Feats are special features that either give your character a new ability or improve an existing ability. A character either has a feat or does not. They are divided into three groups: Combat feats, General feats, and Magic feats.
Characters acquire feats in two ways.
1. All characters gain one feat at 1st character level, plus one feat at every character level divisible by three (that is, 3rd, 6th, 9th, and so on). These feats can come from any group.
2. all characters gain bonus feats according to their character class and class level. These bonus feats must come from the class feat list available to that class (combat for warriors, general for experts, magic for spellcasters).
Combat feats enhance a character's skill at fighting. They are on the class feat list for Warriors.
Feats without a hyperlink are unchanged from the description in the 3.5 PHB.
| Feat | Prerequisites | Benefit | |
| Armour Proficiency (Light) | none | no armour check penalty to most skills | |
| Armour Proficiency (Medium) | Armour Proficiency (light) | no armour check penalty to most skills | |
| Armour Proficiency (Heavy) | Armour Proficiency (medium) | no armour check penalty to most skills | |
| Armour Proficiency (Shield) | none | no armour check penalty to most skills | |
| Improved Shield Bash | Armour Proficiency (Shield) | retain shield bonus to defence when shield bashing | |
| Blind-Fight | none | reroll miss chance for concealment | |
| Combat Expertise | Int 13 | trade attack bonus for defence (up to base attack bonus) | |
| Exploit Weakess | Int 15, Combat Expertise | add Int bonus to attacks against one opponent | |
| Improved Disarm | Int 13, Combat Expertise | +4 bonus on disarm attempts, no attack of opportunity | |
| Improved Feint | Int 13, Combat Expertise | feint in combat as a move action | |
| Improved Trip | Int 13, Combat Expertise | +4 bonus on trip attempts, no attack of opportunity | |
| Parry | Int 13, Combat Expertise | add Int bonus to defence against one opponent | |
| Whirlwind Attack | Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 | one melee attack against every opponent within reach | |
| Combat Reflexes | none | additional attacks of opportunity | |
| Rapid Strike | Dex 13, Combat Reflexes | hurried melee full attack at -2 instead of -4 | |
| Damaging Attack | Str 13 for one-handed and two-handed weapons, Dex 13 for light weapons and ranged weapons |
trade attack bonus for damage (up to base attack bonus) | |
| Cleave | Str 13, Damaging Attack | extra melee attack after dropping target | |
| Improved Cleave | Str 13, Damaging Attack, Cleave, base attack bonus +4 | no limit to number of cleave attacks each round | |
| Improved Bull Rush | Str 13, Damaging Attack | +4 bonus on bull rush attempts, no attack of opportunity | |
| Improved Charge | Str 13, Damaging Attack | double damage with a charge | |
| Improved Demoralise | Str 13, Damaging Attack | demoralise in combat as a move action | |
| Improved Overrun | Str 13, Damaging Attack | +4 bonus on overrun attempts, no attack of opportunity | |
| Improved Sunder | Str 13, Damaging Attack | +4 bonus on sunder attempts, no attack of opportunity | |
| Defensive Stance | Dex 13 | +1 dodge bonus to defence against all melee attacks | |
| Agile Riposte | Dex 13, Defensive Stance | attack of opportunity against opponent who misses with a melee attack | |
| Deflect Missile | Dex 13, proficient with weapon | deflect one ranged attack per round | |
| Improved Deflect Missile | Dex 13, Deflect Missile, proficient with weapon | no limit to ranged attacks that can be deflected per round | |
| Dodge | Dex 13 | +4 dodge bonus to defence against all ranged attacks when moving or using cover | |
| Improved Dodge | Dex 15, Dodge, base defence bonus +7 | Dodge feat cannot be negated by Precise Shot | |
| Mobility | Dodge | +4 dodge bonus to defence against some attacks of opportunity | |
| Spring Attack | Mobility, base attack bonus +4 | move before and after melee attack | |
| Improved Critical | proficiency with weapon, base attack bonus +8 | increase threat range of weapon | |
| Improved Initiative | none | +4 bonus on initiative checks | |
| Improved Grapple | proficiency with unarmed strikes, base attack bonus +1 | +4 bonus on grapple attempts, no attack of opportunity | |
| Mounted Combat | Ride 1 rank | negate one attack on mount each round | |
| Improved Mounted Combat | Ride 9 ranks | no limit to number of attacks negated each round | |
| Mounted Archery | Mounted Combat | half penalty for ranged attacks while mounted | |
| Ride-By Attack | Mounted Combat | move before and after a mounted charge | |
| Spirited Charge | Mounted Combat, Ride-By Attack | double damage with a mounted charge | |
| Trample | Mounted Combat | target cannot avoid mounted overrun | |
| Multi-Weapon Fighting | Dex 15 | reduces multi-weapon fighting penalties, gives +1 shield bonus to defence | |
| Multi-Weapon Defence | Dex 15, Multi-Weapon Fighting | gives +2 shield bonus to defence | |
| Point Blank Shot | none | +1 bonus on ranged attack and damage within 30 feet | |
| Far Shot | Point Blank Shot | increase range increment | |
| Dead Aim | Point Blank Shot, Far Shot | full round action for +2 circumstance bonus on attack | |
| Manyshot | Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 | shoot two or more arrows simultaneously | |
| Precise Shot | Point Blank Shot | no -4 penalty for shooting into melee | |
| Improved Precise Shot | Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11 | ignore less than total cover or concealment with ranged attacks | |
| Rapid Shot | Dex 13, Point Blank Shot | hurried ranged full attack at -2 instead of -4 | |
| Shot on the Run | Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 | move before and after ranged attack | |
| Quick Draw | base attack bonus +1 | draw weapon as a free action | |
| Rapid Reload | proficiency with weapon | reload weapon more quickly | |
| Stunning Attack | proficiency with weapon, base attack bonus +1 | bludgeoning attack may stun opponent | |
| Paralysing Attack | proficiency with weapon, Stunning Attack, base attack bonus +6 | bludgeoning attack may paralyse opponent | |
| Uncanny Dodge | base attack bonus +2, base reflex save +3 | retain Dex bonus to defence when flat-footed or attacked by invisible creature | |
| Improved Uncanny Dodge | Uncanny Dodge, base attack bonus +5, base reflex save +4 | cannot be flanked unless attacker has Improved Uncanny Dodge and at least +3 more base attack bonus | |
| Weapon Focus | proficiency with weapon, base attack bonus +1 | +1 bonus on attack rolls with weapon | |
| Weapon Specialisation | Weapon Focus with weapon, base attack bonus +4 | +2 damage on damage rolls with weapon | |
| Improved Weapon Focus | Weapon Focus with weapon, base attack bonus +8 | total +2 bonus on attack rolls with weapon | |
| Improved Weapon Specialisation | Improved Weapon Focus with weapon, Weapon Specialisation with weapon, base attack bonus +12 | total +4 damage on damage rolls with weapon | |
| Greater Weapon Focus | Improved Weapon Focus with weapon, base attack bonus +16 | total +3 bonus on attack rolls with weapon | |
| Greater Weapon Specialisation | Improved Weapon Focus with weapon, Improved Weapon Specialisation with weapon, base attack bonus +20 | total +6 damage on damage rolls with weapon | |
| Weapon Group (Axes) | none | proficient with battleaxe, greataxe, handaxe and waraxe (two-handed) | |
| Weapon Group (Bows) | none | proficient with bows and composite bows | |
| Weapon Group (Crossbows) | none | proficient with heavy crossbow, light crossbow, and can fire pistols and rifles | |
| Weapon Group (Cutting Blades) | none | proficient with bastard sword (two-handed), falchion, greatsword, longsword and scimitar | |
| Weapon Group (Exotic) | base attack bonus +1 | proficient with all exotic weapons for existing weapon proficiencies | |
| Weapon Group (Maces & Flails) | none | proficient with flails, maces, hammers and greatclub | |
| Weapon Group (Picks & Scythes) | none | proficient with picks, sickle and war scythe | |
| Weapon Group (Piercing Blades) | none | proficient with punching dagger, rapier and shortsword | |
| Weapon Group (Polearms) | none | proficient with glaive, guisarme, halberd and ranseur | |
| Weapon Group (Slings & Thrown Weapons) | none | proficient with dart, sling and throwing dagger | |
| Weapon Group (Spears & Lances) | none | proficient with javelin, lance, spears and trident | |
| Weapon Group (Unarmed Strikes) | base attack bonus +1 | proficient with spiked gauntlets. shield bashes and lethal unarmed strikes, do not provoke attacks of opportunity | |
General feats enhance a character's abilities, either in breadth or depth. They are on the class feat list for Experts.
Feats without a hyperlink are unchanged from the description in the 3.5 PHB.
| Feat | Prerequisites | Benefit | |
| none | wear two magic items in the one body slot | ||
|
Animal Empathy |
none | use Diplomacy skill on animals | |
| Devout Belief | none | divine spells are more effective | |
| Divine Grace | Devout Belief | add Charisma bonus to all saving throws | |
| Durable | none | +1 on Fortitude saves against injury | |
| Eldritch Mark | none | arcane spells are more effective, know your true name | |
| Endurance | none | +4 bonus on checks and saves to resist nonlethal damage | |
| Diehard | Endurance | remain conscious on negative hit points | |
| Evasion | base Reflex save +3 | take no damage on a successful Reflex save | |
| Defensive Roll | Evasion, base Reflex save +7 | take half damage from an attack and fall prone | |
| Improved Evasion | Evasion, base Reflex save +7 | take half damage on an unsuccessful Reflex save | |
| Favoured Environment | none | bonuses to several skills while in favoured environment | |
| Inner Strength | none | +1 Power point | |
| Talented | Inner Strength | cast 3 additional 0 Power point spells for free per day | |
| Body Fuel | Inner Strength, Talented | trade ability damage for Power points | |
| Inner Spell | Inner Strength, Talented, reserve Power points | one spell with a range of personal and a target of you works continuously while you have reserve power points | |
| Longevity | Inner Strength, Talented, mortal race | you are long-lived | |
| Timeless | Inner Strength, Talented, Longevity, mortal race | your body does not age | |
| Trigger Spell | Inner Strength, Talented, reserve Power points | one spell can be activated for free with a Charisma check while you have reserve power points | |
| Low Profile | none | -2 Reputation bonus, doesn't stack with Renown | |
| Increased Power | 4 ranks in appropriate Knowledge skill | +2 Magic Power bonus, cannot increase to higher than total Hit Dice | |
| Renown | none | +2 Reputation bonus, doesn't stack with Low Profile | |
| Run | none | run at 5 times normal speed | |
| Improved Run | Run | make one turn of up to 90 degrees while charging or running | |
| Save Focus | none | bonus on one type of save | |
| Improved Save Focus | Save Focus with save | additional bonus on one type of save | |
| Greater Save Focus | Improved Save Focus with save, Save Focus with save | further additional bonus on one type of save | |
| Skill Focus | 4 ranks in skill or skills | bonus to one or more skills | |
| Improved Skill Focus | Skill Focus, 12 ranks in skill or skills | increased bonus to one or more skills | |
| Greater Skill Focus | Improved Skill Focus, 20 ranks in skill or skills | increased bonus to one or more skills | |
| Skill Mastery | none | take 10 when using 3 + Int bonus number of skills even when distracted or threatened | |
| Slippery Mind | Will save +3 | second saving throw against enchantments after 1 round | |
| Improved Slippery Mind | Slippery Mind, base Will save +7 | spell resistance (11 + level) against enchantments after 1 round | |
| Sneak Attack | Sneak 4 ranks | +4 bonus damage from sneak attack (stacks, additional +2 damage for every additional rank in Sneak) | |
| Crippling Strike | Sneak 13 ranks, Sneak Attack | sneak attack also causes 2 Str damage | |
| Opportunist | Sneak 13 ranks, Sneak Attack | take attack of opportunity when ally hits opponent | |
| Surgery | Treat Injury 4 ranks | use Treat Injury skill to perform surgery without penalty | |
| Tinker with Magic | Tinker 4 ranks | use Tinker skill to disable and bypass magic traps | |
| Track | Search 4 ranks | use Search skill to follow tracks | |
| Trail | Gather Information 4 ranks | use Gather Information skill to find people | |
| Trick Magic Device | Bluff 4 ranks | use Bluff skill to activate magic items that could not normally be used | |
| Tumble | Acrobatics 4 ranks | use Acrobatics skill to move in combat without provoking attacks of opportunity | |
| Versatile | Int 13 | any two skills are class skills at every character level | |
Magic feats enhance a character's skill with magic. They are on the class feat list for Spellcasters. The Spellcasting feat is a prerequisite for all other magic feats, and is not listed in the tables below as a prerequisite.
| Feat | Prerequisites | Benefit | |
| Spellcasting | none | cast spells of one type of magic (arcane, divine, innate) | |
| Spell Focus | none | spells of one school of magic receive +1 bonus Power point when cast | |
| Improved Spell Focus | Spell Focus with school of magic, magic power 10 | spells of one school of magic receive +2 bonus Power points when cast | |
| Spell Specialisation | Spell Focus with school of magic, magic power 6 | spells of one subschool or descriptor receive +1 bonus to save DC and +2 bonus to defeat spell resistance when cast | |
| Improved Spell Specialisation | Improved Spell Focus with school of magic, Spell Specialisation with subschool or descriptor of magic, magic power 15 | spells of one subschool or descriptor receive +2 bonus to save DCs and +4 bonus to defeat spell resistance when cast | |
| Spell Penetration | none | +2 bonus to defeat spell resistance | |
| Improved Spell Penetration | Spell Penetration | +4 bonus to defeat spell resistance | |
Item creation feats allow spellcasters to create lasting magic items using
permanent spells. All item creation feats have the following features in common.
Permanent Spell: The spellcaster must cast a spell with a duration
of permanent or enhanced with the Permanent Spell metamagic feat. Casting this
spell costs Power points and XP as described in the spell and feat description.
Remember that the 4 Power points used to cast a permanent spell do not increase
the spell's Magic Power.
Raw Materials: Creating a lasting magic item requires a masterwork
mundane item plus costly materials. The purchase DC of the raw materials is
equal to the item's purchase DC -2.
XP Cost: Creating a lasting magic item is much more draining than creating
a permanent spell effect. In addition to the cost of the permanent spell, the
caster or a willing creature must spend XP equal to the spell's Magic Power
x (Magic Power divided by 2 and rounded up) x the purchase DC of the raw materials.
| Feat | Prerequisites | Benefit |
| Create Charged Item | none | create charged spell-trigger items (such as magic wands) |
| Create Constant Item | none | create constant magic items (such as magic rings, weapons, armour) |
| Create Single-Use Item | none | create single-use magic items (such as magic potions) |
| Create Spell-Completion Item | none | create spell-completion magic items (such as magic scrolls) |
| Magical Artisan | any Item Creation feat | create cheaper magic items |
Metamagic feats allow spellcasters to change the properties of a spell without
having to learn a new version of the spell. Unless otherwise indicated in the
feat description, metamagic feats have the following features in common.
Increased Casting Time: A spell that normally takes 1 standard action
to cast now takes 1 round, while a spell that normally takes 1 round to cast
now takes 1 round plus 1 standard action in the following round. Spells that
take a 1 free action to cast and spells that take 1 minute or longer to cast
are unaffected. (Exception: Quicken Spell.)
Minimum Power Cost: You must expend at least 1 Power point on the base
spell before you can apply a metamagic feat or feats.
Increased Power Points: Power points expended to use a metamagic feat
or feats on a spell count towards all other spell effects based on Power points
expended, such as duration, area, damage, save DC, and other heightened effects.
(Exception: Contingent Spell and Permanent Spell.)
Mulitple Metamagic Effects: You can apply multiple metamagic feats
to one spell. The power point costs are cumulative. You usually get no benefit
from applying the same metamagic feat twice. (Exception: Enlarge Spell, Extend
Spell, Hide Spell, Meld Spell, Quicken Spell and Widen Spell.)
Dependent Effects: While metamagic feats have no prerequisites other
than Spellcasting, they may depend on other
spell effects to function (for example, Widen Spell only affects spells with
areas). See individual feat descriptions for any dependent effects.
| Feat | Prerequisite | Benefit |
Power Cost
|
| Area Spell | none | spell affects an area around the target |
+2
|
| Aura Spell | none | spell becomes aura that affects creatures who touch you |
+4
|
| Contingent Spell | none | one personal spell can be triggered by preset condition, lasts until dispelled, costs XP |
+4
|
| Damage Substitution | none | convert all spell damage to nonlethal damage |
+0
|
| Delay Spell | none | spell activates 1 or more rounds after spell is cast |
+2
|
| Element Substitution | none | change any energy spell to one type of energy |
+0
|
| Energy Substitution | none | change any energy spell to one type of energy |
+0
|
| Enlarge Spell | none | increases spell's range |
+2
|
| Extend Spell | none | increases spell's duration |
+2
|
| Gaze Spell | none | spell becomes a gaze attack |
+2
|
| General Spell | none | spell that works on one type of creature works on all creatures |
+6
|
| Hide Spell | none | removes one casting component |
+2
|
| Mass Spell | none | spell affects additional targets |
+6
|
| Meld Spell | none | cast two spells at once, must have same target and expend Power for both |
+2
|
| Permanent Spell | none | spell duration becomes permanent, lasts until dispelled, costs XP |
+4
|
| Quicken Spell | none | reduces spell's casting time |
+2
|
| Ray Spell | none | touch spell becomes close range ray spell |
+2
|
| Split Spell | none | spell splits into smaller, equally-sized spells |
+0
|
| Touch Spell | none | personal spell becomes touch spell |
+2
|
| Wall Spell | none | spell creates a wall of energy or element |
+6
|
| Widen Spell | none | increases spell's area |
+6
|