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.
|Agile Defense||Dodge||You gain a dodge bonus to AC, based on your Base Attack Bonus.||Combat||General||TM:AFD|
|Combat Archery||Impassive Aim||You do not draw any attacks of opportunity for firing a bow when threatened.||Combat||General||TM:AFD|
|Courageous Shout||Cha 13, Diplomacy 1 rank||Give all nearby allies a +1 morale bonus to attack rolls and saving throws against fear for one minute.||Combat||General||TM:AFD|
|Deadly Teamwork||–||Get a bonus to hit when you attack a target threatened by an ally.||Combat||General||TM:AFD|
|Exotic Armor Proficiency (Partial)||Armor Proficiency (light)||When you wear partial armor, the armor bonus to AC is increased by 1.||Combat||General||TM:AFD|
|Halt the Charge||–||When you make an attack of opportunity with a weapon that can be set against a charge, you do extra damage as though it were a readied attack.||Combat||General||TM:AFD|
|Impassive Aim||Point-Blank Shot, Dodge, Mobility||You may take the attack action with a bow without incurring an attack of opportunity.||Combat||General||TM:AFD|
|Improved Martial Strike||Improved Unarmed Strike, Martial Strike, Wis 15, Dex 15||Your unarmed strike damage matches that of a monk of the level of your character level.||Combat||General||TM:AFD|
|Long Shadow||Cha 13, Intimidate 1 rank||You can attempt to demoralize a foe who attacks someone other than you or casts a targeted spell that does not target you.||Combat||General||TM:AFD|
|Martial Strike||Improved Unarmed Strike, Wis 13, Dex 13, BAB +4||Your unarmed strike damage equals that of a monk of the level of your character level -3.||Combat||General||TM:AFD|
|Mighty Draw||Proficiency with the shortbow and longbow||When using a composite bow, your Strength is treated as two points higher.||Combat||General||TM:AFD|
|Nonlethal Force||–||You can deal nonlethal damage with a weapon that normally deals lethal damage (if you so choose) without taking the normal –4 penalty on the attack roll.||Combat||General||TM:AFD|
|Perfect Parry||–||When you are threatened by exactly one opponent in melee, you gain a +1 dodge bonus to AC against melee attacks.||Combat||General||TM:AFD|
|Shoulder to Shoulder||–||When standing next to an ally, you threaten squares adjacent to that ally.||Combat||General||TM:AFD|
|Vengeful||–||You gain +1 to hit opponents who have done damage to you this combat.||Combat||General||TM:AFD|
|Additional Animal Companion||Cha 13, ability to have an animal companion, effective druid level 4 for purposes of
having an animal companion
|You get a second animal companion.||General||TM:AFD|
|Catch Me If You Can||Int 13, any one skill 3 ranks||Receive a +10 competence bonus to any Acrobatics, Bluff, Climb, Escape Artist, or Stealth check that directly relates to escaping or eluding capture.||General||TM:AFD|
|Critical Precision||Ability that deals dice of precision damage (such as sneak attack or targeted strike)||You gain your precision dice of damage when you confirm a critical hit.||General||TM:AFD|
|Extra Chosen Weapon||Martial artist level 1, Weapon Focus with the desired chosen weapon||You may choose a second chosen weapon.||General||TM:AFD|
|Feral Strike||Improved Unarmed Strike, Dex 13, Con 13, Survival 1 rank, and special||Gain a natural weapon.||General||TM:AFD|
|First Aid||Wis 13, Heal 1 rank||When you perform first aid on a patient with less than 0 hit points, they gain enough temporary hit points to raise their total to 0.||General||TM:AFD|
|Improved Sniping||Dex 13, Stealth 1 rank||You take only a -10 penalty to your Stealth skill instead of -20 when sniping.||General||TM:AFD|
|Light Sleeper||–||Your Perception DCs while asleep are increased by only +5 instead of +10.||General||TM:AFD|
|Lionhearted||–||You gain a +4 bonus on Will saves versus fear.||General||TM:AFD|
|Major Medical Miracle||Minor Medical Miracle||You can use Minor Medical Miracle to save a character who has died within 3 minutes.||General||TM:AFD|
|Master Sniper||Improved Sniping, Dex 15, BAB +4, Stealth 6 ranks||You take only a -5 penalty to your Stealth skill instead of -20 when sniping.||General||TM:AFD|
|Medical Expert||Wis 13, Heal 1 rank||When you use the Heal skill to treat deadly wounds, you may add ½ your ranks in Heal to the amount of damage healed.||General||TM:AFD|
|Minor Medical Miracle||Wis 13, First Aid, Heal 7 ranks||You can save a character reduced to their negative hit points or lower, when they would normally be dead.||General||TM:AFD|
|Ropes and Chains||–||You gain a +4 bonus on Escape Artist checks to escape from restraints.||General||TM:AFD|
|Signature Mount||Handle Animal 3 ranks, Ride 3 ranks||You gain an animal companion you must use as a mount.||General||TM:AFD|
|Signature Weapon||–||You gain a competence bonus to hit with a weapon of your choice, based on your level.||General||TM:AFD|
|Surprise Initiative||–||When you are allowed to act during a surprise round, you get +6 on your next initiative check.||General||TM:AFD|
|Vitality Reserve||Con 13||You can use vitality reserve points you gain while sleeping to heal hit point damage.||General||TM:AFD|
|Wealth||–||You gain 500 gp. In addition, you gain +1 on Perform of Profession checks to make money.||General||TM:AFD|
|Item Creation Feats||Prerequisites||Benefits||Item Creation|