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.
|Defensive||Dodge||You gain +2 to your combat maneuver defense and gain a +2 dodge bonus to AC.||Combat||FCF|
|Exotic Weapon Group Proficiency||Proficiency in all simple and martial weapons, proficiency in one exotic weapon||You become proficient in two more exotic weapons.||Combat||FCF|
|Goliath Grip||BAB +1, Str 15||You can choose to take a -1 penalty on attack rolls to treat yourself as one size category larger bigger for the purposes of wielding weapons.||Combat||FCF|
|Greater Unarmed Strike||Improved Unarmed Strike, BAB +6||Deal damage as if you were a monk half your character level (minimum 1).||Combat||FCF|
|Impressive Strike||Sneak attack||When you score a critical hit against a target, you deal sneak attack damage in addition to damage from your critical hit.||Combat||FCF|
|Improved Combat Expertise||Int 13, Combat Expertise, BAB +8||When you use Combat Expertise, reduce the number you subtract from melee attack rolls and combat maneuvers by 2.||Combat||FCF|
|Improved Combat Reflexes||Combat Reflexes||Increase the number of attacks of opportunities you can make each round by 2.||Combat||FCF|
|Improved Flank||Combat Reflexes||Gain a +1 bonus on damage rolls against creatures you flank.
|Improvised Weapon Proficiency||Catch Off-Guard, Throw Anything||Gain proficiency in improvised weapons. In addition, gain a +1 bonus on all attack rolls with improvised weapons.||Combat||FCF|
|Iron Palm Technique||Monk level 2||You use your Constitution modifier instead of your Strength modifier for determining damage with unarmed strikes.||Combat||FCF|
|Martial Weapon Group Proficiency||Proficiency in all simple weapons||You become proficient in all martial weapons.||Combat||FCF|
||Quick Draw||You may put away a weapon as a free action instead of a move action.||Combat
|Reflect Arrows||Dex 15, Deflect Arrows, Improved Unarmed Strike, Combat Reflexes||When you deflect an attack from a ranged weapon, you may redirect the attack to a foe within the first range increment of the attack.||Combat||FCF|
|Second Skin||—||You reduce armor check penalty of your equipped armor by 2, reducing your armor penalty to a minimum of 0.||Combat||FCF|
|Simple Weapon Group Proficiency||—||You become proficient in all simple weapons.||Combat||FCF|
|Vicious Cleave||Str 13, Cleave, Power Attack, Vital Strike, BAB +6||You may use Vital Strike, Improved Vital Strike, or Greater Vital Strike whenever you cleave.||Combat||FCF|
|Vicious Opportunity||Vital Strike, BAB +6||You may use Vital Strike, Improved Vital Strike, or Greater Vital Strike whenever you make an attack of opportunity.||Combat||FCF|
|Vicious Spring Attack||Dex 13, Dodge, Mobility, Spring Attack, Vital Strike, BAB +6||You may use Vital Strike, Improved Vital Strike, or Greater Vital Strike whenever you make a spring attack.||Combat||FCF|
|Wild Shape Shift||Wild Shape||Once per wild shape, you may return to your normal form for a number of rounds equal to your druid level. Shifting from animal form and back are free actions.||Combat||FCF|
|Boon Pack||Animal Companions or familiar, Handle Animal 5 ranks||The abilities of your animal companions and familiars are calculated as though your class were 2 levels higher for each, to a maximum effective druid level equal to your character level.||General
|Cunning||—||You gain 3 skill ranks. For every Hit Die you possess beyond 3, you gain an additional 1 skill rank. If you have more than 3 Hit Dice, you gain 1 skill rank whenever you gain a Hit Die||General||FCF|
|Curious||—||Add 3 skills to your list of class skills.||General||FCF|
|Exotic Hunter’s Bond||Two Item Creation Feats||Hunter’s Bond class feature||General||FCF|
|Expanded Bloodrager Spell List||Bloodrager level 4, Caster level 1||Add one sorcerer spell per spell level to your bloodrager class spell list.||General||FCF|
|Expanded Paladin Spell List||Paladin level 4, Caster level 1||Add one cleric spell per spell level to your paladin class spell list.||General||FCF|
|Expanded Ranger Spell List||Ranger level 4, Caster level 1||Add one druid spell per spell level to your ranger class spell list.||General||FCF|
|Expert Tumbler||Dex 15, Acrobatics 5 ranks||Whenever you use an Acrobatics check to move through a threatened square without provoking an attack of opportunity, the DC to 10 + the target’s Base Attack Bonus + the target’s Dexterity modifier.||General||FCF|
|Extended Wildshape||Wild shape||Double the duration of your wild shapes.||General||FCF|
|Firearm Mastery||Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot||The time required for you to reload any type of firearm is reduced to a free action, regardless of the type of firearm used.||General||FCF|
|Greater Combat Reflexes||Dex 15, Combat Reflexes, Improved Combat Reflexes||Increase the number of attacks of opportunities you can make each round by 2. In addition, you gain a +2 bonus on attack rolls when making attacks of opportunity.||General||FCF|
|Half-Blood||—||Gain either an alternate racial trait for your existing race or a standard racial trait from a different one.||General||FCF|
|Improved Cunning||Cunning||Gain a skill rank for each Hit Die you possess. You also gain a skill rank whenever you gain a Hit Die.||General||FCF|
|Improved Favored Class||You gain two benefits of your favored class bonus each time you take a level in that class.||General||FCF|
|Improved Furious Focus||Str 15, Power Attack, Furious Focus, base attack bonus +6||hen you are wielding a two-handed weapon or a one-handed weapon in two hands and using the Power Attack feat, you do not suffer Power Attack’s penalty on attack rolls on your turn.||General||FCF|
|Improved Toughness||Toughness||Gain a hit point for each Hit Die you possess.||General||FCF|
|Improved Turning||Turn Undead, Channel positive energy
||When you channel energy to Turn Undead, you also deal channel positive energy damage to all targeted undead.||General||FCF|
|Intuitive Spellcaster||Caster level 1||You gain +4 caster levels in a spellcasting class, to a maximum of your current Hit Dice.||General||FCF|
|Trader||—||You get a +2 bonus on all appraise and linguistics skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.||General||FCF|
|Underhanded Blow||Int 15, Weapon Finesse, Sneak Attack +2d6||When using Weapon Finesse, you can choose to add your intelligence modifier to damage rolls instead of your strength modifier.||General||FCF|
|Zealous Faith||Blessing, Dogma, Domain, or Inquisition||Treat your effective warpriest (blessing), priest (dogma), cleric (domain), or inquisitor (inquisition) level as one level higher for the corresponding powers.||General||FCF|
|Magnified Spell||Intensified Spell||A magnified spell increases the maximum number of damage dice by 10 levels.||Metamagic