Feats

Combat Expertise does not exist, and is removed as a prerequisite for any feats which may require it. Characters can perform it without the need of the feat.

Endurance does not exist, and is removed as a prerequisite for any feats which may require it. Characters can sleep in armor without incurring penalties so long as they possess Armor Proficiency.

Agile Maneuvers does not exist. Weapon Finesse instead is used.


Adept Champion (General)

Prerequisites: Smite class feature, base attack bonus +5
Description: While using your smite class feature, you can forgo the bonus on damage rolls and instead gain that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite feature returns to normal at the start of your next turn.

Adept Channel (General)

Prerequisites: Ability to cast divine spells, caster level 4th
Description: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.

Aligned Crafting (General)

Prerequisites: Craft Magical Arms and Armor or Craft Wondrous Items
Description: When you craft a magic weapon, magic armor, a magic shield, or a wondrous item, you can infuse it with a bit of your convictions. Creatures that are more than one alignment step away from you are nauseated while using or wearing this item. An item that has been infused with your alignment can never have an opposing special ability added to it later (for example, a longsword infused with your lawful good alignment cannot later gain the anarchic weapon special ability). Infusing the item with your alignment in this way increases the items total construction cost by 10%.

Alignment Channel (General)

Prerequisites: Ability to channel energy.
Description: Allies of your alignment type receive double healing from your channels. Allies one step away from your alignment type receive +50% healing. Allies further than one step away from your alignment type are unable to be healed through channeling, but damage is instead increased by +50% if channeling to harm.

Arcane Armor Training (Combat)

Prerequisites: Armor Proficiency (any)
Description: You do not take Spell Failure chance when wearing armor you are proficient with.

Special: If you’re already unaffected by Spell Failure with armor and an arcane spellcaster, you receive a +1 bonus to the DCs of spells cast while wearing armor.

Arcane Blast (General)

Prerequisites: Arcane spellcaster
Description: You can sacrifice a spell slot of 1st level or higher, creating a ray of pure arcane energy. This attack deals 2d6 points of damage per spell slot sacrificed, deals force damage, and has a range of 30 ft. Arcane Blast is a ranged touch attack.

Special: If a spell which deals damage is sacrificed, add your Caster Level level as a bonus to the Arcane Blast’s damage.

Arcane Shield (General)

Prerequisites: Arcane spellcaster
Description: You can sacrifice a spell slot of 1st level or higher, creating a whirling mass of energy protecting you. You gain a deflection bonus to AC equal to the spell level sacrificed. This lasts until the end of the encounter.

Arcane Vendetta (General)

Prerequisites: Spellcraft 1 rank
Description: You deal +2 damage against any target you have witnessed casting an arcane spell (not using a spell-like ability) in the last 1 hour. You must have successfully identified the spell with a Spellcraft check to know without a doubt that the spell is arcane. At level 10 this bonus increases to a +4 and enemies adjacent to you increase the DC of concentration checks by 4 as well.

Ascetic Master (Style)

Prerequisites: Improved unarmed strike, weapon focus (any), base attack bonus +1 or monk 1st level
Description: You are skilled at blending martial combat with a weapon alongside your trusty weapon.

Unarmed Weapon: Weapons which you possess weapon focus with are treated as unarmed strikes for the purposes of feats and class abilities which require them.

Flurry of Blades and Fists (Any Technique): If you make a full-round attack you can activate this technique upon the first attack roll by spending 2 stamina points. So long as you make at least one attack with a non-unarmed strike and one attack with an unarmed strike you treat both as if they had the Balanced weapon property.

Maneuverable Weapon: So long as you possess at least 1 stamina point you receive a +2 bonus on combat maneuver checks made with your weapon.

Blind-Fighting (Combat)

Description: Once per round you can choose to negate the need for a percentile roll for concealment for a single attack roll you make. Any other time however you roll the percentile dice twice and take the better result. In addition you do not lose Dexterity to AC against invisible creatures.

Special: Characters with Uncanny Dodge or Improved Uncanny Dodge can do this twice per round instead of once per round.

Boar’s Ferocity (Style)

Prerequisites: Improved unarmed strike, intimidate 3 ranks

Description: You’ve learned the ferocious fighting style of the orc, utilizing ripping motions with your now claw-like unarmed strikes.

Overgrown Nails: Your unarmed strikes can deal both bludgeoning, piercing, or slashing damage; your choice.

Rip And Tear (Martial Art): When dealing slashing damage with your unarmed strikes you can spend 2 stamina points to deal an additional 3d6 slashing damage. As a free action after dealing damage this way you can make an Intimidate check at a +2 bonus.

Boar Shred (Martial Art): When dealing slashing damage with your unarmed strikes you can spend 2 stamina points to deal 1d6 points of bleed damage on top of your standard damage. This can only be used against an opponent you have successfully intimidated after using Rip and Tear.

Brutal Ferocity (Style)

Prerequisites: Strength 15+, vicious stomp, base attack bonus +6

Description: Watching foes land on their ass in front of you has spawned a monster, one who viciously digs their heels into those already down on the ground…

Heel Driver (Martial Art): Spend 1 stamina point when vicious stomp provokes an attack of opportunity. If this attack hits, the opponent takes 1d6 points of Strength damage, a Fortitude Save (DC 10 + your level + your Strength modifier) halves this. If the opponent fails the saving throw, it takes them a full-round action to stand up from prone. Abilities like Kip-Up instead reduce it back down to a move.

Unrelenting Ferocity: You are an absolute beast when in your element; so long as you possess at least 1 stamina point you receive a +4 bonus to CMD against all trip attempts, and can stand as a free action once per round. 

Ground Pound (Martial Art): Spend 1 stamina in order to create an effect similar to that of Greater Thunderstomp as a standard action, making trip attempts against all enemies within the 60 ft. line. This trip attempt uses your Strength modifier regardless of if you possess a caster level, and uses your base attack bonus like normal.

Catch Off-Guard (Combat)

Description: You receive a +2 bonus to attack and damage rolls with improvised weapons.

Special: Improvised Weapons are Simple weapons for the purpose of Weapon Focus and similar feats.

Characters can use Improvised Weapons without Catch Off-Guard, but gain no bonus.

Channel Smite (Combat)

Prerequisites: Ability to channel energy, character level 5th or higher
Description: You are able to spend a use of your channel energy before making an attack, and when doing this you add your channel energy damage as bonus damage on top of your weapon’s damage roll. This damage is precision damage.

This only applies to one attack roll at a time, however this can be activated multiple times for each attack roll.

Cleave (Combat)

Prerequisites: Power Attack
Description: 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 within your reach. You can only make one additional attack per round with this feat.

Special: You can spend 2 Stamina in order to make an additional attack past the first additional attack. For each attack you spend Stamina to perform, you take a -2 to AC.

Close the Gap (Style)

Prerequisites: Step Up, Dexterity 13+
Description: You are skilled at keeping foes close, and keep them within range.

Blade Lock: If an opponent succeeds in their attempt to Parry your attack, you can spend 3 Stamina to instead engage in a blade lock. In order to do this the opponent must be within one size category. During a blade lock, both characters must attempt Feats of Strength or Acrobatics against each other. Whoever wins the blade lock is counted as grappling the foe while not being counted as also being grappled.

After which, the winner of the blade lock can either prevent their target from moving, or make an attack against them as a free action which cannot be parried.

Large Squeeze: So long as you possess at least 1 Stamina, you treat one-handed weapons as light weapons for the purpose of determining if a weapon can be used in a grapple or swallow whole.

Long Step: By spending 1 Stamina per 5 ft. you can move one additional space to close in on the opponent.

Combat Casting (General)

Description: You get a +4 bonus on concentration checks. In addition to this, once per encounter, you can choose to cast a spell without provoking an attack of opportunity.

Craft Magic Arms and Armor (Item Creation)

Prerequisites: Caster level 5th, artisan (weapons) 5 ranks, or artisan (armor) 5 ranks

Description: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Craft Wondrous Item (Item Creation)

Prerequisites: Caster level 3rd, artisan (any) 3 ranks, or spellcraft 3 ranks

Description: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Crane Wing Stance (Style)

Prerequisites: Dodge, improved unarmed strike

Description: You take a stance like that of a crane; folding your arms and raising one leg as you prepare for any and all attacks.

Crane’s Grace: So long as you have at least 1 stamina point you receive a +1 dodge bonus to AC.

Defensive Stance: You do not need at least 3 ranks in Acrobatics in order to qualify for the increases to dodge bonuses granted by fighting defensively and total defenses. In addition to this, you can sacrifice all dodge bonuses you are receiving from all sources until the end of your next turn in order to negate a single attack roll that would hit you as an immediate action. Instead of losing the dodge bonuses you can spend stamina equal to the amount of dodge bonus being lost by this.

Wing Buffet (Martial Art): Spend 1 stamina in order to make an attack roll while fighting defensively, taking no penalties while doing so.

Crashing Waves (Style)

Prerequisites: Improved drag or improved reposition

Description: Your pushing and dragging cause enemies to lose footing, becoming disorientated.

To And Fro: On a successful drag or reposition combat maneuver you can move 5 feet in a single direction as a free action, so long as you remain within reach of the opponent you repositioned/dragged. This movement does not provoke attacks of opportunity.

Disorientated Movement: On a successful drag or reposition combat maneuver your opponent suffers a -2 penalty to all physical checks (including physical attack rolls) and cannot move more than half their move speed on their turn.

Extra Nudge (Martial Art): Spend 1 stamina in order to move a target an additional 5 feet with a reposition or drag combat maneuver than you would normally move them by.

Crossbow Mastery (Combat)

Prerequisites: Point-Blank Shot, Rapid Reload, and Rapid Shot.
Description: Crossbows you wield are considered to be Automatic weapons instead of being Single weapons. In addition to this, you do not provoke attacks of opportunity when firing or reloading crossbows.

Diehard (General)

Prerequisites: Constitution 15+
Description: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points, and so long as you possess at least 1 stamina point you aren’t staggered unlike the normal condition for being at 0 hit points.

You are killed at a negative hit points equal to your level plus your Constitution score.

Elephant Stomp (Combat)

Prerequisites: Power Attack, Improved Overrun
Description: When your Overrun attempt exceeds a foe’s CMD by 5 or more, stop in front of your opponent and knock the opponent prone. After knocking the opponent prone you receive a free attack roll against the opponent using your highest Base Attack Bonus. On a critical hit, you also stun the opponent for 1d4(+1 round per level).

Extra Stamina (Combat)

Description: You increase your Stamina by 3. For every level/Hit Dice past 3rd, you increase this by 1.

Great Cleave (Combat)

Prerequisites: Cleave, character level 4 or higher
Description: When using Cleave you do not need to spend Stamina to make additional attacks. In addition, you can cleave into enemies who are within your reach or adjacent to the previous target, however for each square they are outside of your melee reach you take a -2 penalty to hit.

Greater Blind-Fight (Combat)

Prerequisites: Awareness 15 ranks, Improved Blind-Fight
Description: Concealment no longer affects you. In addition to this, you can never be blinded and are considered to have sight regardless of the state of your eyes. Your tremorsense’s range grows by +20 ft., and you also gain lifesense of 20 ft.

Greater Channel Smite (Combat)

Prerequisites: Channel Smite, character level 8 or higher
Description: When you use Channel Smite, you gain a bonus to attack and damage equal to the number of dice rolled on your channel (example, a 6d6 channel grants +6 to attack and damage).

Greater Weapon Focus (Combat)

Prerequisites: Weapon Focus, character level 8 or higher
Description: Your bonus granted from Weapon Focus is instead +2. In addition to this you receive a +2 bonus on Combat Maneuvers performed with this weapon, and CMD checks against this weapon (such as disarm or sunder).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization (Combat)

Prerequisites: Greater Weapon Focus, Weapon Specialization, character level 12 or higher
Description: Your bonus granted from Weapon Specialization is instead +4. In addition to this you are able to deal your weapon’s minimum damage to enemies who are hit by your Combat Maneuvers with your weapons (such as trip or disarm).

Enemies who fail to hit your CMD on disarm attempts also take your minimum damage from your weapon.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Blind-Fight (Combat)

Prerequisites: Awareness 10 ranks, Blind-Fight.
Description: You ignore any miss chances for anything less than total concealment. In addition to this, you have tremorsense of 10 ft. and are able to detect creatures adjacent to you despite not seeing them.

Improved Unarmed Strike (Combat)

Description: Your unarmed strikes deal 1d6 points of bludgeoning damage, and you take no penalty to attack rolls when using this weapon lethally.

Special: Without this feat, you deal 1d4 points of bludgeoning damage, and you take a -4 penalty to attack rolls when using this weapon lethally.

You do not need this feat to provoke attacks of opportunity with unarmed strikes unlike normal.

Monkey Lunge (Combat)

Prerequisites: Lunge, Acrobatics 1 Rank
Description: So long as your movement speed isn’t being hindered (except by armor you’re proficient with) you can perform Lunge without taking the penalty to AC.

Point-Blank Shot (Combat)

Description: You gain a +1 bonus to ranged attack and damage rolls against enemies within 30 feet.

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Special: This feat also functions as Precise Shot both in function and for prerequisites.

Quick Draw (Combat)

Description: You are able to draw or sheathe your weapons as a free action instead of as a move action. These do not provoke attacks of opportunity.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

When picking up an item (or using Stealth or a Steal combat maneuver to steal an item) you can stow the item away as part of the action to steal it (a free action with this feat). In order to do so without anyone noticing, a Stealth check must be made against the Awareness of those aware of your presence. This Stealth check takes a -20 penalty against those in combat who are able to see you attempting this.

Rapid Reload (Combat)

Description: Ranged weapons you use are able to be reloaded as a free action, so long as you possess Weapon Focus in that weapon group. If you do not possess Weapon Focus, the action is instead reduced to a move action (or a standard action for two-handed firearms).

Rapid Shot (Combat)

Prerequisites: Point-Blank Shot
Description: When making a full-round attack with a ranged weapon you can choose to fire an additional shot at your highest base attack bonus. You take a -2 to all attack rolls while using Rapid Shot, and thus it must be chosen to be used before starting your full-round attack.

Rapid Strike (Combat)

Prerequisites: Power Attack
Description: When making a full-round attack with a melee weapon you can choose to make an additional attack at your highest base attack bonus. You take a -2 to all attack rolls while using Rapid Strike, and thus it must be chosen to be used before starting your full-round attack.

Strong Arm (Style)

Prerequisites: Fighter level 8 or higher, Power Attack
Description: Using your strength to put power behind your swings, you learn techniques in order to aide you.

Brutal Attacker: So long as you possess 1 Stamina or more, you treat weapons without Brutish as having Brutish.

Knockout Hit: Spend 3 Stamina and if you knock the opponent unconscious, they are knocked unconscious for a number of hours equal to 4 + Strength modifier. Opponents with Ferocity or similar abilities are knocked unconscious instead of triggering Ferocity.

Overpower: Spend 2 Stamina when an opponent fails to Parry you. You can put them offguard, making them flat-footed until the beginning of your next turn.

Unstoppable Combatant (Combat)

Prerequisites: Vitality Surge, Constitution 15+
Description: Using a Second Wind is a free action for you instead of a Swift Action. In addition to this, 2 Stamina Points can be spent to use any extra Second Wind (such as those which were regained by Vitality Surge) even if it is within the same turn.

Vitality Surge (Combat)

Description: You can catch a Second Wind even if you are not at half or lower HP, and additional HP from a Second Wind applies as temporary hit points if it goes over your maximum hit points.

In addition to this, you can spend 5 Stamina Points to regain your usage of Second Wind for the day. This Second Wind cannot be used within the same combat however as per the normal rules.

Weapon Finesse (Combat)

Description: Weapons you wield possess the Finesse weapon special ability if it doesn’t already possess it. If it does, you use Dexterity modifier for damage in place of Strength modifier (if higher).

Weapon Finesse also allows you to use your Dexterity in place of Strength on CMB checks.

Weapon Focus (Combat)

Prerequisites: Proficiency with weapon group.
Description: You gain a +1 bonus to attack rolls with all weapons from a selected Weapon Group (such as Sword, Polearm, Axe, etc.) – in the case of Exotic weapons, you must choose a single exotic weapon rather than the whole Exotic weapon group.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization (Combat)

Prerequisites: Weapon Focus
Description: You gain a +2 bonus to damage rolls with a weapon group you’ve selected with Weapon Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

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