Back to Main Menu
Main Menu Introduction Character Creation Ability Scores Races Classes Role·Playing Details Skills Feats Equipment Special Companions The Gods Character Advancement Inspiration Adventuring Combat Various Dangers Advanced Combat Rules Planes of Existence Spellcasting Spell Lists Magic Items Harmful Conditions Difficulty Tables Creature Statistics License Information

Feats

Feats are special abilities gained by characters as they increase in level. Unlike skills, feats are binary—either you have a feat, or you don’t. Except where specially noted otherwise, you cannot gain the same feat more than once.

When you create a character, you automatically gain one feat at first level. Additional feats are earned based on your class and level. Most classes gain a feat at every third level.

General Feats

Great Fortitude. You gain an innate +2 bonus to all Fortitude saves.

Lighting Reflexes. You gain an innate +2 bonus to all Reflex saves.

Iron Will. You gain an innate +2 bonus to all Will saves.

Endurance. You gain an innate +4 bonus to all endurance checks.

Skill Expertise. Choose one of your class skills. Your class skill bonus to this skill is doubled (from +3 to +6). This feat can be selected more than once. Each time, it applies to a different class skill.

Toughness. Your maximum hit points increase by 3 plus your level (increasing as you level up).

Combat Feats

Blind-Fight. You can reroll the percentile miss chance incurred when attacking creatures with concealment, including unseen or invisible creatures. When you are attacked by an unseen creature of whose presence you are aware, you retain your normal AC (rather than using your lower Stunned AC).

Cleave. Once per round on your turn, if your mêlée attack deals enough damage to drop your target, you can immediately make an extra mêlée attack against another creature (with the same weapon at the same attack bonus).

Combat Reflexes (requires 13 Dexterity). You gain a second reaction each round.

Dodge. You gain a +1 dodge bonus to AC (though not to Stunned AC).

Improved Initiative. You gain a +4 bonus on Initiative checks.

Mounted Archery. Your ranged attacks while mounted do not suffer the usual disadvantage.

Mounted Combat. You can guide a mount skillfully in combat. When a mount you are riding would be hit by a mêlée attack, you can use your reaction to grant it a +5 bonus to its AC against that attack.

Point Blank Shot. When you make a ranged attack against a creature with which you are engaged in mêlée, you do not provoke an opportunity attack.

Ride-By Attack. If you attack a creature while riding past at a dash, you can engage, attack, disengage, and move past without provoking any opportunity attacks from your target.

Shot on the Run. Your ranged attacks while dashing do not suffer the usual disadvantage.

Spirited Charge (requires a base attack bonus of 6+). If you charge and attack while mounted, your first attack deals double damage.

Two-Weapon Fighting. If you wield a second weapon in your off hand, you can make an extra attack each round using that weapon. If your off-hand weapon is light, this attack is a primary attack (it is made at your full base attack bonus). Otherwise, this attack is a secondary attack (which means it is made at a −5 penalty).

A monk cannot use this feat on the same turn as the Flurry of Blows ability.

Improved Two-Weapon Fighting (requires two-weapon fighting and a base attack bonus of 6+). When you use two-weapon fighting with a light weapon, you gain a second extra attack with your off-hand weapon. This is a secondary attack (so it is made at a −5 penalty).

Unarmed Combat (non-Monks only). You count as armed even when making an unarmed strike (so you do not provoke opportunity attacks for doing so). Your unarmed strike damage is 1d6 if your size is medium, or 1d4 damage if your size is small. You can choose whether your unarmed strikes deal normal (lethal) damage or subdual damage.

Whirlwind Attack (requires a base attack bonus of 6+). When you attack on your turn, you can forgo all other attacks to instead make one mêlée attack against each enemy within your reach. All attacks are made with the same weapon and at your full base attack bonus. You can only make a whirlwind attack with a slashing or bludgeoning weapon.

Spellcasting Feats

Arcane Armour Training (Witch or Wizard only). You can gain this feat up to three times. The first time, it allows you to cast arcane spells while wearing light armour and while using a buckler. The second time, it allows medium armour and normal shields. The third time, it allows heavy armour.

Bonded Item (requires spellcaster level 6+). You form a bond with an item such as a ring, staff, or orb. When you cast a spell, you can channel it into the bonded item, storing its power for later use. Later, you can use the item to cast the stored spell. This is equivalent to casting the spell normally, but does not use a spell slot. This effectively lets you save an unused spell for a later day. You can store only one spell in a bonded item at a time. If your bonded item is destroyed, it takes one day of downtime to bond to a new item.

Spell Focus. Choose a spell you can cast. The spell must be of a lower level than the highest spell level you can cast in the same class. You have advantage on all Spellcraft checks related to this spell. You can select this feat more than once; each time, choose a new spell.

Signature Spell. Choose a spell you can cast. The spell must be of a lower level than the highest spell level you can cast in the same class. When you apply metamagic to this spell, the effective spell level is reduced by 1 (to a minimum increase of 0 levels). If you apply multiple metamagic effects at once, the reduction is only applied once. You can select this feat more than once; each time, it applies to a different spell.

Spell Mastery (Wizard, Witch, or Bard only). Choose a spell you have memorized or prepared. This spell remains permanently and indelibly etched in your memory, and no longer counts against your memorization limit or repertoire. You can select this feat more than once; each time, it applies to a different spell.

Magic Item Creation Feats

Scribe Scroll (spellcaster only, requires 10 Intelligence). You can scribe magic scrolls. See Scrolls for more details about scribing and using scrolls. A scroll weighs 1/4 slot.

Brew Potion (spellcaster only). You can brew magical potions. See Potions for a list of possible potions and their costs to brew. A potion vial weighs 1/4 slot.