Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
The following table lists all feats, showing prerequisites in tree form.
It currently includes feats from the following sources:
We will add complete linking and feats from other sources as time allows.
|Battlefield Intuition||–||Add your Wisdom modifier to initiative checks.||Combat||S&T|
|Blood Ripper||BAB +4||Deal an extra 2d6 precision damage to opponents with full hit points||Combat||S&T|
||–||Sever limbs using a blunt weapon instead of a slashing weapon||Combat
|Careful Stringing||Dex 15||You can fire a bow normally while wielding a one-handed melee weapon||Combat||S&T|
|Corkscrew Charge||Dex 15||When charging, you may end your charge in any space adjacent to the closest space from which you can attack.||Combat||S&T|
|Damage Accumulation||Dex 12, base attack bonus +11||You can sacrifice an attack action so that the target’s damage reduction applies to the total damage you deal that round||Combat||S&T|
|Drive and Turn||Drive Blade||When dealing max damage with a piercing weapon you can cause even greater bleed damage and penalties to attack and skill checks.||Combat||S&T|
|Drive Blade||Str 15||When dealing max damage with a piercing weapon you can cause bleed damage and penalties to attack and skill checks.||Combat||S&T|
|Extremely Thick Skull||Thick Skull||You can choose to increase the damage of your headbutt natural attack by +2d4, +4d4, or +6d4. For every 2d4 you increase your damage by, you take 1d4 damage||Combat||S&T|
|Fast Hands||BAB +9, Combat Reflexes||When making an attack of opportunity, you may perform a combat maneuver that requires an attack action||Combat||S&T|
|Flash Attack||Double Slice, Two-Weapon Fighting, Weapon Focus (any light weapon)||When wielding two light weapons, you may attack once with each as a standard action, an attack of opportunity, as part of a charge, or as part of a Spring Attack||Combat||S&T|
|Four Point Charge||Dex 16||When charging unarmed or wielding a one-handed weapon, you may move your run speed||Combat||S&T|
|Improved Choking Strike||Dex 13, Improved Unarmed Strike||You do not provoke an attack of opportunity when performing a choking strike combat maneuver and receive a +2 bonus on CMB/CMD checks for/against the maneuver||Combat||S&T|
|Improved Off-Hand Tactics||Improved Unarmed Strike||When performing an off-hand tactics combat maneuver (see below), you do not provoke attacks of opportunity||Combat||S&T|
|Improved Sever||Str 13, Power Attack||You do not provoke an attack of opportunity when performing a sever combat maneuver and receive a +2 bonus on CMB/CMD checks for/against the maneuver||Combat||S&T|
|Improved Strangle||Improved Grapple, Improved Unarmed Strike||You do not provoke an attack of opportunity when performing a strangle combat maneuver and receive a +2 bonus on CMB/CMD checks for/against the maneuver||Combat||S&T|
|Limb Ripper||Str 22, Improved Sever, Improved Unarmed Strike, Improved Grapple||While maintaining a grapple, you may attempt to sever a limb from your foe||Combat||S&T|
|Magical Fighter||3rd level fighter||When you gain a bonus feat as a fighter, you may select Metamagic Feats or Combat Feats||Combat||S&T|
|Momentum Shot||–||You can charge towards an opponent and make a ranged attack||Combat||S&T|
|Muscle Reaction||–||You add your Strength modifier to initiative checks||Combat||S&T|
|Painful Severing||BAB +10, Heal 9 ranks||When you successfully sever a limb, you deal normal weapon damage to your victim||Combat||S&T|
|Presence of Mind||–||You add your Intelligence modifier to initiative checks||Combat||S&T|
|Ranged Flank||Point-Blank Shot, Precise Shot, base attack bonus +10||You can flank when attacking from range||Combat||S&T|
|Ranged Throat Threat||Improved Precise Shot, Point-Blank Shot, Precise Shot, Intimidate 10 ranks||You can attempt a throat threat combat maneuver from up to 30 feet away||Combat||S&T|
|Slugger||–||You may make a number of attacks of opportunity in a round equal to the number of attacks granted by your base attack bonus||Combat||S&T|
|Sword and Shield Synergy||Two-Weapon Defense, Two-Weapon Fighting||You can carry a shield and wield a light melee weapon in the same hand||Combat||S&T|
|Thick Skull||Toughness||You gain a natural attack that deals 1d4 damage + ½ your Strength modifier||Combat||S&T|
|Threats of Violence||Cha 15||When performing the throat threat combat maneuver, you may substitute your CMB roll with an Intimidate skill check opposed by your target’s CMD||Combat||S&T|
|Throat Threat Giant||–||You may use the throat threat combat maneuver on opponents one size category larger than you||Combat||S&T|
|Two Shield Fighting||Shield proficiency, Improved Shield Bash, Two-Weapon Fighting||When wielding two shields, apply the shield bonus of both shields to your AC||Combat||S&T|
|Approximate Understanding||–||Ignore one skill or feat requirement of a prestige class.||General||S&T|
|Battle Cry||Bardic performance class feature||You may make Intimidate skill checks instead of Perform skill checks to start and maintain bardic performances||General||S&T|
|Brutal Deception||Cha 13, non-lawful alignment||You automatically score a critical hit when you successfully attack a target with a friendly attitude towards you.||General||S&T|
|Divination Bullseye||–||When you cast a divination spell, you gain a +1 bonus on all attack rolls to hit targets radiating an aura you perceive||General||S&T|
||–||Choose one spell you can cast. Treat your character level as your caster level when casting this spell||General||S&T|
|Forceful Riding||–||You may use your Strength modifier instead of your Dexterity modifier on Ride skill checks||General||S&T|
|Harsh Words||Bardic performance class feature||As a standard action you may expend a spell slot to gain an ear-splitting ranged sonic attack||General||S&T|
|Healing Run||Dex 13, Dodge||When using a class feature or spell to restore hit points, you can move both before and after delivering the touch spell||General||S&T|
|Improved Favored Spell||Favored Spell, caster level 3rd||Choose one spell you know per caster level of one of your spellcasting classes. Use your character level as your caster level when casting these spells||General||S&T|
|Magic Reservist||Levels in a class with 6 or fewer caster levels, caster level 1st||Choose a class with caster levels. Your spells are more powerful than normal
|Master Tattoo Artist
||5 ranks Craft (tattoo)||Receive a +3 bonus on your Craft (tattoo) skill. Ranks in Craft (tattoo) count as your caster level for enhancing mundane tattoos with magical effects, and determining the potency of those effects||General
|Obscure Passage||Divine caster with a domain spell slot||Permanently replace one of your selected domains with another, even if that domain does not belong to your deity||General||S&T|
|Pack Shape||Wild shape class feature, wolf animal companion||When you wild shape into a wolf, you are joined by 1d3 additional wolves||General||S&T|
|Pander||Bardic performance class feature||Grant one ally double the normal bonus when using a bardic performance||General||S&T|
|Perceptive Throat Threat||BAB +6||When you are performing a throat threat combat maneuver, you may make an attack as an immediate action when attacked||General||S&T|
|Power of Suggestion||Spell Focus (Illusion)||You can convince doubters that your illusions are real||General||S&T|
|Roaring Rage||Rage class feature||While raging nearby creatures suffer a penalty to their Perception checks||General||S&T|
|Self-Mutilation||Con 15||You can willingly sever your own arms, feet, hands, and legs||General||S&T|
|Spontaneous Learner||Arcane caster level 4th, ability to cast spells spontaneously||Every level, you can choose to learn a new spell in place of one you already know||General||S&T|
|Summon Recall||Spell Focus (conjuration)||When casting a summon spell, you can choose to call the last individual creature you conjured before, or a new creature entirely||General||S&T|
|Item Creation Feats||Prerequisites||Benefits||Type1||Type2||Type3||Source|
|Blinding Spell||–||The target(s) of a blinding spell are blinded for 1 round||Metamagic||S&T|
|Complex Spell||–||Complex spells add +10 to the DC of Spellcraft skill checks to identify them||Metamagic||S&T|
|Intensify Spell||–||Decrease the range increment of a spell to increase your caster level||Metamagic||S&T|
|Neutral Energy||–||You can remove the energy type from the damage dealt by a spell||Metamagic||S&T|
|Offensive Tool||Chaotic alignment||You may turn spells that require willing targets into offensive spells||Metamagic||S&T|
|Pinpoint Spellcasting||–||Decrease the caster level of a spell to increase the range increment||Metamagic||S&T|
|Residual Spell||–||The area a residual spell affects is considered difficult terrain for 1 round/spell level||Metamagic||S&T|