normal power.
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll. Uncanny Defense (Combat) Your instinct for self-preservation gives you many advantages.
With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. Feat Prerequisites Benefits Abundant Revelations Mystery class feature Use a single revelation more times each day Accursed Critical Critical Focus, ability to cast bestow curse or major curse, caster level 9th Confirm a critical hit and cast a curse as part of the attack Accursed Hex Hex class feature Target a creature with a hex a second time that day if it made its save the first time Advanced Ranger Trap Trap class feature, ranger level 5th Add +1 to the Disable Device and Perception check DCs for your ranger traps Antagonize - Use Diplomacy or Intimidate to goad creatures Blighted Critical Critical Focus, Caster level 5th Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight Greater Blighted Critical Critical Focus, Greater Blighted Critical, ca
When you make a successful attack that causes a creature's regeneration ability to cease functioning for at least 1 round (such as by hitting a troll with alchemist's fire), any ally who also has this feat and is currently threatening the creature can make an attack of opportunity against it. This attack of opportunity deals no damage, but instead extends the time that the creature's regeneration is suppressed by 1 additional round. If multiple allies with this feat hit the creature with this attack of opportunity, the additional rounds of suppression stack.
You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn. Dispelling Critical (Critical) Your blows attack the physical and arcane forms of your enemies at the same time.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this feat when you cheat death.
Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation 171 roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A f lying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
Once per day as an immediate action before rolling a saving throw, you can add your Charisma modifier on that saving throw. As usual, this does not stack if you already apply your Charisma modifier to that saving throw. If you possess the charmed life class feature, you can instead apply Divine Protection’s bonus after rolling the saving throw but before the result is revealed. Draining Strike (Combat) With a well-aimed strike, you cause your target to become fatigued or exhausted.
When you have half your total hit points or fewer, you may attempt a DC 10 Concentration check to heal yourself of 1d4+1 point of damage per level as a move action. You may only use this ability once per day.
Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater. Risky Striker (Combat) You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.
As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell you cast to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image, and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately ends the figment's duration. You must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex) to resist the damage (see below). If you choose a melee touch attack, you use your own melee touch attack bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half. The shadow
A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute. If an ally is under the effect of this feat and fails a saving throw against a fear effect, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead. Detect Expertise You can detect the mystic specialty of a foe.
Befuddling Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modif ier), in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. An opponent who fails this saving throw is confused for 1d4 rounds. You can attempt to use Befuddling Strike once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability. Believer’s Boon Your deity rewards you for your faithfulness and your steadfast worship.
Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. This feat has no effect on spells that do not allow a saving throw. If the spell affects an area or multiple creatures, you must select one creature to take the jinx, unless you have the Area Jinx feat; if you have the Area Jinx feat, choose a jinx burst area within the spell's area or among its targets and apply the jinx You lose the halfling luck racial trait (and its +1 racial bonus on saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook. Spell Hex You can transform a 1st-level spell into a hex.
When you use any of the spells listed in this feat’s prerequisites to detect a creature’s alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours. Die for Your Master Your tumor familiar goes to any length to save your life.
You gain one additional phrenic amplif ication. This can’t be a major amplif ication.
Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks. Gliding Steps You skate across the surface of the earth as if gliding on ice.
Once per day, you may reroll a Ref lex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +8. This does not apply if your eidolon is helpless or unconscious. Voice of the Sibyl Your voice is strangely compelling.
Your darkvision has a range of 120 feet.
You gain a +5 bonus on checks to notice haunts. In addition, when you target an incorporeal creature with a corporeal spell or effect that doesn't deal damage, you have a 75% chance of affecting the target.
Prerequisite for: Incorporeal Intuition
This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects. Uncanny Concentration You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.
Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or take 20 on that check). You make this choice after the check is rolled and before the result of the roll is revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep.
Prerequisite for: Improved Studied Combatant, Studied Combatant
Select an implement school. When you place mental focus points into an implement of that school, you can choose to gain benefits from the resonant power as if you had placed only half as many points of mental focus into the implement. If you do, you can extend the same benefits to one additional ally within 30 feet at the time you invest mental focus. If the ally moves outside of the extended power's range, the power is suppressed, but it resumes functioning once the ally moves within range again. You can spend 1 point of mental focus from your implement to pass the effect to a new target, so long as both the original target and the new one are within 30 feet. This feat can affect only one implement from a given school at a time, even if you have selected the same implement school more than once.
Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.
Twice per day when you shift mental focus from one implement to another, you can add the same number of points to the latter implement that you removed from the former.
Choose an individual. You gain a +4 on all Disguise checks made to impersonate that specific creature. You can choose an additional individual for every 4 levels you possess. would possess such a thing. He collected lore about the lost city of Xanchara. He might even have kept the map for no other reason than to safeguard it from men who were prompted by a lust for power rather than respect for knowledge. 'Good,' Lapis said briskly. 'We will set sail tomorrow at first light. What you have come for, you will find. We will use it to lure the people who sent you on this quest, and then we will kill them.' Her straightforward manner appealed to me, and her plan, as far as it went, mirrored my own. Later, perhaps, I would find reason for regret, but I am never one to linger overlong over a course of action. And what sort of woman could stand over the body of her mentor and not vow to avenge h
Once per day, you can take a full-round action to shift mental focus from one implement to another. You must be undisturbed and able to concentrate. If you take any damage during the transfer, you must succeed at a concentration check (DC = 10 + the number of points of damage taken) to complete the transfer. If you fail this check, you lose the points of mental focus instead of moving them from one implement to the other.
When you are within 30 feet of your implement, you don't need to attempt a concentration check to cast spells associated with that implement. When you are at a greater distance, the DC for the concentration check is equal to 15 + the spell's level.
Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the 'Obedience' entry for the empyreal lord. Boons: A mystery cultist (see page 48) or any creature who takes the Celestial Obedience feat can gain boons from worshiping an empyreal lord. This section lists the three most common boons the empyreal lord can grant. The first boon is always a spell-like ability-either a 1st level spell-like ability usable three times per day, a 2nd level one usable twice per day, or a 3rd-level one usable once per day. The second and third boons are unique extraordinary, spell-like, or supernatural abilities that If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at l
Each demon lord requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you gain the benefit of a resistance to some element or attack associated with your demon lord, as indicated in the 'Obedience' entry for the demon lord. If you have at least 12 Hit Dice, you also gain the first boon granted by your demon lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the demon lord's second boon. If you have 20 Hit Dice or more, you also gain the demon lord's third and final boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant. Demoniacs (see page 46) gain access to these boons at lower levels as a benefit of their prestige class. The demon lords presented on the following pages comprise only those who have specific interests in Golarion. Countless mor
You gain a +5 bonus on Use Magic Device checks to use divine spell-trigger or spell completion items or to emulate a divine class feature.
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.
Select one of your implement schools. When you spend generic focus to activate focus powers with one of that school's implements, the focus powers cost their listed amount of mental focus.
You gain a +2 bonus on Fortitude saves against poison. In addition, you do not risk accidentally poisoning yourself when you roll a natural 1 on an attack roll with a poisoned weapon.
GM note: Case-damaged store name (should be 'Poisoner'); the content is a real, weak defensive-poison feat. Keep — repair the name upstream.
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess. Sap Adept (Combat) You know just where to hit to knock the sense out of your foe.
You can cast suggestion as per the spell by using an item that has an enchantment spell of 3rd level or higher in its construction requirements. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.
If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent. Dispelling Fist By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style your Elemental Fist can deal only electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus. 2
When you are in disguise as a member of a particular race or a person of a particular alignment, you can use your Disguise bonus instead of your Use Magic Device bonus to emulate that race and alignment for the purpose of attempting to activate a magic item. In addition, if you have the panacheAcG class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Upon taking this feat, choose a focus item for your divination magic-a crystal ball, runes, a Harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell's material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell's normal material component (regardless of that component's cost), you cast the spell at +1 caster level.
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). Merciful Spell (Metamagic) Your damaging spells subdue rather than kill.
A number of times per day equal to your base Fortitude save bonus, you can cause a holy symbol of a deity you worship and whose alignment is the same as yours to unleash a harmful magical attack called a symbolic bolt. This attack can be delivered via touch or a ray, as a standard action. A melee symbolic bolt requires a melee touch attack that doesn't provoke attacks of opportunity, and a ranged symbolic bolt is a ranged attack with a range of 30 feet. A symbolic bolt deals damage equal to 1d6 + 1/2 your total number of ranks in the Use Magic Device skill. You choose the type of damage dealt by your symbolic bolt each time you use this feat from those offered by the cleric domains granted by the deity whose holy symbol you use. The types of damage (and the cleric domains that grant them) are acid (Earth, Magic, Rune), cold (Darkness, Magic, Rune, Void, Water, Weather), electricity (Air,
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day. Coordinated Defense (Combat, Teamwork) You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
You deal +2 damage with weapon attacks made against anyone who you've seen cast an arcane spell in the last 5 rounds. Because your extra damage is based on precision, you must be within 30 feet of your target to gain this bonus with ranged attacks. Creatures immune to critical hits and sneak attacks are immune to the extra damage granted by this feat. the source of the dark sorcerers' power (as well as the strange substances to which many of them are addicted). Despite the high security surrounding the mount and certain death for any who dare challenge the Black Sovereign and his minions, demand for knowledge from the stars is high among sages from across Golarion, and adventurers willing to brave the mount's perils can undoubtedly make a fortuneshould they survive.
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments. Witch Knife You empower your witch spells by incorporati
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Prerequisite for: Eye for Ingredients, Herbal Components
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. Arcane Armor Training (Combat) You have learned how to cast spells while wearing armor.
Prerequisite for: Signifer Armor Training
You can cause an item that has an abjuration spell of 1st level or higher listed in its construction requirements to create a magical effect that functions like shield, except the You must wear the item in order to gain this benefit; if the item is removed before this feat's benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat's last activation. The resistance bonus granted by this feat increases by 1 or the energy resistance increases by 5 when your base Fortitude save bonus reaches +6, +9, and +12. You can gain only one benefit from this feat at a time.
You can cause an item that has an illusion spell of 1st level or higher in its construction requirements to cast minor image. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.
You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent's spell is equal to 20 + the spell level of the opponent's spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe's spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe's spell.
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
Add two cantrips to your cantrips known or two orisons to your orisons known.
Once per day, you can meditate for 10 minutes in order to use magic armor or a wondrous item that has an abjuration spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body to gain a defensive benefit. This benefit can be either a +1 resistance bonus on all saving throws or 5 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic). This benefit lasts for 24 hours. If secrets lie hidden even within common merchant's stalls and other mundane places, then certainly even greater mysteries exist within the myriad magical artifacts and relics that can be found within eldritch markets, ancient ruins, forgotten dungeons, and the vaults of dragons and undead horrors. Magic item mastery feats like those presented below allow both spellcasters and mundane characters to coax hidden powers from their items, provid
You gain a +2 bonus on Swim checks and don’t take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not f lat-footed. Attempting to def lect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be def lected. Deft Hands You have exceptional manual dexterity.
Prerequisite for: Throw Back Arrows
As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt.
You can choose to take a -2 penalty on a ranged attack roll with an axe, bouncing it or sliding it along the ground. If the target is flat-footed, running, or charging, this attack ignores any bonuses to the target's AC from its shield. If the attack hits, you may immediately make a trip attempt against the target as a free action. If you fail to trip your opponent, your opponent does not get an attempt to trip you in return. This ability may not work in certain circumstances as determined by the GM, such as if the ground is soft, there is an obstacle or difficult terrain on the floor between you and your target, and so on.
You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don't provide cover against your attacks.
While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Prerequisite for: Alchemical Strike, Arcing Lob, Concentrated Splash, Grab and Go, Grenade Expert, Improvisational Focus, Improvised Defen
While using this style, you take only a –1 penalty to AC for charging. Further, opponents that f lank you gain only a +1 bonus on attack rolls against you. Janni Tempest (Combat) Your gale of attacks easily throws your opponents off balance.
Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the o riginal 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.
Prerequisite for: Throw Back Arrows
As a standard action when in urban or subterranean terrain, you can scoop filth, sewage, mud, or similar grime off a nearby surface and hurl it at a foe as a ranged touch attack with a range increment of 5 feet. If the attack hits, you can immediately attempt a dirty trick APG combat maneuver against the target as a free action; this dirty trick can be used only to blind the target. As a ranged touch attack, this action provokes attacks of opportunity, even if your dirty trick attempts normally wouldn't provoke such attacks (such as via the Improved Dirty Trick APG feat). Heroes of the Streets
Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.
When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell's DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature's spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell us
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as f ire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level.
Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and o pposed rolls are not affected, nor are spells without random v ariables. A maximized spell uses up a spell slot three l evels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
GM note: The +3-slot cost self-polices; free access changes little. Kept.
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Prerequisite for: Countering Loophole, Parry Spell
You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
An intuitive spell can be cast with no thought components. Spells without thought components are not affected. An intuitive spell uses up a spell slot 1 level higher than the spell's actual level.
An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell's unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell's actual level. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object. 15 Mfi 7 8
When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
Prerequisite for: Distant Spell Link, Seeker of the Eternal Emperor
An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.
Prerequisite for: Area Jinx
The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 × the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.
Whenever you threaten a creature with a critical hit with a piercing or slashing weapon (regardless of whether you confirm the critical hit or not), you cause that creature to bleed, making it take 1 point of bleed damage at the beginning of each round thereafter.
Your dwarven heritage manifests in two ways. First, your speed is never modif ied by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait. Echoes of Stone Your senses are keener among the rocks and stones.
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals. War Singer Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.
Prerequisite for: Vermin Companion
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage. Angelic Flesh Your skin shines like burnished metal.
Prerequisite for: Angel Wings, Angelic Flesh, Metallic Wings
Your phantom’s natural weapons are treated as having the ghost touch property. In addition, when you cast a touch spell to be delivered by your phantom, you can modify the spell as if you possessed the Ectoplasmic SpellAPG metamagic feat. Phantom Fortification Your phantom remains partly immaterial even when fully manifested in ectoplasmic form.
Whenever no ally is within 10 feet of you in combat, you gain a +1 bonus on melee attack and damage rolls. Mines of Deeptreasure: The Deeptreasure Mining Company consistently mines the largest, most beautiful gems sold in the Eleder markets. Their secret is a platoon of xorns who glide through the Bandu Hills searching out the tastiest morsels, then spitting them back up at Deeptreasure headquarters in a hidden compound just inside the hills themselves. The mine bosses promise the xorns a way home if they bring back more gems than they eat. The exact price, however, always remains tantalizingly vague. Mzali: While not within Sargava's borders as the colonials would recognize, this Mwangi city-state serves as the opposite pole to Eleder's civilizing influence, vying for control of Sargava Mwangi natives. Ruled by a cult from the Screaming Jungles, Mzali lobbies for its brethren within Kal
By utilizing your black market connections, you acquire a resource pool worth 100 gp. This functions like the resource pool gained by the Profits of Kalistrade feat (see Pathfinder Chronicles Campaign Setting page 73) except it can only be used on illegal or illicit items or services (note that something may be illegal or illicit in one area but perfectly acceptable in another) and is centered on Osirion rather than Druma. Typical illegal or illicit items are drugs, poisons, evil magic items, slaves, or dead bodies, though intangibles such as secret information may also qualify (and for these items, a secret of equal value-at the GM's discretion-must be contributed to the pool).
You gain fire resistance 5 against sources of fire damage that deal 5 points of fire or less, meaning you take no damage when a particular source deals 5 points of damage or less. Against sources that deal 6 points of fire damage or more, you gain no resistance and take the full amount of damage. You gain a +2 bonus on Constitution checks made to avoid taking nonlethal damage from starvation and thirst. of elixir from other cities, and at some point he might even try to kidnap Artokus himself. Duwwor: The people of Duwwor, which houses a great temple to Gozreh, seek to live in harmony with the desert. Most of the best guides to the interior are found in Duwwor, and a circle of desert druids make their home a short distance from the city-these mystics of sand and wind can be valuable allies or dangerous foes. Lamasara: Thuvia's third city, Lamasara is known for its artisans and performers
Prerequisite for: Torrid Tolerance
Though you may not know it, the blood of greatness flows in your veins. Pick an attribute. You get a +1 bonus on all skills tied to that attribute. In addition, it's possible that Hermean agents may come looking for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance.
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251). Channeling Scourge Your zeal for hunting your faith’s enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.
GM note: Kept by Joe's ruling 2026-07-31: "it's good for sure, but it's competing with shit."
As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This benefit lasts for your next three weapon attacks or until the end of the combat encounter, whichever comes f irst. Confounding Tumble Deed (Panache) You can befuddle a foe by striking a blow after tumbling.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to f lee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Prerequisite for: Blazing Channel
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. Cleave (Combat) You can strike two adjacent foes with a single swing.
Prerequisite for: Angelbane Strike, Disrupting Fist, Guided Hand, Lingering Smite
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end of your turn are wasted.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. 117
Prerequisite for: Align Equipment, Channel Deific Essence
You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 hour and expends 1 use of your bomb ability for the day. When the implanted creature dies or is destroyed, the bomb detonates in the creature's square as if it were a delayed bomb set by you (though you can set the bomb's damage to less than your normal bomb damage). You can use any bomb-affecting discoveries on this implanted bomb (acid bomb, frost bomb, smoke bomb, and so on) as normal. The bomb automatically detonates 24 hours after you implant it in the creature. If you expend 150 gp worth of alchemical reagents per die of the bomb's damage (for example, 750 gp for a 5d6 bomb), the bomb does not automatically detonate after 24 hours, and only detonates if the creature dies or is destroyed (24 hours after implantation, th
As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modif ier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level + your Charisma modif ier) are unaffected. Channeling energy for this purpose does not heal or harm creatures. Moonlight Summons Your summoned minions are infused with the power of the moon.
You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inflict spells heals you as if you were an undead creature, but you also take damage from cure spells. TM
Whenever you score a critical hit against an opponent, the target is so maimed that it takes 2 points of Charisma damage and becomes staggered for 1 round.
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack. Greater Channel Smite You empower your weapon with the might of your deity, which you discharge as you strike your foes.
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target. Team Up (Combat) When you are ganging up against an enemy, you can aid an ally with a quick feint.
Upon reducing an enemy to 0 or fewer hit points, for the remaining duration of the combat encounter, you gain a +4 bonus on any Intimidate checks made to demoralize opponents who can see both you and the opponent you reduced to 0 or fewer hit points. This bonus does not stack.
When you succeed at a sunder combat maneuver against a holy or unholy symbol, you can attempt an Intimidate check to demoralize as a free action. This demoralization affects all followers of the deity or philosophy whose symbol you sundered who saw you sunder it and are within 30 feet. If you destroyed the symbol, you gain a +5 bonus on your Intimidate check. You can use this feat when sundering any physical holy symbol-it doesn't have to be the hand-held variety commonly used by clerics and other divine spellcasters.
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your bane weapon currently affects. Such creatures remain shaken while your bane feature is still active and effective against their creature type. Janni Rush (Combat) When you leap to the attack, your blows are like bolts from on high.
Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.
You take only a -2 penalty when feinting against a non-humanoid and a -4 penalty when feinting against creatures with animal intelligence, as long as the target is a subject of your hypnotic stare. If you have at least 10 ranks in Bluff, you instead take no penalty when feinting against non-humanoids and creatures of animal intelligence under your hypnotic stare.
Prerequisite for: Greater Mesmerizing Feint
When you implant a trick, you can grant the subject DR 1/- against nonlethal damage until the trick is triggered or its duration ends. This DR increases by 1 for every 5 mesmerist levels you possess.
Creatures you summon gain the ferocity universal monster ability. The summoned creature does not disappear at 0 hp; instead it disappears when its current hp get to a negative amount equal to its Constitution score. Ferocious Tenacity (Combat) You spit in the face of death.
While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent. Moonlight Stalker Feint (Combat) You strike through the shadows so quickly that your opponent can barely react to your attacks.
Prerequisite for: Moonlight Stalker Master
Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming damage reduction. Mystic Stride Enchanted vegetation does not bar your path.
Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold iron for overcoming damage reduction. Sunlight Summons Your summoned minions shine with the power of the sun.
Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell’s summoning list (apply the skeleton template to that creature to create this monster). Sorcerous Bloodstrike You can regain power when you kill a creature.
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
Prerequisite for: Moonlight Stalker Master
As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent's eyes, dazzling your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 + 1/2 your character level + your Dex modifier) to resist the effect. This is a sight-dependent effect, and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of bright light to use this feat.
You treat extreme cold conditions (Pathfinder RPG Core Rulebook 442) as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal
You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).
When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs. Light Step You pick your way nimbly through even the most dangerous and uneven terrain.
When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs. Stunning Assault (Combat) You powerful but imprecise attacks can stun your enemies.
When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs. Well-Prepared Somehow, you always seem to have the right tools or supplies close at hand.
You may use your Charisma bonus instead of your Constitution modifier for Fortitude saving throws. You gain a +2 on saving throws made against fear effects
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Ratings aggregate 462 published class guides. Feats not listed here are normal feats — ask if you think something belongs.