Feats

General, Fighter, Item Creation, and Metamagic feats.

FeatPrerequisitesBenefit
General Feats(92)
Acrobatic+2 bonus on Jump and Tumble checks
Agile+2 bonus on Balance and Escape Artist checks
Alertness+2 bonus on Listen and Spot checks
Animal Affinity+2 bonus on Handle Animal and Ride checks
Armor Proficiency (light)No armor check penalty on attack rolls
Armor Proficiency (medium)Armor Proficiency (light)No armor check penalty on attack rolls
Armor Proficiency (heavy)Armor Proficiency (medium)No armor check penalty on attack rolls
Athletic+2 bonus on Climb and Swim checks
Augment SummoningSpell Focus (conjuration)Summoned creatures gain +4 Str, +4 Con
Blind-FightFReroll miss chance for concealment
Combat Casting+4 bonus on Concentration checks for defensive casting
Combat ExpertiseFInt 13Trade attack bonus for AC (max 5 points)
Improved DisarmFCombat Expertise+4 bonus on disarm attempts; no attack of opportunity
Improved FeintFCombat ExpertiseFeint in combat as move action
Improved TripFCombat Expertise+4 bonus on trip attempts; no attack of opportunity
Whirlwind AttackFDex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4One melee attack against each opponent within reach
Combat ReflexesFAdditional attacks of opportunity
Deceitful+2 bonus on Disguise and Forgery checks
Deft Hands+2 bonus on Sleight of Hand and Use Rope checks
Diligent+2 bonus on Appraise and Decipher Script checks
DodgeFDex 13+1 dodge bonus to AC against selected target
MobilityFDodge+4 dodge bonus to AC against some attacks of opportunity
Spring AttackFMobility, base attack bonus +4Move before and after melee attack
Endurance+4 bonus on checks or saves to resist nonlethal damage
DiehardEnduranceRemain conscious at –1 to –9 hp
Eschew MaterialsCast spells without material components
Exotic Weapon ProficiencyFBase attack bonus +1No penalty on attacks with specific exotic weapon
Extra TurningAbility to turn or rebuke creaturesCan turn or rebuke 4 more times per day
Great Fortitude+2 bonus on Fortitude saves
Improved CounterspellCounterspell with spell of same school
Improved CriticalFProficient with weapon, base attack bonus +8Double threat range of weapon
Improved Initiative+4 bonus on initiative checks
Improved TurningAbility to turn or rebuke creatures+1 level for turning checks
Improved Unarmed StrikeFConsidered armed even when unarmed
Improved GrappleFDex 13, Improved Unarmed Strike+4 bonus on grapple checks; no attack of opportunity
Deflect ArrowsFDex 13, Improved Unarmed StrikeDeflect one ranged attack per round
Snatch ArrowsFDex 15, Deflect Arrows, Improved Unarmed StrikeCatch a deflected ranged attack
Stunning FistFDex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Stun opponent with unarmed strike
Investigator+2 bonus on Gather Information and Search checks
Iron Will+2 bonus on Will saves
LeadershipCharacter Level 6thAttract cohort and followers
Lightning Reflexes+2 bonus on Reflex saves
Magical Aptitude+2 bonus on Spellcraft and Use Magic Device checks
Martial Weapon ProficiencyNo penalty on attacks with specific martial weapon
Mounted CombatFRide 1 rankNegate hits on mount with Ride check
Mounted ArcheryFMounted CombatHalf penalty for ranged attacks while mounted
Ride-By AttackFMounted CombatMove before and after a mounted charge
Spirited ChargeFMounted Combat, Ride-By AttackDouble damage with mounted charge
TrampleFMounted CombatTarget cannot avoid mounted overrun
Natural SpellWis 13, Ability to use wild shapeCast spells while in wild shape
Negotiator+2 bonus on Diplomacy and Sense Motive checks
Nimble Fingers+2 bonus on Disable Device and Open Lock checks
Persuasive+2 bonus on Bluff checks and Intimidate checks
Point Blank ShotF+1 bonus on ranged attack and damage within 30 ft.
Far ShotFPoint Blank ShotIncrease range increment by 50% or 100%
Precise ShotFPoint Blank ShotNo –4 penalty for shooting into melee
Rapid ShotFDex 13, Point Blank ShotOne extra ranged attack each round
ManyshotFDex 17, Point Blank Shot, Rapid Shot, base attack bonus +6Shoot two or more arrows simultaneously
Shot on the RunFDex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4Move before and after ranged attack
Improved Precise ShotFDex 19, Point Blank Shot, Precise Shot, base attack bonus +11Ignore less than total cover/concealment on ranged attack
Power AttackFStr 13Trade attack bonus for damage (up to base attack bonus)
CleaveFPower AttackExtra melee attack after dropping target
Great CleaveFCleave, Power Attack, base attack bonus +4No limit to cleave attacks each round
Improved Bull RushFPower Attack+4 bonus on bull rush attempts; no attack of opportunity
Improved OverrunFPower Attack+4 bonus on overrun attempts; no attack of opportunity
Improved SunderFPower Attack+4 bonus on sunder attempts; no attack of opportunity
Quick DrawFBase attack bonus +1Draw weapon as free action
Rapid ReloadFWeapon Proficiency with crossbowReload crossbow more quickly
RunRun 5 times normal speed, +4 bonus on Jump checks Made after a running start
Self-Sufficient+2 bonus on Heal and Survival checks
Shield ProficiencyNo armor check penalty on attack rolls
Improved Shield BashFShield ProficiencyRetain shield bonus to AC when shield bashing
Tower Shield ProficiencyShield ProficiencyNo armor check penalty on attack rolls
Simple Weapon ProficiencyNo –4 penalty on attack rolls with simple weapons
Skill Focus+3 bonus on checks with selected skill
Spell Focus+1 bonus on save DCs against specific school of magic
Greater Spell Focus+1 bonus on save DCs against specific school of magic
Spell MasteryWizard level 1stCan prepare some spells without spellbook
Spell Penetration+2 bonus on caster level checks to defeat spell resistance
Greater Spell PenetrationSpell Penetration+4 to caster level checks to defeat spell resistance
Stealthy+2 bonus on Hide and Move Silently checks
Toughness+3 hit points
TrackUse Survival skill to track
Two-Weapon FightingFDex 15Reduce two-weapon fighting penalties by 2
Two-Weapon DefenseFTwo-Weapon FightingOff-hand weapon grants +1 shield bonus to AC
Improved Two-Weapon FightingFDex 17, Two-Weapon Fighting, base attack bonus +6Gain second off-hand attack
Greater Two-Weapon FightingDex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11Gain third off-hand attack
Weapon FinesseFProficiency with weapon, base attack bonus +1Use Dex modifier instead of Str modifier on attack rolls with light melee weapons
Weapon FocusFProficiency with weapon, base attack bonus +1+1 bonus on attack rolls with selected weapon
Weapon SpecializationFProficiency with weapon, Weapon Focus with weapon, fighter level 4th+2 bonus on damage rolls with selected weapon
Greater Weapon SpecializationFProficiency with weapon, Greater Weapon Focus with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, fighter level 12th+4 bonus on damage rolls with selected weapon
Greater Weapon FocusFProficiency with weapon, Weapon Focus with weapon, fighter level 8th+2 bonus on attack rolls with selected weapon
Item Creation Feats(8)
Brew PotionSpellcaster level 3rdCreate magic potions
Craft Magic Arms and ArmorSpellcaster level 5thCreate magic weapons, armor, and shields
Craft RodSpellcaster level 9thCreate magic rods
Craft StaffSpellcaster level 12thCreate magic staffs
Craft WandSpellcaster level 5thCreate magic wands
Craft Wondrous ItemSpellcaster level 3rdCreate magic wondrous items
Forge RingSpellcaster level 12thCreate magic rings
Scribe ScrollSpellcaster level 1stCreate magic scrolls
Metamagic Feats(9)
Empower SpellIncrease spell’s variable, numeric effects by 50%
Enlarge SpellDouble spell’s range
Extend SpellDouble spell’s duration
Heighten SpellCast spells as higher level
Maximize SpellMaximize spell’s variable, numeric effects
Quicken SpellCast spells as free action
Silent SpellCast spells without verbal components
Still SpellCast spells without somatic components
Widen SpellDouble spell’s area

109 feats shown

F = Fighter bonus feat

Feat Descriptions

Acrobatic

General

Benefit:You get a +2 bonus on all Jump checks and Tumble checks.

Agile

General

Benefit:You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness

General

Benefit:You get a +2 bonus on all Listen checks and Spot checks.

Special:The master of a familiar (see the Familiars sidebar, page 52) gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity

General

Benefit:You get a +2 bonus on all Handle Animal checks and Ride checks.

Armor Proficiency (Heavy)

General

Prerequisites:Armor Proficiency (light), Armor Proficiency (medium).

Benefit:See Armor Proficiency (light).

Normal:See Armor Proficiency (light).

Special:Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (Light)

General

Benefit:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal:A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Special:All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (Medium)

General

Prerequisites:Armor Proficiency (light).

Benefit:See Armor Proficiency (light).

Normal:See Armor Proficiency (light).

Special:Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Athletic

General

Benefit:You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning

General

Prerequisites:Spell Focus (conjuration).

Benefit:Each creature you conjure with any *summon* spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Blind-Fight

General

Benefit:In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152). An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible (see Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class Modifiers, page 151). The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half (see Table 9–4: Hampered Movement, page 163).

Normal:Regular attack roll modifiers for invisible attackers trying to hit you (see Table 8–5: Attack Roll Modifiers, page 151) apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility (see Table 9–4: Hampered Movement, page 163) also applies.

Special:The Blind-Fight feat is of no use against a character who is the subject of a *blink* spell (see page 206). A fighter may select Blind-Fight as one of his fighter bonus feats (see page 38).

Brew Potion

Item Creation

Prerequisites:Caster level 3rd.

Benefit:You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level $\times$ its caster level $\times$ 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Cleave

General

Prerequisites:Str 13, Power Attack.

Benefit:If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special:A fighter may select Cleave as one of his fighter bonus feats (see page 38).

Combat Casting

General

Benefit:You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.

Combat Expertise

General

Prerequisites:Int 13.

Benefit:When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal:A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Special:A fighter may select Combat Expertise as one of his fighter bonus feats (see page 38).

Combat Reflexes

General

Benefit:When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.

Normal:A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special:The Combat Reflexes feat does not allow a rogue to use her opportunist ability (see page 51) more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats (see page 38) A monk may select Combat Reflexes as a bonus feat at 2nd level.

Craft Magic Arms And Armor

Item Creation

Prerequisites:Caster level 5th.

Benefit:You can create any magic weapon, armor, or shield whose prerequisites you meet (see the *Dungeon Master’s Guide* for prerequisites and other information on these items). Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-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 XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Rod

Item Creation

Prerequisites:Caster level 9th.

Benefit:You can create any rod whose prerequisites you meet (see the *Dungeon Master’s Guide* for prerequisites and other information on rods). Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Craft Staff

Item Creation

Prerequisites:Caster level 12th.

Benefit:You can create any staff whose prerequisites you meet (see the *Dungeon Master’s Guide* for prerequisites and other information on staffs). Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price. Lidda dodges the ray of a spell cast by an evil cleric.

Craft Wand

Item Creation

Prerequisites:Caster level 5th.

Benefit:You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level $\times$ the spell level $\times$ 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item

Item Creation

Prerequisites:Caster level 3rd.

Benefit:You can create any wondrous item whose prerequisites you meet (see the *Dungeon Master’s Guide* for prerequisites and other information on wondrous items). Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Deceitful

General

Benefit:You get a +2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows

General

Prerequisites:Dex 13, Improved Unarmed Strike.

Benefit:You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as *Melf’s acid arrow*, can’t be deflected.

Special:A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats (see page 38).

Deft Hands

General

Benefit:You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Diehard

General

Prerequisites:Endurance.

Benefit:When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

Normal:A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying, as described in Chapter 8: Combat.

Diligent

General

Benefit:You get a +2 bonus on all Appraise checks and Decipher Script checks.

Dodge

General

Prerequisites:Dex 13.

Benefit:During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.

Special:A fighter may select Dodge as one of his fighter bonus feats (see page 38).

Empower Spell

Metamagic

Benefit:All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered *magic missile* deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving throws and opposed rolls (such as the one you make when you cast *dispel magic*) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Endurance

General

Benefit:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the *Dungeon Master’s Guide*), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the *Dungeon Master’s Guide*), and Fortitude saves made to resist damage from suffocation (see page 304 of the *Dungeon Master’s Guide*). Also, you may sleep in light or medium armor without becoming fatigued.

Normal:A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special:A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.

Enlarge Spell

Metamagic

Benefit:You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Eschew Materials

General

Benefit:You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Exotic Weapon Proficiency

General

Prerequisites:Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

Benefit:You make attack rolls with the weapon normally.

Normal:A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Special:You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats (see page 38)

Extend Spell

Metamagic

Benefit:An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

Extra Turning

General

Prerequisites:Ability to turn or rebuke creatures.

Benefit:Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gains four additional uses per day.

Normal:Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Special:You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Far Shot

General

Prerequisites:Point Blank Shot.

Benefit:When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

Special:A fighter may select Far Shot as one of his fighter bonus feats (see page 38).

Forge Ring

Item Creation

Prerequisites:Caster level 12th.

Benefit:You can create any ring whose prerequisites you meet (see the *Dungeon Master’s Guide* for prerequisites and other information on rings). Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. For example, a *ring of three wishes* costs 15,000 XP in addition to costs derived from its base price (as many XP as it costs to cast *wish* three times). You must pay such a cost to forge such a ring or to mend a broken one.

Great Cleave

General

Prerequisites:Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit:This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Special:A fighter may select Great Cleave as one of his fighter bonus feats (see page 38).

Great Fortitude

General

Benefit:You get a +2 bonus on all Fortitude saving throws.

Greater Spell Focus

General

Benefit:Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell 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 school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration

General

Prerequisites:Spell Penetration.

Benefit:You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration (see page 100).

Greater Two-Weapon Fighting

General

Prerequisites:Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit:You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Special:A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats (see page 38). An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).

Greater Weapon Focus

General

Prerequisites:Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit:You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

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. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. A fighter may select Greater Weapon Focus as one of his fighter bonus feats (see page 38).

Greater Weapon Specialization

General

Prerequisites:Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit:You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

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. A fighter may select Greater Weapon Specialization as one of his fighter bonus feats (see page 38).

Heighten Spell

Metamagic

Benefit:A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a *lesser globe of invulnerability*) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare *hold person* as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.

Improved Bull Rush

General

Prerequisites:Str 13, Power Attack.

Benefit:When you perform a bull rush (page 154), you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Special:A fighter may select Improved Bull Rush as one of his fighter bonus feats (see page 38).

Improved Counterspell

General

Benefit:When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal:Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Improved Critical

General

Prerequisites:Proficient with weapon, base attack bonus +8.

Benefit:When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).

Special:You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon (such as the *keen edge* spell). A fighter may select Improved Critical as one of his fighter bonus feats (see page 38).

Improved Disarm

General

Prerequisites:Int 13, Combat Expertise.

Benefit:You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal:See the normal disarm rules, page 155.

Special:A fighter may select Improved Disarm as one of his fighter bonus feats (see page 38). A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Feint

General

Prerequisites:Int 13, Combat Expertise.

Benefit:You can make a Bluff check to feint in combat as a move action.

Normal:Feinting in combat is a standard action. A fighter may select Improved Feint as one of his fighter bonus feats (see page 38).

Improved Grapple

General

Prerequisites:Dex 13, Improved Unarmed Strike.

Benefit:You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal:Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Special:A fighter may select Improved Grapple as one of his fighter bonus feats (see page 38). A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

Improved Initiative

General

Benefit:You get a +4 bonus on initiative checks.

Special:A fighter may select Improved Initiative as one of his fighter bonus feats (see page 38).

Improved Overrun

General

Prerequisites:Str 13, Power Attack.

Benefit:When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal:Without this feat, the target of an overrun can choose to avoid you or to block you.

Special:A fighter may select Improved Overrun as one of his fighter bonus feats (see page 38).

Improved Precise Shot

General

Prerequisites:Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit:Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal:See pages 150–152 for rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special:A fighter may select Improved Precise Shot as one of his fighter bonus feats (see page 38). An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).

Improved Shield Bash

General

Prerequisites:Shield Proficiency.

Benefit:When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal:Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Special:A fighter may select Improved Shield Bash as one of his fighter bonus feats (see page 38).

Improved Sunder

General

Prerequisites:Str 13, Power Attack.

Benefit:When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity (see Sunder, page 158). You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal:Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Special:A fighter may select Improved Sunder as one of his fighter bonus feats (see page 38).

Improved Trip

General

Prerequisites:Int 13, Combat Expertise.

Benefit:You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

Normal:Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. See Trip, page 158.

Special:At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats (see page 38).

Improved Turning

General

Prerequisites:Ability to turn or rebuke creatures.

Benefit:You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Two-Weapon Fighting

General

Prerequisites:Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit:In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty (see Table 8–10, page 160).

Normal:Without this feat, you can only get a single extra attack with an off-hand weapon.

Special:A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).

Improved Unarmed Strike

General

Benefit:You are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal:Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Special:A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A fighter may select Improved Unarmed Strike as one of his fighter bonus feats (see page 38).

Investigator

General

Benefit:You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will

General

Benefit:You get a +2 bonus on all Will saving throws.

Leadership

General

Prerequisites:Character level 6th.

Benefit:You can attract loyal companions and devoted followers, subordinates who assist you. Your DM has information on what sort of cohort and how many followers you can recruit. An elf archer draws back a bowstring with two arrows notched simultaneously. Attacking with two arrows, thanks to the Manyshot feat.

Special:Check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character (the *Dungeon Master’s Guide* has more information on cohorts and followers).

Lightning Reflexes

General

Benefit:You get a +2 bonus on all Reflex saving throws.

Magical Aptitude

General

Benefit:You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Manyshot

General

Prerequisites:Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit:As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired.

Special:Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).

Martial Weapon Proficiency

General

Benefit:You make attack rolls with the selected weapon normally.

Normal:When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special:Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it. A sorcerer or wizard who casts the spell *Tenser’s transformation* on himself or herself gains proficiency with all martial weapons for the duration of the spell.

Maximize Spell

Metamagic

Benefit:All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized *fireball* deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast *dispel magic*) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized *fireball* cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.

Mobility

General

Prerequisites:Dex 13, Dodge.

Benefit:You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.

Special:A fighter may select Mobility as one of his fighter bonus feats (see page 38).

Mounted Archery

General

Prerequisites:Ride 1 rank, Mounted Combat.

Benefit:The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running (see Mounted Combat, page 157).

Special:A fighter may select Mounted Archery as one of his fighter bonus feats (see page 38).

Mounted Combat

General

Prerequisites:Ride 1 rank.

Benefit:Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Special:A fighter may select Mounted Combat as one of his fighter bonus feats (see page 38).

Natural Spell

General

Prerequisites:Wis 13, wild shape ability.

Benefit:You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Negotiator

General

Benefit:You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers

General

Benefit:You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persuasive

General

Benefit:You get a +2 bonus on all Bluff checks and Intimidate checks.

Point Blank Shot

General

Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special:A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38).

Power Attack

General

Prerequisites:Str 13.

Benefit:On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special:If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats (see page 38).

Precise Shot

General

Prerequisites:Point Blank Shot.

Benefit:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll (see Shooting or Throwing into a Melee, page 140).

Special:A fighter may select Precise Shot as one of his fighter bonus feats (see page 38).

Quick Draw

General

Prerequisites:Base attack bonus +1.

Benefit:You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal:Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement (see page 142). Without this feat, you can draw a hidden weapon as a standard action.

Special:A fighter may select Quick Draw as one of his fighter bonus feats (see page 38).

Quicken Spell

Metamagic

Benefit:Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special:This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Rapid Reload

General

Prerequisites:Weapon Proficiency (crossbow type chosen).

Benefit:The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal:A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special:You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A fighter may select Rapid Reload as one of his fighter bonus feats (see page 38).

Rapid Shot

General

Prerequisites:Dex 13, Point Blank Shot.

Benefit:You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat.

Special:A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).

Ride-By Attack

General

Prerequisites:Ride 1 rank, Mounted Combat.

Benefit:When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Special:A fighter may select Ride-By Attack as one of his fighter bonus feats (see page 38). Mialee casts a spell from a scroll she scribed.

Run

General

Benefit:When running, you move five times your normal speed (if wearing medium, light or no armor and carrying no more than a medium load) or 4 times normal speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description, page 77), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal:You move four times your speed while running (if wearing light medium or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Scribe Scroll

Item Creation

Prerequisites:Caster level 1st.

Benefit:You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Self-Sufficient

General

Benefit:You get a +2 bonus on all Heal checks and Survival checks.

Shield Proficiency

General

Benefit:You can use a shield and take only the standard penalties (see Table 7–6: Armor and Shields, page 123).

Normal:When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Special:Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

Shot On The Run

General

Prerequisites:Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit:When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Special:A fighter may select Shot on the Run as one of his fighter bonus feats (see page 38).

Silent Spell

Metamagic

Benefit:A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special:Bard spells cannot be enhanced by this metamagic feat.

Simple Weapon Proficiency

General

Benefit:You make attack rolls with simple weapons normally.

Normal:When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special:All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat. A sorcerer or wizard who casts the spell *Tenser’s transformation* on himself or herself gains proficiency with all simple weapons for the duration of the spell.

Skill Focus

General

Benefit:You get a +3 bonus on all checks involving that skill.

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

Snatch Arrows

General

Prerequisites:Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit:When using the Deflect Arrows feat (page 93), you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Special:A fighter may select Snatch Arrows as one of his fighter bonus feats (see page 38).

Spell Focus

General

Benefit:Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

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

Spell Mastery

Special

Prerequisites:Wizard level 1st.

Benefit:Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal:Without this feat, you must use a spellbook to prepare all your spells, except *read magic*.

Spell Penetration

General

Benefit:You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spirited Charge

General

Prerequisites:Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit:When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Special:A fighter may select Spirited Charge as one of his fighter bonus feats (see page 38).

Spring Attack

General

Prerequisites:Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit:When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Special:A fighter may select Spring Attack as one of his fighter bonus feats (see page 38).

Stealthy

General

Benefit:You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell

Metamagic

Benefit:A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Stunning Fist

General

Prerequisites:Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit:You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). See glossary (page 313) for effects of being stunned. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special:A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats (see page 38).

Toughness

General

Benefit:You gain +3 hit points.

Special:A character may gain this feat multiple times. Its effects stack.

Tower Shield Proficiency

General

Prerequisites:Shield Proficiency.

Benefit:You can use a tower shield and suffer only the standard penalties (see Table 7–6: Armor and Shields, page 123).

Normal:A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special:Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track

General

Benefit:To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: <table> <tbody> <tr> <td>Surface</td> <td>Survival DC</td> <td>Surface</td> <td>Survival DC</td> </tr> <tr> <td>Very soft ground</td> <td>5</td> <td>Firm ground</td> <td>15</td> </tr> <tr> <td>Soft ground</td> <td>10</td> <td>Hard ground</td> <td>20</td> </tr> </tbody> </table> *Very Soft Ground:* Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. *Soft Ground:* Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. *Firm Ground:* Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. *Hard Ground:* Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. <table> <tbody> <tr> <td>Condition</td> <td>Survival DC Modifier</td> </tr> <tr> <td>Every three creatures in the group being tracked</td> <td>–1</td> </tr> <tr> <td>Size of creature or creatures being tracked:¹</td> <td></td> </tr> <tr> <td>Fine</td> <td>+8</td> </tr> <tr> <td>Diminutive</td> <td>+4</td> </tr> <tr> <td>Tiny</td> <td>+2</td> </tr> <tr> <td>Small</td> <td>+1</td> </tr> <tr> <td>Medium</td> <td>+0</td> </tr> <tr> <td>Large</td> <td>–1</td> </tr> <tr> <td>Huge</td> <td>–2</td> </tr> <tr> <td>Gargantuan</td> <td>–4</td> </tr> <tr> <td>Colossal</td> <td>–8</td> </tr> <tr> <td>Every 24 hours since the trail was made</td> <td>+1</td> </tr> <tr> <td>Every hour of rain since the trail was made</td> <td>+1</td> </tr> <tr> <td>Fresh snow cover since the trail was made</td> <td>+10</td> </tr> <tr> <td>Poor visibility:²</td> <td></td> </tr> <tr> <td>Overcast or moonless night</td> <td>+6</td> </tr> <tr> <td>Moonlight</td> <td>+3</td> </tr> <tr> <td>Fog or precipitation</td> <td>+3</td> </tr> <tr> <td>Tracked party hides trail (and moves at half speed)</td> <td>+5</td> </tr> </tbody> </table> 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal:Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special:A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a *pass without trace* spell.

Trample

General

Prerequisites:Ride 1 rank, Mounted Combat.

Benefit:When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets (see Overrun, page 157).

Special:A fighter may select Trample as one of his fighter bonus feats (see page 38).

Two-Weapon Defense

General

Prerequisites:Dex 15, Two-Weapon Fighting.

Benefit:When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special:A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Two-Weapon Fighting

General

Prerequisites:Dex 15.

Benefit:Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal:See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160.

Special:A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38).

Weapon Finesse

General

Prerequisites:Base attack bonus +1.

Benefit:With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special:A fighter may select Weapon Finesse as one of his fighter bonus feats (see page 38). Natural weapons are always considered light weapons.

Weapon Focus

General

Prerequisites:Proficiency with selected weapon, base attack bonus +1.

Benefit:You gain a +1 bonus on all attack rolls you make using the selected weapon.

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. A fighter may select Weapon Focus as one of his fighter bonus feats (see page 38). He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Specialization

General

Prerequisites:Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit:You gain a +2 bonus on all damage rolls you make using the selected weapon.

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. A fighter may select Weapon Specialization as one of his fighter bonus feats (see page 38).

Whirlwind Attack

General

Prerequisites:Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit:When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the *haste* spell).

Special:A fighter may select Whirlwind Attack as one of his fighter bonus feats.

Widen Spell

Metamagic

Benefit:You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. For example, a *fireball* spell (which normally produces a 20-foot-radius spread) that is widened now fills a 40-foot-radius spread. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.