Feats List
This page details all the feats available in Labyrinths and Liontaurs.
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Acrobatic Steps (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You can easily move over and through obstacles.
Benefit: Whenever you move, you may move through up to 20 feet of difficult terrain each round as if it were normal terrain.
Additional Trait (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You have learned from your lived experiences and have incorporated those learnings into your skillset.
Benefit: You gain a trait appropriate for your current tier. As with all traits, this one must be related to experiences you have had on your adventures.
Agile Maneuvers (Combat)
Stand-Alone feat — This feat can be taken only once.
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your odd (Column A) Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Allied Spellcaster (Magic, Teamwork)
Stand-Alone feat — This feat can be taken only once.
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 feat bonus on level checks made to overcome spell resistance. If your ally has the same spell on their known spell list, this bonus increases to +4 and you receive a +1 feat bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Arcane Armor Training (Magic)
Stand-Alone feat — This feat can be taken only once.
You have learned how to cast spells while wearing armor.
Prerequisites: Armor Proficiency.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Armor Proficiency (Combat)
Stand-Alone feat — This feat can be taken only once.
You are skilled at wearing armor.
Benefit: You gain proficiency with all armor.
Normal: A character who wears armor and/or uses a shield with which they are not proficient stacks both the character's class non-proficiency penalty (-4) and the armor's armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks.
Special: Many classes bestow proficiency with at least some armor. Some offer proficiency with all armors, and characters with those classes should not take this feat.
Artisan (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
Your talent in making things is remarkable.
Benefit: You gain a +1 feat bonus on all Craft skill checks. In addition, you are proficient with all Craft skills, and when considering the required caster level needed to craft a magical item, your caster level is increased by +1.
Augment Summoning (Magic)
Stand-Alone feat — This feat can be taken only once.
Your summoned creatures are more powerful and robust.
Benefit: Each creature you conjure with any spell or spell-like ability that has the word "summon" in its name gains a +2 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. This feat never applies to companions.
Bashing Crit (Combat)
Tier III Basher Tree feat
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prerequisites: Improved Shield Bash, Shield Slam, Tier III.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target as a swift action. If your confirmation roll beats your opponent's AC, your shield bash attack succeeds.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bashing Crit, Disarming Crit, Sundering Crit, or Tripping Crit. You may choose to use this feat after you make your confirmation roll.
Blind-Fight (Combat, Gallimaufry)
Tier I Intuition Tree feat
You are skilled at attacking opponents that you cannot clearly perceive.
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. 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. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is useless against a character who is the subject of a blink spell.
Blinding Assault (Combat)
Tier III Assaulter Tree feat
Sacrificing accuracy, inflict wounds that interfere with vision for a brief span.
Prerequisites: Queasy Assault, Shaky Assault, Tier III.
Benefit: You can choose to take a -2 penalty on all melee attack rolls for one round to give enemies the blinded condition, in addition to the normal damage dealt by the weapon. A successful Fortitude save negates the blinded effect, which otherwise lasts for 1d3+1 rounds. The DC of this save is 9 + your base attack bonus. You must choose to use this feat before making any attack rolls, and your attacks affect foes until the start of your next turn. You can use this feat for one round per battle.
Blindsense (Gallimaufry)
Tier III Intuition Tree feat
Your non-visual senses are tuned to an incredible level of accuracy.
Prerequisites: Blind-Fight, Improved Blind-Fight, Tier III
Benefit: You gain blindsense with a range of 60 feet.
Bodyguard (Combat)
Tier I Defender Tree feat
Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal: Aid another is a standard action.
Bouncing Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell's actual level.
Break Weapon (Combat)
Tier II Breaker Tree feat
You are skilled at attacking foes' weapons.
Prerequisites: Improved Sunder, Tier II.
Benefit: When you make a sunder attack, you may use your Break skill check instead of your usual sunder combat maneuver roll. The benefits gained from other feats in this tree apply to Break skill checks made to sunder.
Bull Rush (Combat)
Tier II Repositioner Tree feat
You shove enemies farther and harder.
Prerequisites: Improved Reposition, Tier II.
Benefit: When you use the reposition combat maneuver to perform a bull rush, a successful attack pushes the target an additional five feet away from you and, at your option, inflicts nonlethal damage equal to your unarmed attack.
Cantrip (Magic)
Repeatable feat — This feat can be taken once per tier. Pick a different cantrip each time it is taken.
You have mastered the casting of a minor magic.
Benefit: Choose an arcane, divine, or natural zero-level spell. You can cast it at will, expending no spell slot to do so. Use your caster level to determine the variable effects of the cantrip. The ability score used for the spell (for example, to set a saving throw DC) is Intelligence for arcane cantrips; charisma, divine cantrips; and Wisdom, natural cantrips.
Catch Off-Guard (Combat)
Tier I Improv Tree feat
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. An opponent is flat-footed against the first attack you make against it with an improvised melee weapon. (Switching to a different improvised weapon does not yield the same benefit.)
Normal: You take a -4 penalty on attack rolls made with an improvised melee weapon.
Charge Through (Combat)
Tier III Runner Tree feat
You can overrun enemies when charging.
Prerequisites: Run, Improved Overrun, Tier III.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
Charming (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonuses stack each time it is taken, but the bonus to any one skill cannot exceed +4.
You are a smooth-talking, persuasive, and charismatic master of certain skills.
Benefit: You gain feat bonuses to charisma-based skill checks, excluding Perform. When you take this feat, you can decide to gain a +1 to three such skills; or a +2 to one skill and a +1 to another skill; or a +3 to one charisma-based skill. You gain proficiency with the skills selected.
Claim Check (Combat)
Tier IV Disarmament Tree feat
After a successful disarm, you gain possession of the object disarmed.
Prerequisites: Improved Disarm, Disarming Strike, Greater Disarm, Tier IV
Benefit: After you make a successful disarm attack, you claim the item you were targeting. You can hold the object in a free hand, or you can stow it in your gear as a free action.
Cohort (Gallimaufry)
Tier II Boss Tree feat
You gain the loyal service of a retainer with whom you forge a supernatural bond.
Prerequisites: Hirelings, Tier II
Benefit: You gain a human cohort companion, which uses the standard rules for Companions. Your companion has starting stats of: Size Medium; Speed 30 ft.; AC +0 natural armor; Attack with an unarmed strike; Ability Scores Str 13, Dex 13, Con 16, Int 8, Wis 10, Cha 10.; Special: proficient with light armor, shields (not Tower Shields), and simple weapons.
Combat Casting (Magic)
Repeatable feat — This feat can be taken once per tier. Its feat bonuses stack each time it is taken.
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +1 feat bonus on all concentration checks.
Combat Channel (Magic)
Tier III Channeler Tree feat
You can channel healing energy in combat.
Prerequisites: Extra Channel Energy, Turn Undead, Tier III
Benefit: You can channel energy to heal others as a standard action.
Normal: It normally requires one minute to channel energy for healing.
Combat Expertise (Combat)
Repeatable feat — This feat can be taken once per tier. Its benefits stack each time it is taken.
You are skilled in combat on defense.
Benefit: When you are fighting defensively or using total defense, the dodge bonus to AC is increased by one. When using total defense, the dodge bonus to your CMD is increased by two.
Combat Patrol (Combat)
Tier IV Defender Tree feat
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Bodyguard, In Harm's Way, Lion's Aid, Tier IV
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 15 feet beyond your usual reach. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes them.
Combat Reflexes (Combat)
Repeatable feat — This feat can be taken once per tier. Its benefits stack each time it is taken.
You can make additional attacks of opportunity.
Benefit: You may make two additional attacks of opportunity per round. 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 the opportunist ability more than once per round.
Command Undead
Repeatable feat — This feat can be taken once per tier. Taken once, it affects one turned undead; each time it is taken thereafter, it adds one to the number of undead affected.
Using necromantic powers of sheer will, you can command undead creatures, making them into your servants.
Prerequisites: Turn Undead.
Benefit: When you turn undead, pick one of the monsters turned (the rest react normally to being turned). The selected undead receives a Will save vs DC 8 + 1/2 your caster level + your odd (Column A) Charisma modifier. An undead that fails the save falls under your lasting control, obeying your commands to the best of its ability, as if under the effects of a Control Undead spell. Intelligent undead receive a new saving throw each day to resist your command. Regardless of how you gain control of then, you can only control undead with total Hit Dice that do not exceed four times your caster level.
Cooperative Crafting (Gallimaufry, Teamwork)
Stand-Alone feat — This feat can be taken only once.
Crafters working together can be more effective.
Benefit: When you and one or two allies are working in partnership on a crafting project, each partner with this feat rolls for success (usually a craft or spellcraft check). Use the best result of those rolled.
Coordinated Defense (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you and an ally who also has this feat are in melee range of a foe, you receive a +4 feat bonus to your Combat Maneuver Defense against that foe.
Coordinated Maneuvers (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 feat bonus to CMB for all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Covering Defense (Combat)
Tier IV Shielder Tree feat
You are skilled at protecting yourself and your allies with your shield.
Prerequisites: Tower Shield Proficiency, Shield Focus, Saving Shield, Tier IV
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent allies your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. The same cover bonus applies to Reflex saves.
Craft Construct (Magic)
Stand-Alone feat — This feat can be taken only once.
You can create and repair golems and other clockwork creatures.
Prerequisites: Craft Wondrous Items
Benefit: You can create any construct whose requirements you meet. The monster entry for each construct has a special section that summarizes its costs and other requirements. Learn more on the Golem entry.
Special: Druids regard constructs as unnatural creations, and may not take this feat.
Craft Magic Arms and Armor (Magic)
Tier III Enchanter Tree feat
You can create magic armor, shields, and weapons.
Prerequisites: Craft Magic Consumables, Craft Wondrous Items, Tier III.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes one hour for each 500 gp in its price, or one eight-hour workday for each 4,000 gp. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Crafting Magic Items for more information.
Craft Magic Consumables (Magic)
Tier I Enchanter Tree feat
You can create one-time use magic items.
Benefit: You can craft magical items that are triggered a limited number of times and then lose their magic. Crafting a consumable item takes one hour for each 125 gp in its price, or one eight-hour workday for each 1,000 gp. To craft a consumable item, you must use up raw materials costing half of this total price. See the magic item creation rules in Crafting Magic Items for more information.
Craft Rings, Rods, and Staves (Magic)
Tier IV Enchanter Tree feat
You can create one-time use magic items.
Prerequisites: Craft Magic Consumables, Craft Wondrous Items, Craft Magic Arms and Armor, Tier IV.
Benefit: You can craft magical rods, rings, and staves. Crafting these items takes one hour for each 1,000 gp in its price, or one eight-hour workday for each 8,000 gp. To craft a rod, ring, and staff, you must use up raw materials costing half of this total price. See the magic item creation rules in Crafting Magic Items for more information.
Craft Wondrous Items (Magic)
Tier II Enchanter Tree feat
You can create permanent miscellaneous magic items.
Prerequisites: Craft Magic Consumables, Tier II.
Benefit: You can craft wondrous items, that is, permanent magic items of many kinds. Crafting a wondrous item takes one hour for each 250 gp in its price, or one eight-hour workday for each 2,000 gp. To craft a wondrous item, you must use up raw materials costing half of this total price. See the magic item creation rules in Crafting Magic Items for more information.
Crossbow and Sling Mastery (Combat)
Tier IV Sniper Tree feat
You can load crossbows and slings with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Rapid Reload, Focused Shot, Improved Sniping, Tier IV.
Benefit: The time required for you to reload a heavy crossbow or a staff sling is reduced to a free action. Reloading any sling or crossbowno longer provokes attacks of opportunity. You may use a sling while prone. Your Focused Shot and sneak attack range increases to 60 feet.
Dazing Assault (Combat)
Tier IV Assaulter Tree feat
You can daze foes with your attacks.
Prerequisites: Queasy Assault, Shaky Assault, Blinding Assault, Tier IV.
Benefit: You can choose to take a -2 penalty on all melee attack rolls for one round to give enemies the dazed condition, in addition to the normal damage dealt by the weapon. A successful Fortitude save negates the dazed effect, which otherwise lasts for 1d2 rounds. The DC of this save is 9 + your base attack bonus. You must choose to use this feat before making any attack rolls, and your attacks affect foes until the start of your next turn. You can use this feat for one round per battle.
Dazing Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for 1d2 rounds. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
Dazzling Display (Combat)
Tier III Demoralizer Tree feat
Your skill with your favored weapon can frighten enemies.
Prerequisites: Polite Impression, Respectful Impression, Tier III.
Benefit: Choose one weapon with which you are proficient, While wielding this weapon, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Deadly Aim (Combat)
Repeatable feat — This feat can be taken once per tier. Its benefits stack each time it is taken.
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Benefit: You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 feat bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Death From Above (Combat)
Tier IV Aerialist Tree feat
Your charge attacks from above are more effective.
Prerequisites: Wingover, Hover, Flyby Attack, Tier IV.
Benefit: When you charge from above by flying in a straight line from a higher altitude to a lower one, add both your Strength and Dexterity bonuses to your attack and damage rolls, in addition to the normal +3 to hit.
Normal: A charge from above grants a +2 bonus from the charge and a +1 bonus attacking from higher ground or from above; normally such an attack adds only Strength, or possibly only Dexterity bonuses to the attack.
Deathless (Gallimaufry)
Tier IV Hardass Tree feat
When you are even harder to kill when you are near death.
Prerequisites: Endurance, Diehard, Fast Healer, Tier IV.
Benefit: When you are using the Diehard feat, you are not staggered, and you cannot gain any new illness, weariness, or fear conditions, and existing such conditions cannot be made worse.
Defenestration (Combat)
Tier IV Repositioner Tree feat
You can move enemies into danger.
Prerequisites: Improved Reposition, Bull Rush, Greater Reposition, Tier IV.
Benefit: When you use the reposition combat maneuver, you have no restriction on the square to which you can place the target of the attack. And yes, you can use this feat to throw someone out a window.
Normal: You cannot use the reposition maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.
Defensive Combat Training (Combat)
Stand-Alone feat — This feat can be taken only once.
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total character levels (or hit dice, for monsters) as your base attack bonus when calculating your Combat Maneuver Defense.
Defiance (Gallimaufry)
Repeatable feat — This feat can be taken once per tier. Its numeric benefits stack each time it is taken.
You resist that which would bring you down.
Benefit: Pick one or two types of saving throws: Fortitude, Reflex, Will. If you pick one, you gain a +2 feat bonus on saves of that type. If you pick two, you gain a +1 feat bonus on saves of both types. After repeatedly taking this feat, you cannot gain a feat bonus of more than +4 in any one type of saving throw.
Deflect All (Combat)
Tier III Catcher Tree feat
You can now deflect a large missile, a ranged natural attack, or a ranged touch attack.
Prerequisites: Deflect Missile, Snatch Missile, Tier III.
Benefit: Once per round, you can use your Deflect Missile feat to knock away, but not snatch, a large missile, a ranged natural attack, or even a magical ranged touch attack.
Deflect Missile (Combat)
Tier I Catcher Tree feat
You can knock a ranged weapon off course, preventing it from hitting you.
Benefit: Once per round when you would normally be hit with an attack from a projectile or thrown weapon, you may deflect it so that you take no damage from it (and it lands in your square). Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or magic effects can't be deflected. For all feats in this tree, you must be aware of the attack, not flat-footed, and you must have at least one hand free (holding nothing).
Demense (Gallimaufry)
Tier II Clout Tree feat
You establish a home within your domain.
Prerequisites: Reputation, Tier II.
Benefit: You invest as much of your personal wealth as you like creating or purchasing a home estate within your domain. Your estate generates wealth equal to 15 percent of your investment, gained each time you level, above and beyond wealth derived from adventuring. Your estate includes staff equal in number to your investment divided by 100. You are free (indeed, encouraged) to map and describe your demense in detail. You may increase your investment when you level up, but you may not sell your demense.
Diehard (Gallimaufry)
Tier IV Hardass Tree feat
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisites: Endurance, Tier II.
Benefit: When your hit point total is below 0, but you are not dead, 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. If you choose to act as if you were disabled, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Whether you choose to act disabled or to fall unconscious, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
Dirtier (Combat)
Tier III Tricksy Tree feat
Your dirty tricks in combat are more effective and debilitating.
Prerequisites: Improved Snooker, Net Trickery, Tier III.
Benefit: When you make a successful snooker combat maneuver attack, you impose the blinded, fatigued, or frightened condition, determined by the game master based on your description of the dirty trick.
Normal: A character without this feat who makes a sucessful snooker attack imposes the dazzled, tired, or shaken condition.
Disarming Crit (Combat)
Tier III Disarmament Tree feat
Your critical hits can disarm your foes.
Prerequisites: Improved Disarm, Greater Disarm, Tier III.
Benefit: Whenever you score a critical hit with bolas or a melee attack, you can disarm your opponent as a swift action, in addition to the normal damage dealt by the attack. If your confirmation roll beats your opponent's CMD, you may disarm your opponent as if with the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Disrupting Shot (Combat)
Tier II Muggler Tree feat
With a well-placed shot, you make it harder for a nearby opponent to cast spells.
Prerequisites: Disruptive, Tier II.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
Disruptive (Combat)
Tier I Muggler Tree feat
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you have used all your attacks of opportunity for the round, this increase does not apply.
Disruptive Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your magical energies cling to enemies, interfering with their spellcasting.
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
Dodge (Combat)
Tier I Dash Tree feat
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Double Down (Combat)
Tier IV Dual-Wielder Tree feat
Your two-handed weapon attacks strike with greater power.
Prerequisites: Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Tier IV.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. If you hit an opponent with both your primary weapon and your off-hand weapon, you deal an additional 1d10 points of damage; you can only deal this additional damage once each round.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Drag Down (Combat)
Tier IV Tripper Tree feat
When you are tripped, you drag your foe down with you.
Prerequisites: Improved Trip, Greater Trip, Tripping Crit, Tier IV.
Benefit: When you are tripped against your will by a foe not more than two size categories bigger than you, that foe gains the prone condition as well, unless it is immune to that condition.
Duck and Cover (Gallimaufry, Teamwork)
Stand-Alone feat — This feat can be taken only once.
Your allies assist you in avoiding certain effects.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a saving throw against a cone, cylinder, line, or sphere effect, or any reflex saving throw regardless of shape, you may use the die result number rolled by you or your ally (your modifiers still apply to the roll, regardless of which result you take).
Ectoplasmic Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Benefit: An ectoplasmic spell has full effect against ethereal, incorporeal, and undead creatures, even if such creatures would normally be immune to the spell; such creatures save against the spell with a -2 penalty, and your spell penetration checks, if needed, are at +2. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
Eldritch Claws (Combat)
Tier II Predator Tree feat
Your natural attacks are effective against a wide variety of magical foes.
Prerequisites: Improved Natural Attack, Tier II.
Benefit: Your natural weapons are considered both magic, silver, and aligned (with your alignment) for the purpose of overcoming damage reduction.
Elemental Fist (Magic, Combat)
Tier I Karate Tree feat
You empower your unarmed strikes with elemental energy.
Benefit: When you take this feat, pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit with an unarmed attack, the attack deals nonlethal damage normally plus 1 point of lethal damage of the chosen energy type. This feat also allows you to make "armed unarmed attacks" without provoking attacks of opportunity, and you gain the ability to threaten squares around you with your unarmed attacks.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and your unarmed attacks do not threaten the spaces within your reach.
Elemental Focus (Magic)
Repeatable feat — This feat can be taken once per tier. Each time you take this feat, it applies to a new energy type.
Your spells of a certain element are stronger.
Benefit: When you take this feat, choose one energy type (acid, cold, electricity, or fire). When you roll to inflict that type of damage, add one hp of damage to each die rolled. You may use this feat for only one energy attack per round.
Elemental Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can manipulate the elemental nature of your spells.
Benefit: When you take this feat, choose one energy type (acid, cold, electricity, or fire). You may replace a spell's energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic) with the energy type you have chosen. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Empower Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half (round down). Saving throws and opposed rolls 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. A spell cannot be both maximized and empowered.
Endurance (Gallimaufry)
Tier I Hardass Tree feat
You empower your unarmed strikes with elemental energy.
Harsh conditions or long exertions do not easily tire you.Benefit: You gain a +4 feat bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. 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 fatigued the next day.
Enlarge Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can increase the range of your spells.
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 benefit from this feat.
Enlightened (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonuses stack each time it is taken, but the bonus to any one skill cannot exceed +4.
You are an empathic, perceptive, and intuitive master of certain skills.
Benefit: You gain feat bonuses to Wisdom-based skill checks, excluding Profession. When you take this feat, you can decide to gain a +1 to three such skills; or a +2 to one skill and a +1 to another skill; or a +3 to one Wisdom-based skill. You gain proficiency with the skills selected.
Entertainer (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
Your talent in entertaining others is remarkable.
Benefit: You gain a +1 feat bonus on all Perform skill checks. In addition, you are proficient with all Perform skills, and you gain a +1 feat bonus to caster level when you use a magical musical instrument.
Eschew Materials
Stand-Alone feat — This feat can be taken only once.
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with 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 on hand to cast the spell, as normal.
Everything Is A Weapon (Combat)
Tier IV Improv Tree feat
Any object in your hands is an effective weapon
Prerequisites: Catch Off-Guard, Throw Anything, Improvised Weapon Mastery, Tier IV.
Benefit: Any improvised weapon you use inflicts 1d12 base damage, and criticals on a 19-20 for 3x damage.
Normal: Improvised weapon damage is usually set by the game master comparing the improvised weapon to existing weapons. Normally, an improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit.
Extend Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can make your spells last twice as long.
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 Channel Energy (Magic)
Tier I Channeler Tree feat
You can channel divine energy more powerfully, or you gain the power to do so if you do not have it.
Benefit: If you can channel energy, this feat increases the dice rolled by +2d6. If you do not have the ability to channel energy, you gain it, the same way that a cleric or paladin does, at a strength of 2d6.
Far Shot (Combat)
Tier I Shooter Tree feat
You are more accurate at longer ranges.
Benefit: You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a -2 penalty per full range increment between you and your target.
Fast Healer (Gallimaufry)
Tier III Hardass Tree feat
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Endurance, Diehard, Tier III.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to your odd (Column A) Constitution modifier (minimum +1).
Feinting Sleight (Combat)
Tier III Feinter Tree feat
When you distract a foe in combat, you have the chance to act unobserved.
Prerequisites: Improved Feint, Mobility Feint, Tier III.
Benefit: When you make a successful feint against a foe in melee combat, you may make a sleight of hand check against that foe as a swift action. If you are noticed, you cannot use this feat again against the same foe.
Fleet (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You are faster than most.
Benefit: While you are wearing medium or heavy armor, your base speed increases by 5 feet. While you are wearing light or no armor, your base speed increases by 10 feet.
Flyby Action (Gallimaufry)
Tier III Aerialist Tree feat
You can take a standard action before and after you move while flying.
Prerequisites: Wingover, Hover, Tier III.
Benefit: When flying, you can take a move action and another standard action at any point during the move. You cannot take a second move action during a round when you make a flyby action.
Normal: Without this feat, you can only take a standard action either before or after your move.
Focused Shot (Combat)
Tier II Sniper Tree feat
Your clever insight adds deadliness to your shots.
Prerequisites: Rapid Reload, Tier II.
Benefit: As a standard action, you may make an attack with a sling or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Focused Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2, while the DC for others targeted is decreased by -1. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
Focused Strike (Combat)
Tier I Striker Tree feat
You are more on target when you make a single strike.
Benefit: You gain a +1 feat bonus to hit when you make a standard attack.
Followers (Gallimaufry)
Tier III Boss Tree feat
You gain NPC followers who are utterly loyal to you.
Prerequisites: Hirelings, Cohort, Tier III.
Benefit: You gain a number of devoted underlings who require no salary.
Gang Up (Combat)
Tier I Scrum Tree feat
You are adept at using greater numbers against foes.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.
Go Unnoticed (Gallimaufry)
Tier IV Bantam Tree feat
You are adept at quickly hiding from larger creatures.
Prerequisites: Underfoot, Under and Over, Low Profile, Tier IV.
Benefit: At the start of an encounter, you are treated as hidden from creatures larger than yourself, with no stealth check needed, even if you do not have cover or concealment. In combat situations, you are hidden for just the first round of combat, unless you attain cover or concealment and use stealth as usual. In non-combat situations, you remain hidden from larger creatures if you have cover or concealment, again, with no stealth check needed, unless the creature is actively searching. In both cases, you may choose to roll stealth against creatures the same size or smaller than you, or if the larger creature is searching for you.
Normal: You are not hidden at the start of an encounter unless you have cover or concealment and you have made sucessful stealth checks to be hidden.
Grabber (Combat)
Tier IV Wrestler Tree feat
You can grapple a creature after hitting it.
Prerequisites: Improved Grapple, Nimble Grapple, Greater Grapple, Tier IV.
Benefit: You no longer suffer the usual -4 penalty for grappling when you do not have two hands free. If you hit with an unarmed attack or natural weapon, you deal normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity. The target must be the same size as you are or smaller.
Graceful (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonuses stack each time it is taken, but the bonus to any one skill cannot exceed +4.
You are a nimble, precise, and sure master of certain skills.
Benefit: You gain feat bonuses to dexterity-based skill checks. When you take this feat, you can decide to gain a +1 to three such skills; or a +2 to one skill and a +1 to another skill; or a +3 to one dexterity-based skill. You gain proficiency with the skills selected.
Greater Blind-Fight (Combat, Gallimaufry)
Tier IV Intuition Tree feat
Your enemies cannot hide from you.
Prerequisites: Blind-Fight, Improved Blind-Fight, Blindsense, Tier IV.
Benefit: Your attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an unseen or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being unseen.
Special: The Greater Blind-Fight feat is useless against a character who is the subject of a blink spell.
Greater Disarm (Combat)
Tier II Disarmament Tree feat
You can knock weapons far from an enemy's grasp.
Prerequisites: Improved Disarm, Tier II.
Benefit: Your +2 feat bonus on checks made to disarm a foe, gained through the Improved Disarm feat, increases to +4. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Greater Feint (Combat)
Tier IV Feinter Tree feat
You are skilled at making foes overreact to your attacks.
Prerequisites: Improved Feint, Mobility Feint, Feinting Slight, Tier IV.
Benefit: Whenever you use feint to cause an opponent to lose its dexterity bonus to AC, it loses that bonus against all attacks as well as its dexterity bonus to all saving throws until the beginning of your next turn.
Normal: A creature you feint loses its dexterity bonus against your next attack made before your next turn.
Greater Grapple (Combat)
Tier III Wrestler Tree feat
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, Nimble Grapple, Tier III.
Benefit: Your +2 feat bonus on checks made to grapple a foe, gained through the Improved Grapple feat, increases to +4. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Greater Overrun (Combat)
Tier IV Runner Tree feat
Enemies must dive to avoid your dangerous move.
Prerequisites: Run, Improved Overrun, Charge Through, Tier IV.
Benefit: Your +2 feat bonus on checks made to overrun a foe, gained through the Improved Overrun feat, increases to +4. Whenever you overrun opponents, they take 1d6 nonlethal damage, are knocked prone, and provoke attacks of opportunity.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Greater Reposition (Combat)
Tier III Repositioner Tree feat
You move enemies into position to be attacked.
Prerequisites: Improved Reposition, Bull Rush, Tier III.
Benefit: Your +2 feat bonus on checks made to reposition a foe, gained through the Improved Reposition feat, increases to +4. Whenever you reposition opponents, they provoke attacks of opportunity.
Normal: Repositioned creatures do not provoke an attack of opportunity.
Greater Snooker (Combat)
Tier IV Tricksy Tree feat
Your dirty tricks have lasting effects and are harder to remove.
Prerequisites: Improved Snooker, Net Trickery, Dirtier, Tier IV.
Benefit: Your +2 feat bonus on checks made to snooker a foe, gained through the Improved Snooker feat, increases to +4. Whenever you snooker opponents, the condition imposed lasts 1d6 rounds, plus another 1d6 rounds for every five points by which you beat the CMD. The penalty imposed can be removed if the target devotes a full round action to do so.
Normal: Normally, the penalty for being snokered can be removed if the target spends a move action recovering.
Greater Sunder (Combat)
Tier IV Breaker Tree feat
Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single strike.
Prerequisites: Improved Sunder, Break Weapon, Sundering Crit, Tier IV.
Benefit: Your +2 feat bonus on checks made to sunder a weapon or armor, gained through the Improved Sunder feat, increases to +4. Whenever you make a successful sunder attack on a weapon, shield, or suit of armor, one quarter of the damage inflicted on the object is also applied to the item's wielder.
Greater Trip (Combat)
Tier II Tripper Tree feat
Others can make free attacks on foes that you knock down.
Prerequisites: Improved Trip, Tier II.
Benefit: Your +2 feat bonus on checks made to trip a foe, gained through the Improved Trip feat, increases to +4. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity as it falls from your allies (not from you).
Normal: Creatures do not provoke attacks of opportunity when they are tripped.
Greater Vital Strike (Combat)
Tier IV Striker Tree feat
You can make a single attack that deals incredible damage.
Prerequisites: Focused Strike, Vital Strike, Improved Vital Strike, Tier IV.
Benefit: When you make a single attack with a weapon as part of a standard action, making your attack at your highest base attack bonus, your attack deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities, precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Heroic Defiance (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You struggle on when others would fall.
Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
Heroic Recovery (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You can throw off the effects of crippling conditions.
Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.
Hirelings (Gallimaufry)
Tier I Boss Tree feat
NPCs, attracted to you or to your cause, are willing to serve you at cost.
Benefit: NPCs are willing to serve you for room, board, and a small stipend. Because you are paying for these benefits only, the cost to hire NPCs is half the usual amount.
Hover (Gallimaufry)
Tier II Aerialist Tree feat
You can hover in place with ease and can kick up clouds of dust and debris.
Prerequisites: Wingover, Tier II.
Benefit: Your maneuverability class improves by one step. You can halt your movement while flying, allowing you to hover without needing to make a Fly skill check. You can move less than half speed and remain flying without needing to make a Fly skill check. You do not lose altitude if you take damage. The fly skill DC to avoid a fall if you collide with an object is DC10, not 25. If you are hovering with wings in an area with lots of loose debris, and if the ground is also within reach of your natural weapons or unarmed strikes, then the draft from your wings creates a hemispherical cloud with a radius equal to thrice your reach if you so desire. Vision within the cloud is the same as in an obscuring mist spell.
Normal: You can't create a cloud of debris while hovering. Also see the rules for flying in the fly skill entry.
Improved Blind-Fight (Combat, Gallimaufry)
Tier II Intuition Tree feat
Your keen senses guide your hand against hidden foes.
Prerequisites: Blind-Fight, Tier II.
Benefit: If you successfully pinpoint an unseen or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being unseen. If you are blinded, the -4 penalty on most Strength- and Dexterity-based skill checks and on opposed Search or Spot skill checks is reduced to -1.
Special: The Improved Blind-Fight feat is useless against a character who is the subject of a blink spell.
Improved Companion (Magic)
Repeatable feat — This feat can be taken once per tier. Pick a different Class Special each time it is taken.
Your companion gains a new ability.
Benefit: You may select an extra Class Special to enhance your companion's capabilities.
Improved Counterspell (Magic)
Stand-Alone feat — This feat can be taken only once.
You are skilled at countering the spells of others using similar spells.
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 Disarm (Combat)
Tier I Disarmament Tree feat
You are skilled at knocking weapons from a foe's grasp.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
Improved Feint (Combat)
Tier I Feinter Tree feat
You are skilled at fooling your opponents in combat.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
Improved Grapple (Combat)
Tier I Wrestler Tree feat
You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Improved Initiative (Combat)
Stand-Alone feat — This feat can be taken only once.
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Improved Natural Armor (Combat)
Repeatable feat — This feat can be taken once per tier. Its benefits stack each time it is taken.
Your natural defenses are tougher than most.
Benefit: Your defensive anatomy helps you avoid damage. You gain a +1 feat bonus to armor class because of your brawny muscles, thick skin, fur coat, hard scales, etc. This bonus does not apply to your touch AC.
Improved Natural Attack (Combat)
Tier I Predator Tree feat
Damage inflicted by one of your natural attacks is greater than usual.
Prerequisite: The ability to make a natural attack.
Benefit: Choose one of your natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if your size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Improved Overrun (Combat)
Tier II Runner Tree feat
You are skilled at running down your foes.
Prerequisites: Run, Tier II.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Improved Reposition (Combat)
Tier I Repositioner Tree feat
You have learned how to force your enemies to move around the battlefield.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.
Improved Shield Bash (Combat)
Tier I Basher Tree feat
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: 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 that performs a shield bash loses the shield's shield bonus to AC until his next turn.
Improved Sniping (Combat)
Tier III Sniper Tree feat
It is easier for you to remain hidden while sniping.
Prerequisite: Rapid Reload, Focused Shot, Tier III.
Benefit: When you use stealth to remain hidden after a ranged attack with a sling or crossbow, you take a -10 penalty on that stealth check. If you are prone while making the sniper attack, you take no penalty on the stealth check.
Normal: After you make a sniper attack, you take a -20 penalty on your stealth check to remain hidden.
Improved Snooker (Combat)
Tier I Tricksy Tree feat
You are skilled at using dirty tricks in combat.
Benefit: You do not provoke an attack of opportunity when performing a snooker combat maneuver. In addition, you receive a +2 feat bonus on checks made to snooker a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to snooker you.
Normal: You provoke an attack of opportunity when performing a snooker combat maneuver.
Improved Sunder (Combat)
Tier I Breaker Tree feat
You are skilled at damaging your foes' weapons and armor.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
Improved Trip (Combat)
Tier I Tripper Tree feat
You are skilled at sending your opponents to the ground.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
Improved Two-Weapon Fighting (Combat)
Tier II Dual-Wielder Tree feat
You attack with your off-hand as often as with your primary hand when fighting with two weapons.
Prerequisites: Two-Weapon Fighting, Tier II.
Benefit: When making a full-round attack, you make as many iterative attacks (due to a high base attack bonus) with your off-hand weapon as you do with your primary weapon.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Improved Vital Strike (Combat)
Tier III Striker Tree feat
You can make a single attack that deals a large amount of damage.
Prerequisites: Focused Strike, Vital Strike, Tier III.
Benefit: When you use a standard action to make an attack, and you can make that single attack at your highest base attack bonus, you deal additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities, precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Improvised Weapon Mastery (Combat)
Tier III Improv Tree feat
You can turn nearly any object into a deadly weapon, from a razor-sharp scissors to a sack of flour.
Prerequisites: Catch Off-Guard, Throw Anything, Tier III.
Benefit: You gain a +1 feat bonus to hit using improvised weapons; you bypass five points of damage reduction when using them; and you may inflict lethal or nonlethal damage using them, as you prefer. You may draw and sheathe any object (i.e., retrieve a stored item) as quickly and easily as you can draw and sheathe a weapon, even if you do not use the object as an improvised weapon; drawing an improvised weapon does not provoke attacks of opportunity.
Normal: Normally, improvised weapons inflict only nonlethal damage, and retrieving a stored item provokes an AoO.
In Harm's Way (Combat)
Tier II Defender Tree feat
You put yourself in danger's path to save your allies.
Prerequisites: Bodyguard, Tier II.
Benefit: While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). You may intercept only one attack in this way per round.
Jumper (Gallimaufry)
Tier IV Equestrian Tree feat
While riding, you can guide your mount to make incredible leaps.
Prerequisites: Trick Riding, Ride-By Attack, Mounted Shooting, Tier IV.
Benefit: When your mount makes jump or tumble skill checks, you may also roll a ride check if you are mounted and not helpless; use the better of the two check results. In addition, when you are mounted, your mount's jump skill DC checks are equal to the half the distance to be crossed (if horizontal) or twice the height to be reached (if vertical). If such a jump would exceed your mount's move, you may complete the jump and advance the extra distance anyway.
Knock Out (Combat)
Repeatable feat — This feat can be taken once per tier. Its numeric benefits stack each time it is taken.
You are blessed when you choose to use nonlethal damage.
Benefit: Respecting life and hoping to avoid needless death, you add a +1 sacred bonus to attacks and damage when making nonlethal attacks.
Light Step (Gallimaufry)
Tier III Acrobat Tree feat
You pick your way nimbly through even the most dangerous and uneven terrain.
Prerequisites: Mobility, Wind Stance, Tier III.
Benefit: You can ignore the effects of nonmgical difficult terrain, as if it were normal terrain.
Lightning Stance (Combat)
Tier IV Acrobat Tree feat
The speed at which you move makes it very difficult for opponents to strike you.
Prerequisites: Mobility, Wind Stance, Light Step, Tier IV.
Benefit: When you run, or when you make a double move, you gain 50 percent concealment during your move as you blur by. You are not hidden nor unseen, but if you start your turn hidden, you can break stealth with a +4 dodge bonus to the stealth check.
Lingering Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your instantaneous spell clings to existence, slowly fading from the world.
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's actual level.
Lion's Aid (Combat, Gallimaufry)
Tier III Defender Tree feat
Your generous soul can intercede for the benefit of others.
Prerequisites: Bodyguard, In Harm's Way, Tier III.
Benefit: When an ally within reach fails a saving throw, you can spend three lionheart points to reroll that d20 and use the higher of the two rolls. To reroll your own result, you still have to spend the usual five points.
Normal: You cannot spend lionheart points to benefit other characters.
Lookout (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
Your allies help you act in tandem.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. In all combats, if your initiative roll is lower than your adjacent ally's, you gain your ally's initiative; in effect, you and your ally always act with the same initiative.
Low Profile (Combat)
Tier IV Bantam Tree feat
You are skilled at avoiding ranged attacks.
Prerequisites: Underfoot, Under and Over, Tier III.
Benefit: You gain a +1 feat bonus to AC against ranged attacks. That bonus increases by +1 for every size category you are smaller than the creature launching the ranged attack, to a maximum of +4.
Lunge (Combat)
Tier III Dash Tree feat
You can strike foes that would normally be out of reach.
Prerequisites: Dodge, Spring Attack, Tier III.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Magic Lore
Repeatable feat — This feat can be taken once per tier. You learn two new spells each time you take it.
You have learned more spells.
Benefit: You may add two spells to your known spells list, exactly as if you were adding two spells upon gaining a caster level.
Marked by Association (Gallimaufry)
Tier IV Clout Tree feat
Your good reputation rubs off on your allies.
Prerequisites: Reputation, Demense, Social Standing, Tier IV.
Benefit: You can spend a Respect Point to help an ally's skill check. As usual, if the check fails, the point and the daily use is not lost. If the check succeeds, roll a d4. On a 4, you expend the daily use and the point, as usual. On a 2 or 3, you do not lose the point, although you do expend the daily use of this feat. On a 1, you expend neither the point nor the daily use. Using this feat does not count against your own usual daily uses of respect points for your own rolls.
Maximize Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls 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. Note: a spell cannot be both maximized and empowered.
Merciful Attack (Combat)
Stand-Alone feat — This feat can be taken only once.
Your fighting style focuses on nonlethal combat.
Benefit: When you are wielding a melee weapon that usually inflicts lethal damage, you may use such a weapon to inflict nonlethal damage without penalty. You gain proficiency with bolas, sais, saps, unarmed strikes, and whips, and you threaten a critical hit with these weapons on an 19-20.
Normal: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll.
Merciful Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level. Unlike all other metamagic feats, you can apply this feat to cantrips and spell-like abilities.
MetaCast (Magic)
Stand-Alone feat — This feat can be taken only once.
You can apply a metamagic feat you know to a spell-like ability or a cantrip.
Prerequisites: Ability to cast a cantrip or use a spell-like ability; a metamagic feat that increases the required slot by one.
Benefit: Three times a day, you can apply one metamagic feat you know to a spell-like ability or cantrip. The feat must be one that increases the required slot by one level, not more than one.
Mobility (Combat)
Tier I Acrobat Tree feat
You can easily move through a dangerous melee.
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.
Mobility Feint (Combat)
Tier II Feinter Tree feat
Your footwork and ability to distract your foe lets you move through squares threatened by that foe without provoking AoOs.
Prerequisites: Improved Feint, Tier II.
Benefit: As a move action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint against one opponent allows you to move up to half your speed without provoking an attack of opportunity from that opponent when you move (you cannot use this feat to move through the opponent's space).
More Followers (Gallimaufry)
Tier IV Boss Tree feat
Your followers grow in power, and more followers are attracted to your banner.
Prerequisites: Hirelings, Cohort, Followers, Tier IV.
Benefit: The followers you have now advance in level. You also gain new followers as well.
Mounted Combat (Combat)
Tier I Cavalry Tree feat
You are adept at guiding your mount through combat.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Mounted Shield (Combat)
Tier II Cavalry Tree feat
Your defensive tactics defend both you and your mount.
Prerequisites: Mounted Combat, Tier II.
Benefit: You may add your base shield bonus (including the bonus from the Shield Focus feat, if you have it, but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.
Mounted Shooting (Combat)
Tier III Equestrian Tree feat
You are skilled at making ranged attacks while mounted.
Prerequisites: Trick Riding, Ride-By Attack, Tier III.
Benefit: The penalty you take when using a ranged attack while mounted is less: -1 taking a double move, -2 if your mount is running. You do not need to make concentration checks due to the motion of your mount.
Normal: While riding, you suffer a -4 if your mount is taking a double move, and -8 if your mount is running.
Multiattack (Combat)
Tier III Predator Tree feat
Your full-round attacks with natural weapons are more effective.
Prerequisites: Improved Natural Attack, Eldritch Claws, Tier III.
Benefit: If you have secondary attacks with natural weapons, you take only a -2 penalty to attack with them. If you have only primary attacks with your natural weapons, then when you make a full-round attack, you gain one extra attack with a primary natural weapon of your choice.
Normal: Without this feat, your secondary attacks with natural weapons take a -5 penalty.
Muscular (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonuses stack each time it is taken, but the bonus to any one skill cannot exceed +4.
You are a strapping, well-built, and powerful master of certain skills.
Benefit: You gain feat bonuses to Strength-based skill checks. When you take this feat, you can decide to gain a +1 to three such skills; or a +2 to one skill and a +1 to another skill; or a +3 to one Strength-based skill. You gain proficiency with the skills selected.
Net Trickery (Combat)
Tier II Tricksy Tree feat
You have become very proficient at using your net to hinder your enemies.
Prerequisites: Improved Snooker, Tier II.
Benefit: You gain proficiency with a net. Your range increment and maximum range with a net increases to 15 feet. In place of one of your melee attacks in a full-round attack, you can use your net to attempt a snooker combat maneuver against a foe you have entangled. You also gain a +2 feat bonus on reposition combat maneuver checks you make against a foe entangled in your net, and the DC to escape or burst your net is increased by +2.
Normal: A snooker attempt normally requires a standard action, and cannot take the place of one attack made as part of a full-round attack.
Nimble Grapple (Combat)
Tier II Wrestler Tree feat
You are nimble and agile while grappling.
Prerequisites: Improved Grapple, Tier II.
Benefit: Your foe loses their Dexterity bonus to AC and CMD against all foes when you are grappling. On the other hand, you never lose those bonuses because you have the grappled or pinned condition, unless you would lose them outside a grapple.
Nuanced Spellcaster (Magic)
Stand-Alone feat — This feat can be taken only once.
You can cast spells even when you are in a shape other than your own.
Benefit: You can complete the verbal and somatic components of spells while you are in a shape other than your original form, such as when you are polymorphed or using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell; these are as obvious to nearby creatures as normal spellcasting would be, and is clearly not normal behavior for such creatures. Those trying to use Spellcraft to identify spells as you cast them suffer a -4 penalty to such checks. 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 any new ability to speak.
Outflank (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
You look for every edge when flanking an enemy.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Parting Shot (Combat)
Tier III Propinquity Tree feat
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Prerequisites: Point-Blank Shot, Zigzag Shot, Tier III.
Benefit: Once per round, when using the withdraw action, you can make a single ranged weapon attack at any point during your movement. The ranged weapon attack can include casting a spell, but only if the spell also counts as a weapon (for example, a ray).
Normal: You cannot attack when using the withdraw action.
Peacemaker (Combat)
Tier III Demoralizer Tree feat
Your nonlethal attacks are demoralizing.
Prerequisites: Polite Impression, Respectful Impression, Dazzling Display, Tier III.
Benefit: Every time you inflict nonlethal damage, you may make an Intimidate check to demoralize your target as a free action.
Penetrating Strike (Combat)
Repeatable feat — This feat can be taken once per tier. Its benefits stack each time it is taken, to a maximum of ignoring eight points of damage reduction.
Your attacks are capable of penetrating the defenses of some creatures.
Benefit: Your attacks ignore two points of damage reduction.
Pinpoint Accuracy (Combat)
Tier I Bullseye Tree feat
Your aim is more important than your muscles in making ranged attacks.
Benefit: Pick one ranged weapon with which you are proficient. If this ranged weapon applies a Strength bonus to damage, you may choose to use your even (Column B) dexterity bonus instead. If this ranged weapon (blowgun, crossbow, ray, etc) does not apply a Strength bonus to damage, you may now add half your even (Column B) dexterity bonus to damge with that weapon. You may not select a composite bows for this feat.
Point Blank Master (Combat)
Tier IV Propinquity Tree feat
You are adept at firing ranged weapons in close quarters.
Prerequisites: Point-Blank Shot, Zigzag Shot, Parting Shot, Tier IV.
Benefit: You do not provoke attacks of opportunity when firing ranged weapons while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Shot (Combat)
Tier I Propinquity Tree feat
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Polite Impression (Gallimaufry)
Tier I Demoralizer Tree feat
Your courteous manner is such that creatures do not resent it when you intimidate them.
Benefit: When you use the Intimidate skill to force a person to be friendly, afterwards his or her attitude toward you reverts to what as it was before the Intimidate effect.
Normal: After a successful Intimidation expires, the target treats you as unfriendly and may report you to local authorities.
Polyglot (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
Your have a natural flair for languages.
Benefit: You gain a +1 feat bonus on all Language skill checks. In addition, you are proficient with all Language skills, and you can learn rare and exotic languages as easily as you can common languages.
Normal: To learn a rare and exotic language requires the service of a teacher found in game.
Power Attack (Combat)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
You can make deadly melee attacks by sacrificing accuracy for strength.
Benefit: At the start of your turn, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 feat bonus on all melee damage rolls until the start of your next turn.
Precise Shot (Combat)
Tier II Shooter Tree feat
You are adept at firing ranged attacks into melee.
Prerequisites: Far Shot, Tier II.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Precise Strike (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
You are skilled at striking where it counts, as long as an ally distracts your foe.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Professional (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
You have an aptitude for business, commerce, service, trade, and interaction.
Benefit: You gain a +1 feat bonus on all Professon skill checks. In addition, you are proficient with all Profession skills, and you gain two reputation points each time you take this feat. Also, you can earn half your Profession check result in gold pieces per day of dedicated work; these earnings are not counted against your Wealth By Level limits.
Normal: You can earn half your Profession check result in gold pieces per week of dedicated work.
Punishing Kick (Combat)
Tier III Karate Tree feat
Your kicks are so powerful you use them to push or knock back your foes.
Prerequisites: Elemental Fist, Stunning Fist, Tier III.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful unarmed attack, the attack deals damage normally, you push your target 5 away from you, and you knock the target prone unless it makes a Fortitude saving throw with a DC of 9 + 1/2 your character level + your even Wisdom (Column B) modifier to stay upright. The target's move of five feet does provoke attacks of opportunity from your allies who threaten the space it is leaving. You may push the target into a space that poses a danger to it. You may attempt a punishing kick attack only once per battle per day.
Queasy Assault (Combat)
Tier I Assaulter Tree feat
If you take a penalty to attack, your blows can make your target queasy.
Benefit: You can choose to take a -2 penalty on all melee attack rolls for one round to give enemies the queasy condition, in addition to the normal damage dealt by the weapon. A successful Fortitude save negates the queasy effect, which otherwise lasts for 1d6+1 rounds. The DC of this save is 9 + your base attack bonus. You must choose to use this feat before making any attack rolls, and your attacks affect foes until the start of your next turn. You can use this feat for one round per battle.
Queasy Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can make creatures ill with your spells.
Benefit: You can modify a spell such that when a creature takes damage from this spell, they become queasy for a number of rounds equal to your caster level. A queasy spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
Quick Draw (Combat)
Stand-Alone feat — This feat can be taken only once.
You can draw weapons faster than most.
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) 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). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat; improvised weapons can.
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. Without this feat, you can draw a hidden weapon as a standard action.
Ranged Critical (Combat)
Tier III Bullseye Tree feat
When your ranged attacks hit home, they hit hard.
Prerequisites: Pinpoint Accuracy, Ranged Focus, Tier III.
Benefit: With the ranged weapon you selected when you chose Pinpoint Accuracy, your critical range and multiplier is 19-20/3x.
Ranged Focus (Combat)
Tier II Bullseye Tree feat
Your critical threats are more likely to be on target.
Prerequisites: Pinpoint Accuracy, Tier II.
Benefit: With the ranged weapon you selected when you chose Pinpoint Accuracy, you gain a +4 bonus to confirm critical hits.
Ranged Weapon Master (Combat)
Tier IV Bullseye Tree feat
Your skill applies to all ranged weapons.
Prerequisites: Pinpoint Accuracy, Ranged Focus, Ranged Critical, Tier IV.
Benefit: All the benefits from your previous Bullseye Tree feats now apply to all ranged weapons you use, not just one.
Rapid Reload (Combat)
Tier I Sniper Tree feat
You can reload crossbows and slings quickly.
Benefit: The time required for you to reload your a hand crossbow, a light crossbow, or a sling is reduced to a free action. THe time to reload a heavy crossbow is a move action. Reloading still provokes an attack of opportunity.
Normal: A character without this feat needs a move action to reload a hand or light crossbow or a sling, or a full-round action to reload a heavy crossbow.
Rapid Shot (Combat)
Tier III Shooter Tree feat
You can make an additional ranged attack.
Prerequisites: Far Shot, Precise Shot, Tier III.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Reach Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Rending Claws (Combat)
Tier IV Predator Tree feat
Your natural attacks do greater harm to your enemy.
Prerequisites: Improved Natural Attack, Eldritch Claws, Multiattack, Tier IV.
Benefit: If two of your natural weapon attacks strike the same foe in the same turn, you inflict additional damage — roll all your damage dice from both attacks again as extra damage. Only these extra damage dice are used, not any bonus damage, and these extra damage dice are not multiplied on a critical hit. You can use this feat once per round.
Reputation (Gallimaufry)
Tier I Clout Tree feat
Your reputation serves you well.
Benefit: Within your dominion, when you would normally lose a Respect Point by using it, roll a d4. On a 1, you do not lose it. Also, you may use Respect Points one more time per day than normal.
Respectful Impression (Gallimaufry)
Tier II Demoralizer Tree feat
Your reputation makes you more intimidating.
Prerequisites: Polite Impression, Tier II.
Benefit: When you make an Intimdate skill check against a person, add your current respect point total divided by 10 to the roll.
Ride-By Attack (Combat)
Tier II Equestrian Tree feat
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prerequisites: Trick Riding, Tier II.
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.
Run (Combat, Gallimaufry)
Tier I Runner Tree feat
You are swift of foot.
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 four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your armor class.
Normal: You move four times your speed while running (if wearing medium, light, 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.
Saving Shield (Combat)
Tier III Shielder Tree feat
You deflect attacks that could mean your ally's death.
Prerequisites: Tower Shield Proficiency, Shield Focus, Tier III
Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Scholar (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
Your lore is vast; your memory, comprehensive; your research skills, superlative; and your eyes, strained.
Benefit: You gain a +1 feat bonus on all Knowlege skill checks. In addition, you are proficient with all Knowledge skills and can make untrained Knowledge checks regardless of the required DC.
Selective Channeling (Magic)
Tier IV Channeler Tree feat
You can choose whom to affect when you channel energy.
Prerequisites: Extra Channel Energy, Turn Undead, Combat Channel, Tier IV
Benefit: When you channel energy, you can choose a number of targets in the area up to your even (Column B) Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Selective Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
Your allies need not fear friendly fire.
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to cast the spell (generally, Charisma for divine spells; Intelligence for arcane spells; Wisdom for natural spells, and Constitution for inherent spells). These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell's actual level. Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.
Shaky Assault (Combat)
Tier II Assaulter Tree feat
Sacrificing accuracy, inflict wounds that leave enemies shaken.
Prerequisites: Queasy Assault, Tier II.
Benefit: You can choose to take a -2 penalty on all melee attack rolls for one round to give enemies the shaken condition, in addition to the normal damage dealt by the weapon. A successful Fortitude save negates the shaken effect, which otherwise lasts for 1d4+1 rounds. The DC of this save is 9 + your base attack bonus. You must choose to use this feat before making any attack rolls, and your attacks affect foes until the start of your next turn. You can use this feat for one round per battle.
Shield Focus (Combat)
Tier II Shielder Tree feat
You are skilled at deflecting blows with your shield.
Prerequisites: Tower Shield Proficiency, Tier II
Benefit: Increase the AC bonus granted by any shield you are using by +1.
Shield Master (Combat)
Tier IV Basher Tree feat
Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Slam, Bashing Crit, Tier IV.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target as a free action. If your confirmation roll beats your opponent's AC, your shield bash attack succeeds.
Special: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it were a weapon enhancement bonus.
Shield of Swings (Combat)
Stand-Alone feat — This feat can be taken only once.
A wild frenzy of attacks serves to bolster your defenses.
Benefit: When you fight defensively with a two-handed weapon, you can reduce your damage by half to gain a +3 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
Shield Proficiency (Combat)
Stand-Alone feat — This feat can be taken only once.
You are skilled at using shields.
Benefit: You gain proficiency with all shields (except tower shields).
Normal: A character who uses a shield with which they are not proficient stacks both the character's class non-proficiency penalty (-4) and the shield's armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks.
Special: Many classes bestow proficiency with shields. Characters with those classes should not take this feat.
Shield Slam (Combat)
Tier II Basher Tree feat
You follow a powerful blow from your weapon with an opportunistic push from your shield.
Prerequisites: Improved Shield Bash, Tier II.
Benefit: Any opponent hit by your shield bash is also hit with a free reposition attack, substituting your attack roll for the combat maneuver check. This reposition does not provoke an attack of opportunity.
Shield Specialization (Combat)
Repeatable feat — This feat can be taken once per tier. Each time you take the feat, it applies to a new type of shield.
You have mastered the use of one type of shield.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (not including enhancement bonuses) to your CMD.
Shield Wall (Combat, Teamwork)
Stand-Alone feat — This feat can be taken only once.
You form a unified defense with those around you.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.
Shielded Caster (Magic, Teamwork)
Stand-Alone feat — This feat can be taken only once.
Your allies cover you while you cast complicated spells..
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 feat bonus on concentration checks.
Shot on the Run (Combat)
Tier IV Shooter Tree feat
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Far Shot, Precise Shot, Rapid Shot, Tier IV.
Benefit: You can move both before and after a ranged attack. As a full-round action, you have three choices: (1) move up to double your speed while making one ranged attack; or (2) move up to your speed while making two ranged attacks, both at -2; or (3) move up to your speed while casting a ray spell that has a casting time of one standard action.
Normal: You cannot move before and after an attack with a ranged weapon.
Silent Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can cast your spells without making any sound.
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.
Smart (Gallimaufry, Skill)
Repeatable feat — This feat can be taken once per tier. The feat bonuses stack each time it is taken, but the bonus to any one skill cannot exceed +4.
You have the clever, sharp wit that allows you to think on your feet.
Benefit: You gain feat bonuses to Intelligence-based skill checks, excluding Craft, Language, and Knowledge. When you take this feat, you can decide to gain a +1 to three such skills; or a +2 to one skill and a +1 to another skill; or a +3 to one Intelligence-based skill. You gain proficiency with the skills selected.
Snatch All (Combat)
Tier IV Catcher Tree feat
You can now snatch a large missile, a ranged natural attack, or a ranged touch attack
Prerequisites: Deflect Missile, Snatch Missile, Deflect All, Tier IV.
Benefit: Your Deflect Arrows feat can now be used to catch a large missile, a natural ranged attack, and magical ranged touch attacks. You can choose to retain a physical weapon, but magical ranged touch attacks must be thrown back immediately or simply deflected.
Snatch Missile (Combat)
Tier II Catcher Tree feat
Catch a missile in mid-flight and throw it back.
Prerequisites: Deflect Missile, Tier II.
Benefit: When using the Deflect Missile feat you may choose to catch the weapon instead of just deflecting it. The thrown weapon or piece of ammunition can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.
Social Standing (Gallimaufry)
Tier III Clout Tree feat
You have social status, and it helps you in a variety of circumstances.
Prerequisites: Reputation, Demense, Tier III.
Benefit: Within your dominion, if you happen to find yourself in trouble with authorities as a result of false accusations or misunderstandings, or even if you are guilty of a minor offense, an influential benefactor steps forth to vouch for your honor, absolving you of any wrongdoing. Moreover, Diplomacy skill DCs are reduced by 5 when making a request from a person in your dominion who is your social equal or social inferior.
Spell Focus (Magic)
Repeatable feat — This feat can be taken once per tier. Pick a different school of magic each time it is taken.
Any spells you cast of a specific school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select when you take this feat.
Spell Penetration (Magic)
Repeatable feat — This feat can be taken once per tier. Its feat bonus stacks each time you take it.
Your spells break through spell resistance more easily than most.
Benefit: You get a +1 feat bonus on checks made (1) to overcome a creature's spell resistance, (2) to dispel magic, (3) to increase your counterspell DCs, and (4) to make opposed checks as part of a magical effect.
Spell-Like Ability (Magic)
Repeatable feat — This feat can be taken once per tier. It applies to a different spell each time.
You can cast a spell you know without components.
Benefit: You can cast a spell you know once per day as a spell-like ability. The spell you choose cannot have any expensive material components or expensive focus. The SLA has no components, you activate it as a standard action, the caster level is your character level, and the save DC is 9 + half your character level + the Casting Ability Score modifier for the spell. Activating this SLA takes no spell slot.
Spell-Like Ability Focus (Magic)
Repeatable feat — This feat can be taken once per tier. It applies to a different spell-like ability each time.
One of your spell-like abilities is more difficult to resist.
Benefit: Add +2 to the Difficulty Class for the saving throws against one SLA you select when you take this feat.
Spellbreaker Shot (Combat)
Tier III Muggler Tree feat
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
Prerequisites: Disruptive, Disruptive Shot, Tier III.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Spirited Charge (Combat)
Tier IV Cavalry Tree feat
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Mounted Combat, Mounted Shield, Trample, Tier IV.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance.
Spring Attack (Combat)
Tier II Dash Tree feat
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dodge, Tier II.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Still Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can cast your spells without moving.
Benefit: A still 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.
Strike Back (Combat)
Stand-Alone feat — This feat can be taken only once.
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Stunning Fist (Combat)
Tier II Karate Tree feat
You know just where to strike to temporarily stun a foe.
Prerequisites: Elemental Fist, Tier II.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful unarmed attack, you deal damage normally, and your target is stunned for one round unless it makes a Fortitude saving throw with a DC of 9 + 1/2 your character level + your even Wisdom (Column B) modifier to avoid the effect. You may attempt a stunning fist attack only once per battle per day.
Sundering Crit (Combat)
Tier III Breaker Tree feat
Your critical hits can sunder your foes' weapons.
Prerequisites: Improved Sunder, Break Weapon, Tier III.
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon as a swift action, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Normal: You must perform a sunder combat maneuver to sunder an opponent's weapon.
Sure Grasp (Combat, Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
Your powerful grip helps you hold on.
Benefit: With your deft hands and powerful grasp, you have the following +4 feat bonuses: (1) when using the Climb skill to catch yourself when falling and when catching a falling character while climbing; (2) when using Sleight of Hand to juggle awkward or dangerous objects, and while weapon juggling; (3) when Using Rope for abseiling and fast-roping; and (4) as a bonus to CMD against disarm attampts.
Swift Aid (Combat)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
With a quick but harmless swipe, you can aid an ally's assault.
Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 feat bonus on her next attack roll or a +1 feat bonus to her AC.
Normal: Aid another is a standard action.
Team Up (Combat)
Tier II Scrum Tree feat
When you are ganging up against an enemy, you can more easily trip and trick your foe.
Prerequisites: Gang Up, Tier II.
Benefit: If two of your allies are threatening your opponent, you are treated as one size larger for trip and snooker combat maneuvers. For each ally beyond two who is threatening the foe, your effective size category increases by one step.
Teleport Technician (Combat)
Tier IV Muggler Tree feat
You are highly alert for enemies using teleportation to approach you or flee from you.
Prerequisites: Disruptive, Disruptive Shot, Tier III.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability. Your successful attack on a creature trying to teleport away from you ruins the teleport attempt.
Throw Anything (Combat)
Tier II Improv Tree feat
You are used to throwing things you have on hand.
Prerequisites: Catch Off-Guard, Tier II.
Benefit: You do not suffer any penalties for using an improvised thrown weapon. Your range increment with such weapons is 20 ft. You may draw (or pick up if it is unattended and within reach) an improvised thrown weapon as part of an attack, but you must throw it as soon as you draw it.
Normal: You take a -4 penalty on attack rolls made with an improvised thrown weapon. The range increment of thrown improvised weapons is 10 feet.
Thundering Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can bring your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
Touch of Serenity (Combat)
Tier IV Karate Tree feat
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Elemental Fist, Stunning Fist, Punishing Kick, Tier IV.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful unarmed attack against the target's touch AC, you deal no damage and bestow no other effect or condition, but the target cannot cast spells or attack or take any hostile action for one minute unless it makes a Will saving throw with a DC of 9 + 1/2 your character level + your even Wisdom (Column B) modifier. The creature's attitude towards you does not change. Serenity ends early if the target is attacked by you or your allies. You may attempt a touch of serenity attack only once per battle per day.
Toughness (Gallimaufry)
Repeatable feat — This feat can be taken once per tier. The feat bonus stacks each time it is taken.
You have enhanced physical stamina.
Benefit: You gain a feat bonus of +5 hit points.
Tower Shield Proficiency (Combat)
Tier I Shielder Tree feat
You are trained in how to properly use a tower shield.
Benefit: You are proficient in wielding a tower shield, When you use one, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
Track (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You can follow prints and other signs to locate a creature that has recently passed by.
Benefit: You may make survival skill checks to track a creature outside in natural settings. You may make search skill checks to track in urban and constructed settings. You must make another check every time the tracks become difficult to follow. You can follow tracks at half your normal speed without penalty; at your normal speed, -5 penalty; or at twice your normal speed, -20 penalty. The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface | DC | Surface | DC |
---|---|---|---|
Very soft ground | 5 | Firm ground | 15 |
Soft ground | 10 | Hard ground | 20 |
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.
Condition | DC Modifier |
---|---|
Every three creatures in the group being tracked | –1 |
Size of creature or creatures being tracked:1 | |
Fine | +8 |
Diminutive | +4 |
Tiny | +2 |
Small | +1 |
Medium | +0 |
Large | -1 |
Huge | -2 |
Gargantuan | -4 |
Colossal | -8 |
Every 24 hours since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Fresh snow cover since the trail was made | +10 |
Poor visibility:2 | |
Overcast or moonless night | +6 |
Moonlight | +3 |
Fog or precipitation | +3 |
Tracked party hides trail (and moves at half speed) | +5 |
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 or Search check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival and Search skill to find tracks, but you can follow them only if the DC for the task is 10 or lower.
Trample (Combat)
Tier III Cavalry Tree feat
While mounted, you can ride down opponents and trample them under your mount.
Prerequisites: Mounted Combat, Mounted Shield, Tier III.
Benefit: When you are mounted, any time you are adjacent to a prone opponent, your mount may make one foot/paw/hoof attack against the prone foe as a free action, gaining the standard +4 bonus on attack rolls against prone targets. Your mount may make such an attack only once per prone target per round, and only if it has a natural attack with a foot. Also, when you attempt to overrun an opponent while mounted, your target may not choose to avoid you.
Trick Riding (Gallimaufry)
Tier I Equestrian Tree feat
You are not only skilled at controlling a horse in combat; you can make it look like art.
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. Also, once per round when your mount must make a reflex save, you may attempt a Ride check in place of the save, if you prefer.
Tripping Crit (Combat)
Tier III Disarmament Tree feat
Your critical hits can disarm your foes.
Prerequisites: Improved Trip, Greater Trip, Tier III.
Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent as a swift action, in addition to the normal damage dealt by the attack. If your confirmation roll beats your opponent's CMD, your opponent is tripped as if with the combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a trip combat maneuver to trip an opponent.
Turn Undead (Magic)
Tier II Channeler Tree feat
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisites: Extra Channel Energy, Tier II
Benefit: You can, as a standard action, present your holy symbol and expend a use of channel energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this save is equal to 9 + 1/2 your cleric level + your even (Column B) Charisma modifier. Undead that fail their save flee for 1 minute. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Two-Weapon Defense (Combat)
Tier III Dual-Wielder Tree feat
You are skilled at defending yourself while dual-wielding.
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, Tier III.
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.
Two-Weapon Fighting (Combat)
Tier I Dual-Wielder Tree feat
You can attack with your off-hand weapon while wielding a wepon in your primary hand, or with both ends of a dual weapon.
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. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Under and Over (Combat)
Tier II Bantam Tree feat
You can slip under a foe trying to grab you, knocking him off balance.
Prerequisites: Underfoot, Tier II.
Benefit: If an opponent larger than you attempts to grapple (or grab) you, and fails, or attempts to escape from your grapple and succeeds, you may make a trip attack as an immediate action against that opponent with a +4 size bonus. This does not provoke an attack of opportunity.
Underfoot (Combat)
Tier I Bantam Tree feat
You slip under and around your larger foes.
Benefit: You can move at full speed while tumbling through threatened squares without increasing the tumble DC. You receive a +4 bonus on Tumble checks to do so, so long as your foe is larger than you. In addition, if you fail your tumble check and provoke AoOs, you gain a +2 dodge bonus to AC against larger foes taking those AoOs.
Vermin Companion (Magic)
Stand-Alone feat — This feat can be taken only once.
Your companion metamorphoses into a vermin.
Prerequisites: You have an Arcane, Lackey, Tame, or Wild Companion.
Benefit: Your current companion creates a coccoon for itself, and one day later emerges as a vermin. Pick from these options:
- Pouncing Spider: Size Tiny; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d2); Ability Scores Str 3, Int 1, Wis 12, Dex 18, Con 10, Cha 5; Special Qualities: +3 racial bonus on Jump checks, Immune to mind-affecting effects.
- Bumblebee: Size Small; Speed 20 ft., fly 40 ft. (average); AC +1 natural armor; Attack sting (1d3 + weak poison, DC 9 +half HD +even (column B) Con modifier); Ability Scores Str 10, Dex 15, Con 14, Int 1, Wis 12, Cha 7; Special Qualities: Immune to mind-affecting effects.
- Big 'Ol Bug: Size Medium; Speed 40 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 16, Int 1, Wis 12, Cha 4; Special Qualities Scent, Immune to mind-affecting effects. The Big 'Ol Bug can be an ant, beetle, centipede, or other land-bound climbing vermin.
Special: An adept replacing a lackey companion can only choose the pouncing spider or the bumblebee. A wizard replacing an arcane companion may only choose the pouncing spider, and its Intelligence rises to 7 as an arcane companion.
Vermin Mind (Magic)
Stand-Alone feat — This feat can be taken only once.
Your study and love of invertebrates has sent your thoughts down odd paths.
Benefit: You are more resistant than normal to mind-affecting effects. You gain a +3 competence bonus to saving throws against such attacks.
Vermin Soul (Magic)
Stand-Alone feat — This feat can be taken only once.
Your sympathy with invertebrates allows you to affect them as if they were animals.
Benefit: You treat vermin as animals with regard to spells, SLAs, and class abilities, ignoring their immunity to mind-affecting effects.
Vital Strike (Combat)
Tier II Striker Tree feat
You can make a single attack that inflicts more damage.
Prerequisites: Focused Strike, Tier II.
Benefit: When you use a standard action to make an attack, and you can make that single attack at your highest base attack bonus, you deal additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities, precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Finesse (Combat)
Stand-Alone feat — This feat can be taken only once.
You are trained in using your agility in melee combat, as opposed to brute strength.
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: Natural weapons are considered light weapons.
Weapon Focus (Combat)
Repeatable feat — This feat can be taken once per tier. It applies to a different weapon each time it is taken.
You have practiced and specialized in one particular weapon.
Benefit: Choose one weapon. You can also choose unarmed strike, grapple, a natural attack, or ray as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Proficiency (Combat)
Repeatable feat — This feat can be taken once per tier. It applies to a different weapon or weapon type each time it is taken.
You are trained in using a weapon or type of weapons.
Benefit: Select one of these three options: (1) All simple weapons, (2) All simple and martial weapons of a particular group (spears, axes, hammers, etc), or (3) one exotic weapon. You are proficient with the weapon(s) in the option you have selected.
Special: Natural weapons are considered light weapons.
Weapon Specialization (Combat)
Repeatable feat — This feat can be taken once per tier. It applies to a different weapon each time it is taken.
You are skilled at dealing damage with one weapon.
Benefit: Choose one weapon. You can also choose unarmed strike, grapple, a natural attack, or ray as your weapon for the purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon.
Whirlwind Attack (Combat)
Tier IV Dash Tree feat
You can strike out at every foe within reach.
Prerequisites: Dodge, Spring Attack, Lunge, Tier IV.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Widen Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can cast your spells so that they occupy a larger space.
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%. 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.
Wind Stance (Combat)
Tier II Acrobat Tree feat
Your erratic movements make it difficult for enemies to pinpoint your location.
Prerequisites: Mobility, Tier II.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Wingover (Gallimaufry)
Tier I Aerialist Tree feat
You can make turns with ease while flying.
Prerequisites: Fly speed.
Benefit: You can turn up to 180 degrees as a free action without making a Fly skill check or expending extra movement.
Normal: You must make fly skill checks and expend movement to make turns greater than 45° in midair.
Wrestle Up (Combat)
Tier III Scrum Tree feat
When you and your friends are grappling a larger foe, you work together to wrestle it down.
Prerequisites: Gang Up, Tram Up, Tier III.
Benefit: When you and your allies are all smaller than your target, and you initiate a grapple as your friends use the Aid Another action, the bonus is increased by three, normally from +2 to +5, for each ally aiding. The same applies in breaking a friend free from a grapple.
Normal: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
Xchange Spell (Magic, Metamagic)
Stand-Alone feat — This feat can be taken only once.
You can reshape an area spell into the shape of an X.
Benefit: When you cast a spell that has the shape of a Cone, Cylinder, Line, or Sphere, you may use this feat to reshape it into an X. The X-shaped spell radiates out from each corner that you occupy along the diagonals, to a short range of 25 ft. + 5 ft. per two caster levels. Since the X extends behind you as well as in front of you, care must be taken when using this feat. An Xchanged spell uses up a spell slot one level higher than the spell's actual level.
Yell Up (Gallimaufry)
Tier IV Scrum Tree feat
You and your friends are intimidating when you all yell together.
Prerequisites: Gang Up, Tram Up, Wrestle Up, Tier IV.
Benefit: When you and your allies yell at a target as a free action, you gain a +2 competence bonus per ally on checks to Intimidate and Demoralize the target. The target cannot be deaf, mindless, or more than 50 ft. away. You ignore any size penalties that would normally apply.
Yielding Call (Gallimaufry)
Stand-Alone feat — This feat can be taken only once.
You offer mercy in exchange for surrender.
Benefit: As a full-round action, you can call for people to surrender, forcing a morale check.
Normal: Morale checks are normally made only under specific conditions.
Zigzag Shot (Combat)
Tier II Propinquity Tree feat
You can dodge back and forth while making range attacks next to foes, avoiding attacks.
Prerequisites: Point-Blank Shot, Tier II.
Benefit: You get a +4 dodge bonus to armor class against attacks of opportunity caused when you make ranged attacks within a threatened area. A condition that makes you lose your Dexterity bonus to armor class (if any) also makes you lose dodge bonuses.