PFSRD:Feats
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Feats
Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.
Prerequisites
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.
Types of Feats
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow characters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is.
Combat Feats
Any feat designated as a combat feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.
Critical Feats
Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.
Item Creation Feats
An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common.
Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item.
Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below: Scrolls: Base price = spell level × caster level × 25 gp.
Potions: Base price = spell level × caster level × 50 gp.
Wands: Base price = spell level × caster level × 750 gp.
Staves: The price for staves is calculated using more complex formulas (see Magic Items).
A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must expend the material component cost when creating the item. For a wand, the creator must expend 50 units of the material component. Some magic items similarly incur extra costs in material components, as noted in their descriptions.
Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details.
Metamagic Feats
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
Feat Descriptions
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.
Feats
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List of Feats
A
- Aberrant Tumor
- Ability Focus
- Abundant Revelations
- Accursed Critical
- Accursed Hex
- Acrobatic
- Acrobatic Steps
- Adder Strike
- Additional Traits
- Adept Champion
- Advanced Ranger Trap
- Agile Maneuvers
- Alertness
- Alignment Channel
- Allied Spellcaster
- Amateur Gunslinger
- Amateur Investigator
- Amateur Swashbuckler
- Animal Affinity
- Animal Soul
- Antagonize
- Anticipate Dodge
- Arc Slinger
- Arcane Armor Mastery
- Arcane Armor Training
- Arcane Blast
- Arcane Shield
- Arcane Strike
- Arcane Talent
- Aspect of the Beast
- Athletic
- Awesome Blow
B
- Back to Back
- Barroom Brawler
- Bashing Finish
- Battle Cry
- Befuddling Strike
- Believer's Boon
- Believer's Hands
- Betrayer
- Binding Throw
- Blasting Charge
- Bleeding Critical
- Blessed Striker
- Blighted Critical
- Blighted Critical Mastery
- Blind-Fight
- Blinding Critical
- Blooded Arcane Strike
- Bloody Assault
- Bludgeoner
- Boar Ferocity
- Boar Shred
- Boar Style
- Body Shield
- Bodyguard
- Bolstered Resilience
- Bonebreaker
- Bookish Rogue
- Bouncing Spell
- Branded for Retribution
- Breadth of Experience
- Break Guard
- Brew Potion
- Broken Wing Gambit
- Bull Rush Strike
- Burning Spell
C
- Canny Tumble
- Cartwheel Dodge
- Catch Off-Guard
- Cavalry Formation
- Channel Smite
- Channeled Blessing
- Channeled Revival
- Channeled Shield Wall
- Channeling Force
- Channeling Scourge
- Charge Through
- Charging Hurler
- Childlike
- Chokehold
- Cleave
- Cleaving Finish
- Close-Quarters Thrower
- Cloud Step
- Clustered Shots
- Cockatrice Strike
- Combat Casting
- Combat Expertise
- Combat Medic
- Combat Patrol
- Combat Reflexes
- Combat Style Master
- Command Undead
- Concussive Spell
- Confounding Tumble Deed
- Contingent Channeling
- Cooperative Crafting
- Coordinated Charge
- Coordinated Defense
- Coordinated Maneuvers
- Coordinated Shot
- Cosmopolitan
- Counter Reflexes
- Counterpunch
- Covering Defense
- Craft Construct
- Craft Magic Arms and Armor
- Craft Rod
- Craft Staff
- Craft Wondrous Item
- Crane Riposte
- Crane Style
- Crane Wing
- Create Reliquary Arms and Shields
- Create Sanguine Elixir
- Crippling Critical
- Critical Focus
- Critical Mastery
- Crossbow Mastery
- Crusader's Fist
- Crusader's Flurry
- Crushing Blow
D
- Dastardly Finish
- Dazing Assault
- Dazing Fist
- Dazing Spell
- Dazzling Display
- Deadly Aim
- Deadly Finish
- Deadly Stroke
- Deafening Critical
- Death from Above
- Death or Glory
- Deathless Initiate
- Deathless Master
- Deathless Zealot
- Deceitful
- Deceptive Exchange
- Deep Drinker
- Deepsight
- Defending Eidolon
- Defensive Combat Training
- Defensive Weapon Training
- Deflect Arrows
- Deft Hands
- Deft Shootist Deed
- Deny Death
- Destructive Dispel
- Detect Expertise
- Devastating Strike
- Die for Your Master
- Diehard
- Dimensional Agility
- Dimensional Assault
- Dimensional Dervish
- Dimensional Maneuvers
- Dimensional Savant
- Disable Dweomer
- Disarming Strike
- Disarming Threat Deed
- Discordant Voice
- Disengaging Feint
- Disengaging Flourish
- Disengaging Shot
- Disheartening Display
- Disorienting Maneuver
- Dispel Synergy
- Dispelling Critical
- Dispelling Fist
- Disposable Weapon
- Disrupting Shot
- Disruptive
- Disruptive Recall
- Disruptive Spell
- Distance Thrower
- Distracting Charge
- Divine Interference
- Divine Protection
- Djinni Spin
- Djinni Spirit
- Djinni Style
- Dodge
- Domain Strike
- Double Bane
- Double Slice
- Drag Down
- Dragon Ferocity
- Dragon Roar
- Dragon Style
- Dragonbane Aura
- Draining Strike
- Dramatic Display
- Dreadful Carnage
- Dual Enhancement
- Duck and Cover
- Dueling Cape Deed
E
- Eagle Eyes
- Earth Child Binder
- Earth Child Style
- Earth Child Topple
- Echoing Spell
- Eclectic
- Ectoplasmic Spell
- Efreeti Stance
- Efreeti Style
- Efreeti Touch
- Eldritch Claws
- Eldritch Heritage
- Elemental Channel
- Elemental Fist
- Elemental Focus
- Elemental Spell
- Elusive Redirection
- Elven Accuracy
- Empower Spell
- Empower Spell-Like Ability
- Endurance
- Energy Channel
- Enfilading Fire
- Enforcer
- Enlarge Spell
- Ensemble
- Escape Route
- Eschew Material
- Eschew Materials
- Esoteric Linguistics
- Evolved Companion
- Evolved Familiar
- Exhausting Critical
- Exotic Weapon Proficiency
- Expanded Arcana
- Expanded Preparation
- Expert Driver
- Exploit Lore
- Extend Spell
- Extended Animal Focus
- Extended Bane
- Extra Arcana
- Extra Arcane Pool
- Extra Arcanist Exploit
- Extra Bane
- Extra Bombs
- Extra Cantrips or Orisons
- Extra Channel
- Extra Discovery
- Extra Evolution
- Extra Grit
- Extra Hex
- Extra Inspiration
- Extra Investigator Talent
- Extra Ki
- Extra Lay on Hands
- Extra Martial Flexibility
- Extra Mercy
- Extra Panache
- Extra Performance
- Extra Rage
- Extra Rage Power
- Extra Ranger Trap
- Extra Reservoir
- Extra Revelation
- Extra Rogue Talent
- Extra Slayer Talent
- Extra Summons
- Extreme Prejudice
- Eyes of Judgment
F
- Faerie's Strike
- False Opening
- Far Shot
- Fast Drinker
- Fast Empathy
- Fast Healer
- Favored Defense
- Favored Enemy Spellcasting
- Favored Judgment
- Fearless Aura
- Feat Preload
- Feint Partner
- Felling Escape
- Felling Smash
- Feral Combat Training
- Field Repair
- Fight On
- Final Embrace
- Final Embrace Horror
- Final Embrace Master
- Fire Music
- Flanking Foil
- Flaring Spell
- Fleet
- Flexible Hex
- Flexible Wizardry
- Flyby Attack
- Focused Eidolon
- Focused Inspiration
- Focused Shot
- Focused Spell
- Following Step
- Force Dash
- Forge Ring
- Formula Recollection
- Fortified Armor Training
- Furious Finish
- Furious Focus
G
- Gang Up
- Gliding Steps
- Gnome Trickster
- Go Unnoticed
- Gorgon's Fist
- Gory Finish
- Grabbing Drag
- Grabbing Master
- Grabbing Style
- Grant Initiative
- Grasping Strike
- Great Cleave
- Great Fortitude
- Greater Blighted Critical
- Greater Blind-Fight
- Greater Bull Rush
- Greater Channel Smite
- Greater Dirge of Doom
- Greater Dirty Trick
- Greater Disarm
- Greater Drag
- Greater Eldritch Heritage
- Greater Elemental Focus
- Greater Feint
- Greater Grapple
- Greater Mercy
- Greater Overrun
- Greater Penetrating Strike
- Greater Rending Fury
- Greater Reposition
- Greater Shield Focus
- Greater Shield Specialization
- Greater Skald's Vigor
- Greater Snap Shot
- Greater Spell Focus
- Greater Spell Penetration
- Greater Spell Specialization
- Greater Steal
- Greater Sunder
- Greater Trip
- Greater Two-Weapon Fighting
- Greater Vital Strike
- Greater Weapon Focus
- Greater Weapon Specialization
- Greater Weapon of the Chosen
- Greater Whip Mastery
- Greater Wild Empathy
- Groundling
- Gruesome Slaughter
- Guided Hand
- Gunsmithing
H
I
- Impact Critical Shot
- Impaling Critical
- Implant Bomb
- Improved Awesome Blow
- Improved Back to Back
- Improved Blind-Fight
- Improved Bull Rush
- Improved Channel
- Improved Charging Hurler
- Improved Cleaving Finish
- Improved Counterspell
- Improved Critical
- Improved Devastating Strike
- Improved Dirge of Doom
- Improved Dirty Trick
- Improved Disarm
- Improved Drag
- Improved Duck and Cover
- Improved Eldritch Heritage
- Improved Familiar
- Improved Feint
- Improved Feint Partner
- Improved Flexible Wizardry
- Improved Grapple
- Improved Great Fortitude
- Improved Impaling Critical
- Improved Initiative
- Improved Iron Will
- Improved Ki Throw
- Improved Lightning Reflexes
- Improved Monster Lore
- Improved Natural Armor
- Improved Natural Attack
- Improved Overrun
- Improved Precise Shot
- Improved Rending Fury
- Improved Reposition
- Improved Second Chance
- Improved Share Spells
- Improved Shield Bash
- Improved Sidestep
- Improved Snap Shot
- Improved Spell Sharing
- Improved Stalwart
- Improved Steal
- Improved Stonecunning
- Improved Studied Combatant
- Improved Sunder
- Improved Swap Places
- Improved Trip
- Improved Two-Weapon Feint
- Improved Two-Weapon Fighting
- Improved Unarmed Strike
- Improved Vital Strike
- Improved Weapon of the Chosen
- Improved Whip Mastery
- Improvised Weapon Mastery
- In Harm's Way
- Insightful Delivery
- Insightful Gaze
- Inspired Alchemy
- Inspired Strike
- Inspired by Fear
- Instant Judgment
- Intensified Spell
- Intercept Charge
- Intimidating Bane
- Intimidating Gaze
- Intimidating Performance
- Intimidating Prowess
- Iron Will
- Ironguts
- Ironhide
J
K
L
M
- Magical Aptitude
- Major Spell Expertise
- Manifested Blood
- Mantis Style
- Mantis Torment
- Mantis Wisdom
- Marid Coldsnap
- Marid Spirit
- Marid Style
- Master Alchemist
- Master Combat Performer
- Master Siege Engineer
- Masterful Display
- Maximized Spellstrike
- Medium Armor Proficiency
- Menacing Bane
- Merciful Bane
- Merciful Spell
- Merciless Butchery
- Minor Spell Expertise
- Missile Shield
- Mocking Dance
- Monastic Legacy
- Monkey Moves
- Monkey Shine
- Monkey Style
- Moonlight Stalker
- Moonlight Stalker Feint
- Moonlight Stalker Master
- Mounted Archery
- Mounted Combat
- Mounted Shield
- Mounted Skirmisher
- Multiattack
- Multiweapon Fighting
- Murderer's Circle
- Mystic Stride
N
P
- Pack Attack
- Pack Flanking
- Painful Anchor
- Paired Opportunists
- Panther Claw
- Panther Parry
- Panther Style
- Paralyzing Strike
- Parry Spell
- Parting Shot
- Pass for Human
- Passing Trick
- Perfect Strike
- Performance Weapon Mastery
- Performing Combatant
- Persistent Spell
- Persuasive
- Piercing Spell
- Pin Down
- Pinning Knockout
- Pinning Rend
- Pinpoint Poisoner
- Planar Preservationist
- Planar Wild Shape
- Point Blank Master
- Pommel Strike Deed
- Power Attack
- Powerful Shape
- Practiced Tactician
- Precise Strike
- Preferred Spell
- Prodigy
- Prone Shooter
- Prone Slinger
- Prophetic Visionary
- Pummeling Bully
- Pummeling Charge
- Pummeling Style
- Punishing Kick
- Pure Faith
- Pushing Assault
Q
R
- Racial Heritage
- Radiant Charge
- Rage Casting
- Raging Absorption
- Raging Blood
- Raging Brutality
- Raging Concentration
- Raging Deathblow
- Raging Hurler
- Raging Throw
- Raging Vitality
- Ranged Study
- Rapid Grappler
- Rapid Reload
- Ray Shield
- Razortusk
- Reach Spell
- Reactive Healing
- Rebounding Leap
- Rebuffing Reduction
- Reckless Rage
- Recovered Rage
- Remote Bomb
- Rending Claws
- Rending Fury
- Repositioning Strike
- Resilient Armor
- Resilient Eidolon
- Revelation Strike
- Reward of Grace
- Reward of Life
- Rhetorical Flourish
- Ricochet Shot Deed
- Ricochet Splash Weapon
- Ride-by Attack
- Righteous Healing
- Rime Spell
- Riving Strike
S
- Sacred Summons
- Sap Adept
- Sap Master
- Savage Display
- Saving Shield
- School Strike
- Sea Legs
- Second Chance
- Secret Stash Deed
- Seething Hatred
- Seize Advantage
- Seize the Moment
- Selective Spell
- Self-Sufficient
- Sense Link
- Shadow Strike
- Shaitan Earthblast
- Shaitan Skin
- Shaitan Style
- Shake It Off
- Shapeshifter Foil
- Shapeshifting Hunter
- Shaping Focus
- Share Healing
- Shared Insight
- Shared Judgment
- Sharp Senses
- Shield Specialization
- Shield Wall
- Shield of Swings
- Shielded Caster
- Sickening Spell
- Sidestep
- Siege Commander
- Siege Engineer
- Siege Gunner
- Signature Deed
- Silent Kill
- Sin Seer
- Skald's Vigor
- Skilled Driver
- Skilled Rager
- Slashing Grace
- Slayer's Feint
- Slayer's Knack
- Sling Flail
- Slow Faller
- Smash
- Smell Fear
- Snake Fang
- Snake Sidewind
- Snake Style
- Snap Shot
- Snapping Turtle Clutch
- Snapping Turtle Shell
- Snapping Turtle Style
- Snatch
- Sneaking Precision
- Sociable
- Sorcerous Bloodstrike
- Sorcerous Strike
- Spell Bane
- Spell Bluff
- Spell Hex
- Spell Perfection
- Spell Specialization
- Spellsong
- Spider Step
- Spinning Throw
- Spirit's Gift
- Spirit Talker
- Spirited Charge
- Spiritual Guardian
- Splintering Weapon
- Split Hex
- Split Major Hex
- Spontaneous Metafocus
- Spontaneous Nature's Ally
- Stabbing Shot
- Stage Combatant
- Staggering Fist
- Stalker's Focus
- Stalwart
- Steadfast Personality
- Stealth Synergy
- Stealthy
- Steel Soul
- Step Up and Strike
- Stone-Faced
- Stone Sense
- Stone Singer
- Stouthearted
- Strangler
- Strong Comeback
- Studied Combatant
- Stunning Assault
- Stunning Pin
- Summoner's Call
- Sundering Strike
- Superior Summoning
- Sure Grasp
- Surprise Maneuver
- Swap Places
- Swift Aid
- Sword and Pistol
T
- Talented Magician
- Tandem Trip
- Target of Opportunity
- Taunt
- Team Pickpocketing
- Team Up
- Teleport Tactician
- Thanatopic Spell
- Theurgy
- Thoughtful Discernment
- Threnodic Spell
- Thundering Spell
- Tiger Claws
- Tiger Pounce
- Tiger Style
- Toppling Spell
- Touch of Serenity
- Trample
- Trapper's Setup
- Trick Riding
- Tripping Staff
- Tripping Strike
- Tripping Twirl
- Twin Thunders
- Twin Thunders Flurry
- Twin Thunders Master
- Twinned Feint
- Twist Away
- Two-Handed Thrower
- Two-Weapon Feint
U
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