Super Genius Games Feat Tree
Feat Descriptions
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.
Feat Sources
The following table lists all feats, showing prerequisites in tree form. It currently includes feats from the following sources:
Fully Incorporated
- (AH1) Adventurer's Handbook - Genius Guide Volume 1
- (GGA) The Genius Guide To: The Armiger
- (GGMG) The Genius Guide To: The Mystic Godling
- (GGG) The Genius Guide To: The Godling
- (SGG:FM) The Genius Guide To: Feats of Metamagic
- (SGG:AM) The Genius Guide To: Air Magic
- (SGG:FC) The Genius Guide To: Feats of Critical Combat
- (SGG:RHH) The Genius Guide To: Races of Hoof and Horn
Partially Incorporated
We will add complete linking and feats from other sources as time allows.
| Combat Feats | Prerequisites | Benefits | Type1 | Type2 | Type3 | Source |
| Accurate Critical |
Critical Focus, BAB +9 | Gain a bonus on melee attacks after a critical hit | Combat |
Critical |
SGG:FC | |
| Acrobatic Dodge | Dex 15, Acrobatic | Avoid attacks with an Acrobatics check | Combat | AH1 | ||
| Anchor | BAB +1 | You are difficult to flank or move around | Combat | AH1 | ||
| Arcane Shield | Ability to cast arcane spells | Gain a bonus to your shield or armor. | Combat | AH1 | ||
| Armor Focus, Heavy | Con 13, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency | Gain DR 2/– in heavy armor. | Combat | AH1 | ||
| Armor Focus, Medium | Con 13, Light Armor Proficiency, Medium Armor Proficiency. | Gain DR 1/– in medium armor. | Combat | AH1 | ||
| Armored Hustle | Con 13, Heavy Armor Proficiency or Medium Armor Proficiency | You suffer half the normal penalty to your move rate for wearing medium or heavy armor | Combat | GGA | ||
| Avoid the Arcane | Dex 13, Lightning Reflexes, no caster level | Make a Ref save in place of a Fort or Will save. | Combat | AH1 | ||
| Blazing Critical |
Critical Focus, BAB +9 | Set foes on fire with critical fire attacks | Combat |
Critical |
SGG:FC | |
| Bleeding Strike |
— | Cause foes to bleed on a critical hit | Combat |
SGG:FC | ||
| Butcher's Blow |
— | Deal Strength damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Caustic Critical |
Critical Focus, BAB +9 | Cause more acid damage with critical acid attacks | Combat |
Critical |
SGG:FC | |
| Cloak Fighting | 5 ranks Perform (dance), proficient with: dire flail, flail, heavy flail, nunchuku, spiked chain, or whip | Use a cloak to gain concealment as a move action | Combat | AH1 | ||
| Clutch |
Dex 13, Improved Grapple, Improved Unarmed Strike | Start a grapple with an unarmed critical | Combat |
Critical |
SGG:FC | |
| Concussion |
— | Deal Wisdom damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Conduit |
Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 | Channel a spell into the target of a critical hit | Combat |
Critical |
SGG:FC | |
| Deadly Accuracy | Dex 15, BAB +6 | Reroll a 1 on ranged weapon damage. | Combat | AH1 | ||
| Deface |
— | Deal Charisma damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Defensive Shot | Point-Blank Shot, Precise Shot | Make ranged attacks without provoking attacks of opportunity. | Combat | AH1 | ||
| Deflect Spells | Dex 13, Wis 13, Deflect Arrows, Improved Unarmed Strike, ki pool class ability | Prevent a spell with a ranged attack roll from hitting you. | Combat | AH1 | ||
| Devastating Charge | Str 13, Power Attack, base attack bonus +1 | Deal +2d4 damage with an unmounted charge. | Combat | AH1 | ||
| Dispelling Blow |
— | Make a dispel check when you critical with a magic attack | Critical |
Combat |
SGG:FC | |
| Exalted Bullrush | Str 13, Improved Bull Rush, Power Attack, BAB +1 | Damage your foe with a Bull Rush. | Combat | AH1 | ||
| Exotic Shield Proficiency | Proficiency with shields | You are proficient with one exotic shield | Combat | GGA | ||
| Fake Out | Two-Weapon Fighting, Bluff 5 ranks | Fool your foe about which weapon you are attacking with. | Combat | AH1 | ||
| Falter | Catch Off-Guard | Look off-balance to lure in a target. | Combat | AH1 | ||
| Fearsome Blow |
Str 13, Intimidating Prowess; or Cha 13, Persuasive | Demoralize the target of a critical hit | Combat |
Critical |
SGG:FC | |
| Flashing Strike |
— | Dazzle the target of a magic critical hit | Combat |
SGG:FC | ||
| Focused Attack |
Base attack bonus +6 | Sacrifice potential attacks for an improved threat range | Combat | SGG:FC | ||
| Followup Blow |
Dex 15, Two-Weapon Fighting, BAB +6 | Make a free secondary attack when you critical with your primary | Combat |
Critical |
SGG:FC | |
| Footwork | Dodge, Nimble Moves, 5 ranks Acrobatics | Gain a +1 dodge bonus when able to move freely. | Combat | AH1 | ||
| Freezing Critical |
Critical Focus, BAB +9 | Freeze foes in place with critical cold attacks | Combat |
Critical |
SGG:FC | |
| Greater Deadly Accuracy | Dex 15, Deadly Accuracy, BAB +9 | Reroll a 1 or 2 on ranged weapon damage. | Combat | AH1 | ||
| Greater Improved Initiative | Dex 17, Improved Initiative, uncanny dodge class feature | Get an initiative check of 20 + Dex bonus. | Combat | AH1 | ||
| Greater Spell Critical |
Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 | Deal secondary spell effects when you score a spell critical | Combat |
Critical |
SGG:FC | |
| Guerilla Tactics | Stealth as a class skill | Plan an ambush, giving your allies bonuses for 1-3 rnds. | Combat | AH1 | ||
| Head Butt | Con 13, Toughness | Gain a natural weapon attack. | Combat | AH1 | ||
| Hindering Critical |
Critical Focus, BAB +9 | Your critical hits inflict skill and save DC penalties | Combat |
Critical |
SGG:FC | |
| Improved Catch Off-Guard | Catch Off-Guard | Constantly surprise foes with improvised weapons. | Combat | AH1 | ||
| Jolting Critical |
Critical Focus, BAB +9 | Your critical hits inflict skill and attack penalties | Combat |
Critical |
SGG:FC | |
| Knife Trick | — | Draw and attack with a light weapon using Sleight of Hand | Combat | AH1 | ||
| Knock Down |
Int 13, Combat Expertise, Improved Trip | Make a trip attack with a critical hit | Combat |
Critical |
SGG:FC | |
| Layered Armor | Con 15, armor training II class feature, proficiency in light, medium, and heavy armor | Wear light armor under your heavy armor. | Combat | AH1 | ||
| Maneuver Critical |
Critical Focus, BAB +9 | Gain critical effects with combat maneuvers | Combat |
Critical |
SGG:FC | |
| Mind Over Magic | Wis 13, Iron Will, no caster level | Make a Will save rather than a Ref or Fort save. | Combat | AH1 | ||
| Numbing Strike |
— | Deal additional nonlethal damage on a critical hit | Combat |
SGG:FC | ||
| Parrying Strike |
— | Gain bonus to AC when you make a critical strike | Combat |
SGG:FC | ||
| Primal Critical |
Critical Focus, BAB +9 | Your critical hits with energy attacks leave your target vulnerable | Combat |
Critical |
SGG:FC | |
| Reflect Spells | Dex 17, Wis 17, Deflect Arrows, Deflect Spells**, Improved Unarmed Strike, Snatch Arrows, ki pool class ability | Redirect a spell at another target. | Combat | AH1 | ||
| Saddle Warrior | Dex 13+, Mounted Combat, Ride-by Attack | Make multiple melee attacks from a moving mount. | Combat | AH1 | ||
| Set Up | Subtle | Make an attack to draw a foe off-guard, giving allies +2 to attacks. | Combat | AH1 | ||
| Set-Up |
Int 13, Combat Expertise, Improved Feint | Make an immediate feint after you score a critical hit | Combat |
Critical |
SGG:FC | |
| Shattering Critical |
Critical Focus, BAB +9 | Your critical hits reduce your foe's armor or natural armor | Combat |
Critical |
SGG:FC | |
| Shield Block | Dex 13, Dodge, Mobility, proficiency with shields | When using a shield you gain a shield bonus to all attacks of opportunity | Combat | GGA | ||
| Shield Check | Wis 13, Improved Shield Bash, base attack bonus +1, proficient with shields | When using a shield you gain additional attacks of opportunity each round | Combat | GGA | ||
| Shield Counter | Wis 13, Improved Shield Bash, Shield Check, base attack bonus +8, proficient with shields | If missed by an attacks of opportunity while using a shield you can counter attack | Combat | GGA | ||
| Shield Specialization | Shield Focus, Shield Proficiency. | Gain bonuses when fighting defensively. | Combat | AH1 | ||
| Shock |
— | Deal Constitution damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Skirt |
Dex 13, Dodge, Mobility | Make a free 5-foot-step when you score a critical hit | Combat |
Critical |
SGG:FC | |
| Smash | Str 13, Power Attack, BAB +1 | Add your armor bonus to Strength checks to break things. | Combat | AH1 | ||
| Smash |
Str 13, Power Attack, Improved Sunder, base attack bonus +1 | Make a free sunder maneuver when you score a critical hit | Combat |
Critical |
SGG:FC | |
| Spell Critical |
Critical Focus, BAB +9, CL 9 | Deal secondary spell effects when you score a spell critical | Combat | Critical |
SGG:FC | |
| Stupefy |
— | Deal Intelligence damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Sucker Punch | Deceitful, Improved Unarmed Strike, Quick Draw | Stun or knock out a foe you punch from surprise. | Combat | AH1 | ||
| Surprise Attack | Stealth as class skill | Charge an unsuspecting target without being noticed. | Combat | AH1 | ||
| Takeaway |
Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike | Make a free disarm maneuver when you score a critical unarmed strike attack | Combat |
Critical |
SGG:FC | |
| Takedown | Athletic. | Make attacks that can hit multiple targets. | Combat | AH1 | ||
| Targeted Strike |
— | Draw an additional critical hit card on a critical hit | Combat |
SGG:FC | ||
| Tendon Cut |
— | Deal Dexterity damage on a critical hit | Combat |
Critical |
SGG:FC | |
| Touché | Dex 13, BAB +1 | Take a penalty to damage to gain a bonus to attack rolls. | Combat | AH1 | ||
| Tougher Than Thaumaturgy | Con 13, Great Fortitude, no caster level | Make a Fort save rather than a Ref or Will save. | Combat | AH1 | ||
| Weapon Trickery | Bluff as class skill, Cha 13. | Misdirect foes to allow you to use Charisma for your melee attacks. | Combat | AH1 | ||
| Web of Steel | Int 13, Dex 15, Dodge, Combat Expertise, Weapon Focus, BAB +1 | Gain an armor bonus from wielding a weapon. | Combat | AH1 | ||
| Critical Feats | Prerequisites | Benefits | Type1 | Type2 | Type3 | Source |
| Accurate Critical |
Critical Focus, BAB +9 | Gain a bonus on melee attacks after a critical hit | Critical |
Combat |
SGG:FC | |
| Blazing Critical |
Critical Focus, BAB +9 | Set foes on fire with critical fire attacks | Critical |
Combat |
SGG:FC | |
| Butcher's Blow |
— | Deal Strength damage on a critical hit | Critical |
Combat |
SGG:FC | |
| Caustic Critical |
Critical Focus, BAB +9 | Cause more acid damage with critical acid attacks | Critical |
Combat |
SGG:FC | |
| Clutch |
Dex 13, Improved Grapple, Improved Unarmed Strike | Start a grapple with an unarmed critical | Critical |
Combat |
SGG:FC | |
| Concussion |
— | Deal Wisdom damage on a critical hit | Critical |
Combat |
SGG:FC | |
| Conduit |
Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 | Channel a spell into the target of a critical hit | Critical |
Combat |
SGG:FC | |
| Critical Casting |
Magical Aptitude, Spell Focus, CL 9 | Don't expend your spell when you hit with a critical attack | Critical |
SGG:FC | ||
| Deface |
— | Deal Charisma damage on a critical hit | Critical |
Combat |
SGG:FC | |
| Dispelling Blow |
— | Make a dispel check when you critical with a magic attack | Critical |
Combat |
SGG:FC | |
| Fearsome Blow |
Str 13, Intimidating Prowess; or Cha 13, Persuasive | Demoralize the target of a critical hit | Critical |
Combat |
SGG:FC | |
| Followup Blow |
Dex 15, Two-Weapon Fighting, BAB +6 | Make a free secondary attack when you critical with your primary | Critical |
Combat |
SGG:FC | |
| Freezing Critical |
Critical Focus, BAB +9 | Freeze foes in place with critical cold attacks | Critical |
Combat |
SGG:FC | |
| Greater Spell Critical |
Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 | Deal secondary spell effects when you score a spell critical | Critical |
Combat |
SGG:FC | |
| Hindering Critical |
Critical Focus, BAB +9 | Your critical hits inflict skill and save DC penalties | Critical |
Combat |
SGG:FC | |
| Jolting Critical |
Critical Focus, BAB +9 | Your critical hits inflict skill and attack penalties | Critical |
Combat |
SGG:FC | |
| Knock Down |
Int 13, Combat Expertise, Improved Trip | Make a trip attack with a critical hit | Critical |
Combat |
SGG:FC | |
| Maneuver Critical |
Critical Focus, BAB +9 | Gain critical effects with combat maneuvers | Critical |
Combat |
SGG:FC | |
| Primal Critical |
Critical Focus, BAB +9 | Your critical hits with energy attacks leave your target vulnerable | Critical |
Combat |
SGG:FC | |
| Set-Up |
Int 13, Combat Expertise, Improved Feint | Make an immediate feint after you score a critical hit | Critical |
Combat |
SGG:FC | |
| Shattering Critical |
Critical Focus, BAB +9 | Your critical hits reduce your foe's armor or natural armor | Critical |
Combat |
SGG:FC | |
| Shock |
— | Deal Constitution damage on a critical hit | Critical |
Combat |
SGG:FC | |
| Skirt |
Dex 13, Dodge, Mobility | Make a free 5-foot-step when you score a critical hit | Critical |
Combat |
SGG:FC | |
| Smash |
Str 13, Power Attack, Improved Sunder, base attack bonus +1 | Make a free sunder maneuver when you score a critical hit | Critical |
Combat |
SGG:FC | |
| Spell Critical |
Critical Focus, BAB +9, CL 9 | Deal secondary spell effects when you score a spell critical | Critical | Combat |
SGG:FC | |
| Stupefy |
— | Deal Intelligence damage on a critical hit | Critical |
Combat |
SGG:FC | |
| Takeaway |
Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike | Make a free disarm maneuver when you score a critical unarmed strike attack | Critical | Combat |
SGG:FC | |
| Tendon Cut |
— | Deal Dexterity damage on a critical hit | Critical |
Combat |
SGG:FC | |
| General Feats | Prerequisites | Benefits | Type1 | Type2 | Type3 | Source |
| Air Kata | Wis 13, Improved Unarmed Strike | You do not need to fulfill somatic components of [air] spells | General | SGG:AM | ||
| Arcane Defense | — | +2 bonus to saves against one school of magic | General | AH1 | ||
| Battle Mage | Str 13, Caster level 5 | Gain spells you can only use if you've been in combat | General | AH1 | ||
| Blood Magic | Caster level 5 | Learn spells you can only cast after taking damage. | General | AH1 | ||
| Board Breaker |
Ki pool class ability | Deal critical damage to inanimate objects | General |
SGG:FC | ||
| Bolster | Channel energy | Grant targets of your channel energy bonuses to attacks and saves vs fear. | General | AH1 | ||
| Bravado | Bluff 5 ranks | Use Bluff to demoralize foes. | General | AH1 | ||
| Bushwhack | Perception 5 ranks, Stealth 5 ranks | Conceal allies with Stealth. | General | AH1 | ||
| Catch! | Bluff 1 rank, Intimidate 1 rank, Deceitful | Toss an object to a foe, in hopes he'll catch it and drop his weapons. | General | AH1 | ||
| Caustic Hex | Able to cast 3 spells that deal acid damage | Reduce an acid spell's save DC to gain a secondary affect. | General | AH1 | ||
| Centaurian Combat |
Lapith, Acrobatics 1 rank | You may attempt an Acrobatics check to negate an attack of opportunity. | General |
SGG:RHH | ||
| Charming | Piper, Cha 17 | You gain the domain powers (though not the spells) of the charm domain. | General |
SGG:RHH | ||
| Chill Hex | Able to cast 3 spells that deal cold damage | Reduce a cold spell's save DC to gain a secondary affect. | General | AH1 | ||
| Cleansing | Channel energy | Grant targets of your channel energy bonuses to saves vs disease and poison. | General | AH1 | ||
| Cold Focus | Able to cast one spell with the [cold] descriptor | Add +2 to the DC for all saving throws against spells you cast with the [cold] descriptor. | General | AH1 | ||
| Compelling |
Piper, Deceitful | You can make a Bluff check that would normally be a standard or full round action as a move action | General |
SGG:RHH | ||
| Critical Spellcraft |
CL 9 | Gain benefits when you roll a natural 20 on a concentration check | General |
SGG:FC | ||
| Double Bluff | Deceitful | Create a new Bluff to explain a failed Bluff. | General | AH1 | ||
| Effective Caster | Spellcasting attribute 17 | Increase your effective caster level for areas and number of targets. | General | AH1 | ||
| Elemental Warding | Channel energy | Grant energy resistence to targets of your channel energy. | General | AH1 | ||
| Emergent Divinity | Godling | Gain 1 rank of godling divine traits | General | GGMG | ||
| Enchanting Voice | Piper, Cha 15 | You gain a +4 bonus to all Charisma-checks and Charisma-based skill checks made against subjects currently affected by an enchantment (charm) or enchantment (compulsion) spell you cast. | General |
SGG:RHH | ||
| Esoteric Schooling | Ability to cast 0-level spells. | Learn a 0-level spell from another class | General | AH1 | ||
| Established Persona | Disguise 2 ranks. | Gain bonuses to pass yourself off as specific persona. | General | AH1 | ||
| Extra Cohort | Leadership | Gain an additional cohort. | General | AH1 | ||
| Extra Form Shift |
Lapith | You gain one additional use of your racial formshift ability each day | General |
SGG:RHH | ||
| Extra Rivenspell | Archon 1 | Gain one additional rivenspell ability. | General | AH1 | ||
| Extra Spell Slots | Spellcasting class level 3 | Gain two additional spell slots. | General | AH1 | ||
| Extra Spells Known | Spontaneous spellcasting class level 3 | Gain two additional spells known. | General | AH1 | ||
| Extra Tactics | Battle tactics class feature. | Gain 6 more battle tactics per day. | General | AH1 | ||
| Extra Talent | Godling | Gain a scion talent | General | GGMG | ||
| False Blow | Deceitful, BAB +1. | Use a fake attack to cover a Sleight of Hand check. | General | AH1 | ||
| Far Caster | Spellcasting attribute 13 | Increase your effective caster level for determining range. | General | AH1 | ||
| Feign Death | Con 13, Bluff 5 ranks. | Play dead. | General | AH1 | ||
| Godling Spell | Able to cast spells, godling | Learn a godling spell | General | GGMG | ||
| Gore | Asterion, Con 13, BAB +1 | You are able to attack with your horns | General |
SGG:RHH | ||
| Greater Rivenspell | Archon 4 | Gain more energy from a spell you rive than most archons | General | AH1 | ||
| Grim Determination | Self-Sufficient, BAB +2, no caster level | Gain temporary hit points once a day. | General | AH1 | ||
| Improved Bond | Character level 5, Second Bond, a “bond” class ability | Calculate your second bond at your full class level. | General | AH1 | ||
| Improved Elemental Warding | Elemental Warding, channel energy | Grant your allies elemental resistance. | General | AH1 | ||
| Improved Stability |
Asterion, Con 13, BAB +1 | You gain a +4 CMD against bull rush, trip, and overrun attacks. | General | SGG:RHH | ||
| Improved Stamp | Lapith, Str 13, BAB +1, Stamp | The base damage of your natural hoof attack increases. | General |
SGG:RHH | ||
| Increased Spell Maximum | 1st–level Archon. | Learn a greater number of spells | General | AH1 | ||
| Jolt Hex | Able to cast 3 spells that deal electricity damage | Reduce an electricity spell's save DC to gain a secondary affect. | General | AH1 | ||
| Lasting Caster | Spellcasting attribute 15 | Increase your effective caster level for determining durations. | General | AH1 | ||
| Magister's Channel Energy | Magister 5, 9 or more spells known from the cleric spell list. | Gain the supernatural ability to channel positive energy like a cleric | General | AH1 | ||
| Magister's Companion | Magister 5, 9 or more spells known from the druid spell list. | Gain an animal companion | General | AH1 | ||
| Magister's Familiar | Magister 5, 9 or more spells known from the sorcerer/wizard spell list. | Gain a familiar | General | AH1 | ||
| Magister's Focus | Magister 1 | Pick 1 level of spells from another spell list. Those spells are one level closer to their normal level. | General | AH1 | ||
| Magister's Performance | Magister 9, 7 or more spells known from the bard spell list. | Gain the bardic performance abilities of countersong, distraction, fascinate, and inspire courage. | General | AH1 | ||
| Master Artificer | Any two item creation feats, 5 ranks of any Craft skill. | +4 to checks to create items, create items faster. | General | AH1 | ||
| Meditative Incantation | Int 13 | Take 15 minutes to open a prepared spell slot. | General | AH1 | ||
| Metamagic Focus | Heighten Spell | Your metamagic spells function as higher-level spells. | General | SGG:FM | ||
| Metamastery | Spellcraft 8 ranks | You can add metamagic effects to spells without increasing their level. | General | SGG:FM | ||
| Mighty Form | Wild shape class ability or lapith race | You are stronger when you shapeshift. |
General |
SGG:RHH | ||
| Mounted Caster | Ride 1 rank, Mounted Combat. | Cast while riding without concentration checks. | General | AH1 | ||
| Muffle | Dex 13, Improved Grapple, Improved Unarmed Strike | Silence the targets of your grapples. | General | AH1 | ||
| Necrothurge | Caster level 5. | Learn spells you can only cast after killing something. | General | AH1 | ||
| Patois | Int 13+, 5 ranks Linguistics | Communicate in languages you don't know. | General | AH1 | ||
| Physical Adept | Athletic, no caster level | Gain an extra standard action. | General | AH1 | ||
| Plait Incantation | Spell Focus, caster level 1 | Ready to use a spell to increase another caster's spell power. | General | AH1 | ||
| Powerful Lineage | Lineage domain class ability | Use your whole class level for your lineage domain ability | General | GGG | ||
| Resolute | Iron Will | Reduce the level of most fear effects to shaken. | General | AH1 | ||
| Scorch Hex | Able to cast 3 spells that deal fire damage | Reduce a fire spell's save DC to gain a secondary affect. | General | AH1 | ||
| Second Bond | Character level 5; Arcane bond, death bond, divine bond, hunter’s bond, mystic bond, or nature bond | Gain a second class bond. | General | AH1 | ||
| Secret Spell | Bluff 5 ranks, Spellcraft 5 ranks | Cast a spell steathily. | General | AH1 | ||
| Self Delusion | Cha 13 | Add Charisma to Will saves, rather than Wisdom. | General | AH1 | ||
| Sensitive | 5 ranks Spellcraft | Use Spellcraft rather than Perception to notice some magic effects and creatures. | General | AH1 | ||
| Sidewinder Hex | Bluff 3 ranks | Cast a spell that fakes what target it's headed for. | General | AH1 | ||
| Signature Spell | Spell Mastery or access to a cleric domain | Sacrifice a prepared spell to cast your signature spell. | General | AH1 | ||
| Spark of Divinity | One ability score 18 of higher | You qualify as a godling for feats, spells, and scion talents | General | GGMG | ||
| Spell Bluff | Secret Spell, Bluff 5 ranks, Spellcraft 5 ranks | Fool observers about what spell you are casting. | General | AH1 | ||
| Spell Finesse | — | Change your spellcasting ability. | General | AH1 | ||
| Spell Flare | Spell Focus | Cast a spell with an impressive display, demoralizing observers. | General | AH1 | ||
| Spell Specialization | Weapon Focus (ray), Spellcaster level 4th+ | Deal +2 damage with spell that require ranged touch attacks. | General | AH1 | ||
| Spellsinger | Piper, Cha 13, able to cast 1st level spells | As part of the action to make a Perform check, you can channel the power of a spell into your presentation to magically augment it. | General |
SGG:RHH | ||
| Squallblood | Cha 13, able to cast a spell with the [air] descriptor | You get a bonus to CMD and CMB when casting an [air] spell | General | SGG:AM | ||
| Stack Metamagic | Knowledge (arcana) 1 rank, any two metamagic feats | You can add the same metamagic feat to a spell more than once. | General | SGG:AM | ||
| Stamp | Lapith, Str 13, BAB +1 | You are able to make an attack with your hooves as a natural secondary attack | General |
SGG:RHH | ||
| Statuesque | Piper, 13 Con, 13 Dex, 19 Cha | As a move action, you can strike a pose to stagger any foe able to see you for 1 round. | General |
SGG:RHH | ||
| Stout Form | Wild shape class ability or lapith race | You are hardier when you shapeshift. | General |
SGG:RHH | ||
| Subtle | — | Your actions are difficult to notice. | General | AH1 | ||
| Summon Defenders | Augment Summoning | Conjured creatures gain +2 to AC and saves. | General | AH1 | ||
| Swift Form |
Lapith | When in quadruped form, you have a base move of 50 feet. | General |
SGG:RHH | ||
| Synergistic Training | Caster level 1, levels in two character classes | Increase your caster levels in a second class. | General | AH1 | ||
| Thieves' Cant | Bluff as class skill | Send and receive secret messages. | General | AH1 | ||
| Trickster Mage | Cha 13, Caster level 5 | Learn spells you can only cast when you have deceived someone. | General | AH1 | ||
| Unphased |
Asterion, Wis 13 | You can choose to repeat your last action when subject to a compulsion effect |
General |
SGG:RHH | ||
| Vicious | Asterion, Con 15, BAB +1 | You may choose to deal an additional 2d4 points of damage on a successful hit. Whenever you do this, you also deal 1d4 damage to yourself. | General | SGG:RHH | ||
| Wall Runner | Wis 13, Acrobatic Steps, Nimble Moves. | Run up along walls. | General | AH1 | ||
| Woodwose | Caster level 5 | Learn spells you can only cast in natural environments. | General | AH1 | ||
| Item Creation Feats | Prerequisites | Benefits | Item Creation | |||
| Metamagic Feats | Prerequisites | Benefits | Metamagic | |||
| Cascade Spell | Dex 13 | You can cast multiple low-level spells as a single higher-level spell. | Metamagic | SGG:FM | ||
| Chain Spell | Widen Spell | You can cast spells that arc to other targets in addition to the primary target. | Metamagic | SGG:FM | ||
| Combat Spell | Base attack bonus +6 | You can make combat maneuvers with spells. | Metamagic | SGG:FM | ||
| Continual Spell | Extend Spell, Stack Metamagic | You can make one of your spells last all day. | Metamagic | SGG:FM | ||
| Countering Spell | Improved Counterspell | You can prepare a spell in such a way that it is much more useful for counterspelling. | Metamagic | SGG:FM | ||
| Deciphered Spell | Linguistics 1 rank | Your spell can be understood by any thinking creature. | Metamagic | SGG:FM | ||
| Defensive Spell | — | You can increase the protective effects of a spell you cast. | Metamagic | SGG:FM | ||
| Despoiled Spell | — | You can fuel a spell with your own life energy. | Metamagic | SGG:FM | ||
| Exchanged Spell | Knowledge (the planes) 1 rank | You can modify a spell that uses one type of energy to use another type of energy. | Metamagic | SGG:FM | ||
| Fleeting Spell | — | You can prepare lower-level versions of spells with shorter durations. | Metamagic | SGG:FM | ||
| Flexible Spell | Spellcraft 5 ranks | You can decide what metamagic feats to add a spell when you cast it. | Metamagic | SGG:FM | ||
| Inherent Spell | Quicken Spell, Silent Spell, Still Spell, Spell Focus | You have mastered a spell so thoroughly you can now cast it as a spell-like ability. | Metamagic | SGG:FM | ||
| Languid Spell | — | You can prepare less effective versions of spells as lower-level versions. | Metamagic | SGG:FM | ||
| Nonlethal Spell | Heal 1 rank | You can modify a spell that uses energy to deal damage to instead deal nonlethal damage. | Metamagic | SGG:FM | ||
| Profane Spell | Knowledge (religion) 1 rank, evil alignment | You can imbue a spell with evil-aligned energy. | Metamagic | SGG:FM | ||
| Sanctified Spell | Knowledge (religion) 1 rank, good alignment | You can imbue a spell with good-aligned energy. | Metamagic | SGG:FM | ||
| Secret Spell | Bluff 1 rank | Your spells are often hard to detect. | Metamagic | SGG:FM | ||
| Siege Spell | Knowledge (engineering) 1 rank | You can focus spells to break through doors and shatter walls. | Metamagic | SGG:FM | ||
| Swift Spell | Dex 13 | You can cast a spell very quickly at the cost of greatly reduced duration. | Metamagic | SGG:FM | ||
| Terrain Spell | Knowledge (nature) 1 rank | You can tap into the power of certain kinds of terrain to boost the power of your spells. | Metamagic | SGG:FM | ||
| Trap Spell | Knowledge (dungeoneering) 1 rank | You can cast a spell into an object as a trap. | Metamagic | SGG:FM | ||
| Weak Spell | — | You can prepare weaker versions of spells as lower-level versions. | Metamagic | SGG:FM | ||
| Teamwork Feats | Prerequisites | Benefits | Teamwork | |||
