Feats
Feats are a type of non-class-based advancement that offer ways to accomplish remarkable things and become more effective with your capabilities. With them, you perform great feats!
How Feats Work
All people gets feats at the same levels, at character levels 2, 4, 7, 9, 12, 14, 17, and 19. In addition, you can choose to take a feat at levels 5, 10, 15, and 20. Finally, a few races and magic items grant feats. Feats are designed to be generally useful to every character, and they do not depend on your class to be effective. That said, some feats are more useful than others to those who have taken a particular class, either because the feat offers something similar to a class ability (and so is redundant) or because the feat offers something that does not synergize well with one's class abilities. If you find you have taken a feat that you later regret, discuss the option of retraining with your game master.
In general, it is easy to take a feat. When you look at the rules for feats, you will find that they consist of common elements: A name, a type, a class, a summary, benefits, and sometimes, prerequisites and special notes.
Feat Types
The three major types of feats are Combat Feats, Magic Feats, and Gallimaufry feats; this last type is a catch-all category for all kinds of non-combat, non-magic enhancements. In addition, Skill Feats are a subset of Gallimaufry Feats. Metamagic Feats are a subset of Magic Feats. Teamwork Feats can also be Combat, Magic, or Gallimaufry Feats.
Feat Classes
There are also three major classes of feats:
- Stand-Alone Feats may be taken just once. They are not related to other feats.
- Repeatable Feats may be taken once per tier. Their effects stack when taken repeatedly, in ways each feat entry details. You may not take none in Tier I and then two in Tier II — rather, each instance must be taken in its time, during character levels 1-5 (Tier I), 6-10 (Tier II), 11-15 (Tier III), and 16+ (Tier IV).
- Tree Feats consist of a group of four related feats To take the first feat in the series, there are generally no prerequisites. To take the second in the series, you have to take the first in the series (in the Tree) beforehand, and you have to be Tier II, that is, character level 6 or higher. To tae the third, you need the prior two and Tier III. To take the last, the prior three and Tier IV.
Feats by Class and Type
The tables below list each feat in Labyrinths & Liontaurs, with each class of feats in its own table. Click on the feat to go to its detailed listing. Note that the summaries listed below are not comprehensive — the detailed listing is the definitive guidance for playing each feat.
Repeatable Feats
Feat | Type | Benefits |
---|---|---|
Cantrip* | magic | You learn a cantrip |
Combat Casting | magic | Plus 2 bonus on concentration checks for defensive casting |
Combat Expertise | combat | Trade -1 attack penalty for +2 AC bonus |
Combat Reflexes | combat | Plus 2 additional attacks of opportunity |
Command Undead | magic | You can command 1 undead creature to obey you. |
Deadly Aim | combat | Trade -1 ranged attack penalty for +2 damage |
Defiance* | gallimaufry | Add +1 to two saves or +2 to one save |
Elemental Focus | magic | Plus 1 bonus on save DCs for one energy type |
Improved Companion | magic | Add an extra Class Special to your companion. |
Improved Natural Armor | gallimaufry | Add +1 to natural armor |
Knock-Out* | combat | Add +1 to hit and damage when making non-lethal attacks |
Magic Lore* | magic | Add two spells to your known spells list |
Penetrating Strike | combat | Your attacks ignore 5 points of damage reduction |
Power Attack | combat | Trade -1 melee attack penalty for +2 damage |
Shield Specialization | combat | When using a shield, boost AC by +2 when foes attempt to confirm crits |
Spell Focus | magic | Plus 1 bonus on save DCs for one school |
Spell Penetration | magic | Plus 2 bonus on level checks to beat spell resistance |
Spell-like Ability | magic | You can cast a cantrip or spell you know as a spell-like ability once per day. |
Spell-Like Ability Focus* | magic | Plus 1 bonus on save DC when using a spell-like ability |
Swift Aid | combat | Attempt to aid another in combat as a swift action at plus 1 |
Toughness | gallimaufry | Plus 5 hit points |
Weapon Focus | combat | Plus 1 bonus on attack rolls with one weapon |
Weapon Specialization | combat | Plus 2 bonus on damage rolls with one weapon |
Skill Feats | ||
Graceful* | gallimaufry (skill) | Boost Dex-based skills: +1 to 3 skills; +2 to 1 and +1 to 1; or +3 to 1. |
Charming* | gallimaufry (skill) | Boost Cha-based skills: +1 to 3 skills; +2 to 1 and +1 to 1; or +3 to 1. |
Enlightened* | gallimaufry (skill) | Boost Wis-based skills: +1 to 3 skills; +2 to 1 and +1 to 1; or +3 to 1. |
Muscular* | gallimaufry (skill) | Boost Str-based skills: +1 to 3 skills; +2 to 1 and +1 to 1; or +3 to 1. |
Smart* | gallimaufry (skill) | Boost Int-based skills: +1 to 3 skills; +2 to 1 and +1 to 1; or +3 to 1. |
Sub-skill Feats | ||
Artisan* | gallimaufry (skill) | Plus 1 to all Craft skills |
Entertainer* | gallimaufry (skill) | Plus 1 to all Perform skills |
Polyglot* | gallimaufry (skill) | Plus 1 to all Language skills |
Professional* | gallimaufry (skill) | Plus 1 to all Profession skills |
Scholar* | gallimaufry (skill) | Plus 1 to all Knowledge skills |
Stand-Alone Feats
Feat | Type | Benefits |
---|---|---|
Acrobatic Steps | gallimaufry | Ignore 20 feet of difficult terrain when you move |
Additional Trait | gallimaufry | You gain a trait appropriate for your current tier. |
Agile Maneuvers | combat | Use your Dex bonus when calculating your CMB |
Arcane Armor Training | magic | Reduce your arcane spell failure chance by 10% |
Armor Proficiency | combat | Gain proficiency with all armor. |
Augment Summoning | magic | Summoned creatures gain +2 Str and Con (cannot apply to companions |
Craft Construct | magic | You can create construct creatures like golems |
Defensive Combat Training | combat | Use your total Hit Dice as your base attack bonus for CMD |
Eschew Materials | magic | Cast spells without material components |
Fleet | gallimaufry | Your base speed increases by 10 feet |
Heroic Defiance | gallimaufry | Once per day, delay onset of harmful condition for 1 minute |
Heroic Recovery | gallimaufry | Once per day, gain new saving throw against a harmful condition |
Improved Counterspell | magic | Counterspell with spell of the same school |
Improved Initiative | combat | Plus 4 bonus on initiative checks |
Merciful Attack* | combat | Make nonlethal attacks without the -4 penalty; nonlethal weapons crit better |
MetaCast* | magic | Apply a metamagic feat to your spell-like abilities |
Nuanced Spellcaster | magic | Cast spells while using wild shape and other transmutations |
Quick Draw | combat | Draw/sheathe an item as a free action |
Shield of Swings | combat | Reduce damage with a two handed weapon to gain a +3 shield bonus |
Shield Proficiency | combat | Gain proficiency with all shields (except Tower Shields). |
Strike Back | combat | Attack foes that strike you while using reach |
Sure Grasp | combat | When rolling to avoid a fall, roll twice and take the better roll. |
Track | gallimaufry | You can use Survival to follow tracks. |
Vermin Mind | magic | You get +3 vs mind-affecting effects. |
Vermin Soul | magic | Target vermin with spells, SLAs, class abilities as if they were animals |
Vermin Companion | magic | Freely dismiss your tame or wild companion to gain a vermin pal. |
Weapon Finesse | combat | Use Dex instead of Str on attack rolls with light weapons |
Weapon Proficiency | combat | Gain proficiency with a weapon. |
Yielding Call | gallimaufry | Call for enemies to stand down. |
Metamagic Feats | Type | Benefits |
Bouncing Spell | magic (metamagic) | Redirect a spell that had no effect on initial target |
Dazing Spell | magic (metamagic) | Daze creature with spell damage |
Disruptive Spell | magic (metamagic) | Target of spell must make concentration check to cast a spell in the next round |
Ectoplasmic Spell | magic (metamagic) | Spell fully affects incorporeal and ethereal creatures |
Elemental Spell | magic (metamagic) | Inflict energy damage instead of regular spell damage |
Empower Spell | magic (metamagic) | Increase spell variables by 50% |
Enlarge Spell | magic (metamagic) | Double spell range |
Extend Spell | magic (metamagic) | Double spell duration |
Focused Spell | magic (metamagic) | Increase save DC of spell for one target in a group |
Lingering Spell | magic (metamagic) | Instantaneous area effect spell lasts for 1 round |
Maximize Spell | magic (metamagic) | Maximize spell variables |
Merciful Spell | magic (metamagic) | Spell inflicts nonlethal damage instead of lethal |
Queasy Spell | magic (metamagic) | Sicken creature with spell damage |
Reach Spell | magic (metamagic) | Increase spell range to higher range category |
Selective Spell | magic (metamagic) | Exclude targets from an area effect spell |
Silent Spell | magic (metamagic) | Cast spell without verbal components |
Still Spell | magic (metamagic) | Cast spell without somatic components |
Thundering Spell | magic (metamagic) | Deafen creature with spell damage |
Widen Spell | magic (metamagic) | Double spell area |
Xchange Spell | magic (metamagic) | Change an area of effect into an X shape |
Teamwork Feats | Type | Benefits |
Allied Spellcaster | magic (teamwork) | Plus 2 bonus on level checks to overcome spell resistance |
Cooperative Crafting | gallimaufry (teamwork) | All those with the feat roll, and the highest check result is used. |
Coordinated Defense | combat (teamwork) | Plus 2 bonus to CMD |
Coordinated Maneuvers | combat (teamwork) | Plus 2 bonus on combat maneuver checks |
Duck and Cover | gallimaufry (teamwork) | Take ally's result on Reflex saving throw |
Lookout | combat (teamwork) | Act in surprise round if ally can act |
Outflank | combat (teamwork) | Gain +4 bonus on attack rolls when flanking |
Paired Opportunists | combat (teamwork) | Gain + 4 bonus on attacks of opportunity |
Precise Strike | combat (teamwork) | Deal +1d6 points of precision damage with melee attacks |
Shield Wall | combat (teamwork) | Increase your shield bonus to AC |
Shielded Caster | magic (teamwork) | Plus 4 bonus on concentration checks |
Tree Feats
Feat | Type | Benefits | |
---|---|---|---|
Acrobat | |||
Acrobat I | Mobility | combat | Plus 4 AC against attacks of opportunity from movement |
Acrobat II | Wind Stance | gallimaufry | Gain 20% concealment if you move |
Acrobat III | Light Step | gallimaufry | Move normal speed in difficult terrain |
Acrobat IV | Lightning Stance | gallimaufry | Gain 50% concealment if you move |
Aerialist | |||
Aerialist I | Wingover | gallimaufry | Make sharp turns when flying, Fly proficiency and +1 on all Fly checks. |
Aerialist II | Hover | gallimaufry | No roll needed to hover, may create dust cloud |
Aerialist III | Flyby Action | gallimaufry | Fly before and after a standard action |
Aerialist IV | Death From Above | gallimaufry | Add both Str and Dex bonuses as damage when charging (diving) from above |
Assaulter | |||
Assaulter I | Queasy Assault* | combat | Trade attack penalty to make opponent queasy |
Assaulter II | Shaky Assault* | combat | Trade attack penalty to make opponent shaken |
Assaulter III | Blinding Assault* | combat | Trade attack penalty to make opponent blinded |
Assaulter IV | Dazing Assault* | combat | Trade attack penalty to make opponent dazed |
Bantam | |||
Bantam I | Underfoot | combat | Plus 4 on Tumble checks to move past larger opponents |
Bantam II | Under and Over | combat | Failed grapples against you cause larger attacker to fall prone |
Bantam III | Low Profile | combat | Plus 2 size bonus to AC against ranged attacks |
Bantam IV | Go Unnoticed | gallimaufry | Make Stealth check against larger creatures |
Basher | |||
Basher I | Improved Shield Bash | combat | Keep your shield bonus when shield bashing |
Basher II | Shield Slam | combat | Free bull rush with a bash attack |
Basher III | Bashing Crit | combat | Make a free shield bash after a critical hit |
Basher IV | Shield Master | combat | No two-weapon penalties when attacking with a shield |
Boss | |||
Boss I | Hirelings* | gallimaufry | You are known within a dominion. Within it, you can hire employees at half price. |
Boss II | Cohort* | gallimaufry | Gain a cohort companion |
Boss III | Followers* | gallimaufry | Gain secondary class followers |
Boss IV | More Followers* | gallimaufry | Current followers level up; gain more followers |
Breaker | |||
Breaker I | Improved Sunder | combat | Plus 2 bonus on sunder attempts, no attack of opportunity |
Breaker II | Break Weapon* | combat | Use your break skill check as your sunder attack roll |
Breaker III | Sundering Crit | combat | Attempt a sunder attack on a successful critical hit |
Breaker IV | Greater Sunder | combat | Damage from sunder attempts transfers to your enemy |
Bullseye | |||
Bullseye I | Pinpoint Accuracy | combat | Use dexterity instead of strength for ranged weapon damage for one weapon |
Bullseye II | Ranged Focus | combat | Plus 4 bonus on attack rolls made to confirm critical hits with one ranged weapon |
Bullseye III | Ranged Critical | combat | Boost threat range / multiplier of one ranged weapons to 19-20/x3 |
Bullseye IV | Ranged Weapons Master | combat | Apply the other feats in this tree to all ranged weapons |
Catcher | |||
Catcher I | Deflect Missile | combat | Avoid one missile attack per round |
Catcher II | Snatch Missile | combat | Catch and throw back one missile attack per round |
Catcher III | Deflect All | combat | As Deflect Arrows for massive weapons, natural attacks, spell effects |
Catcher IV | Snatch All | combat | As Snatch Arrows for massive weapons, natural attacks, spell effects |
Cavalry | |||
Cavalry I | Mounted Combat | combat | Avoid attacks on mount with Ride check |
Cavalry II | Mounted Shield | combat | Apply shield bonus to mount's AC |
Cavalry III | Trample | combat | Overrun targets while mounted |
Cavalry IV | Spirited Charge | combat | Double damage on a mounted charge |
Channeler | |||
Channeler I | Extra Channel Energy | magic | You gain two dice of the channel energy ability |
Channeler II | Turn Undead | magic | Use channel energy as a standard action to repulse undead |
Channeler III | Combat Channel | magic | Use channel energy as a standard action to cure wounds and turn undead |
Channeler IV | Selective Channeling | magic | Choose whom to affect with channel energy |
Clout | |||
Clout I | Reputation* | gallimaufry | 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. You may use Respect Points one more time per day than normal. |
Clout II | Demense* | gallimaufry | You may establish a demense, and you gain income of 15% of your investment when you level. |
Clout III | Social Standing* | gallimaufry | 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. Plus Respect Points. |
Clout IV | Marked by Association* | gallimaufry | You can spend Respect Points to help allies' rolls. When you do so, roll a d4. On a 1 or 2, you do not lose it. |
Dash | |||
Dash I | Dodge | combat | Plus 1 dodge bonus to AC |
Dash II | Spring Attack | combat | Move before and after melee attack |
Dash.III | Lunge | combat | Take a -2 penalty to your AC to attack with reach |
Dash IV | Whirlwind Attack | combat | Make one melee attack against all foes within reach |
Defender | |||
Defender I | Bodyguard | combat | Use attack of opportunity to add a bonus to adjacent ally's AC |
Defender II | In Harm's Way | combat | Take the damage of a successful attack upon an adjacent ally |
Defender III | Lion's Aid* | combat, gallimaufry | Use lionheart points to help an adjacent ally's saving throw |
Defender IV | Combat Patrol | combat | Increase threatened area for attack of opportunity |
Demoralizer | |||
Demoralizer I | Polite Impression* | gallimaufry | Your intimidation does not leave the victim unfriendly |
Demoralizer II | Respectful Impression* | gallimaufry | Add your respect points / 10 to demoralize attempts against people |
Demoralizer III | Dazzling Display | gallimaufry, combat | Demoralize all foes within 30 feet |
Demoralizer IV | Peacemaker* | combat | Demoralize target when you inflict nonlethal damage |
Disarmament | |||
Disarmament I | Improved Disarm | combat | Plus 2 bonus on disarm attempts, no attack of opportunity, may disarm any object held |
Disarmament II | Greater Disarm | combat | Disarmed weapons are knocked away from your enemy |
Disarmament III | Disarming Crit | combat | Attempt a disarm on a successful critical hit |
Disarmament IV | Claim Check* | combat | After a successful disarm attack, you gain possession of the disarmed weapon |
Dual-Wielder | |||
Dual-Wielder I | Two-Weapon Fighting | combat | Reduce two-weapon fighting penalties |
Dual-Wielder II | Improved Two-Weapon Fighting | combat | Gain additional off-hand attacks |
Dual-Wielder III | Two-Weapon Defense | combat | Gain +1 shield bonus when fighting with two weapons |
Dual-Wielder IV | Double Down | combat | Add Str bonus to off-hand damage and rend a foe hit by both weapons |
Enchanter | |||
Enchanter I | Craft Magic Consumables | magic | Create magic scrolls, potions, wands, etc. |
Enchanter II | Craft Wondrous Items | magic | Create magic items |
Enchanter III | Craft Magic Arms and Armor | magic | Create magic arms and armor |
Enchanter IV | Craft Rings, Rods, and Staves | magic | Create magic rings, rods, staves |
Equestrian | |||
Equestrian I | Trick Riding | gallimaufry | Automatically pass simple Ride skill checks |
Equestrian II | Ride-By Attack | combat | Move before and after a charge attack while mounted |
Equestrian III | Mounted Shooting | combat | No penalty for ranged attacks or casting mounted |
Equestrian IV | Jumper* | gallimaufry | Your Ride check replace's mount's Jump/Tumble check, if better |
Feinter | |||
Feinter I | Improved Feint | combat | Feint as a move action |
Feinter II | Mobility Feint* | combat | Successful feint check lets you move up to half your move with no AoOs |
Feinter III | Feinting Slight* | combat | Successful feint lets you attempt a Sleight of Hand check in plain sight |
Feinter IV | Greater Feint | combat | Enemies you feint lose their Dex bonus for 1 round |
Hardass | |||
Hardass I | Endurance | gallimaufry | Plus 4 bonus on checks to avoid nonlethal damage |
Hardass II | Diehard | gallimaufry | Automatically stabilize and remain conscious below 0 hp |
Hardass III | Fast Healer | gallimaufry | Regain additional hit points when healing |
Hardass IV | Deathless | gallimaufry | Not staggered while using Diehard; gain +2 on melee damage rolls |
Improv | |||
Improv I | Catch Off-Guard | combat | No penalties for improvised melee weapons |
Improv II | Throw Anything | combat | No penalties for improvised ranged weapons |
Improv III | Improvised Weapon Mastery | combat | Make an improvised weapon deadly |
Improv IV | Everything Is A Weapon* | combat | ANY improvised weapon you use inflicts 1d12 damage, lethal or non |
Intuition | |||
Intuition I | Blind-Fight | combat, gallimaufry | Reroll miss chances for concealment |
Intuition II | Improved Blind-Fight | combat, gallimaufry | Ignore miss chance for less than total concealment |
Intuition III | Blindsense* | gallimaufry | You gain Blindsense, 60 ft. |
Intuition IV | Greater Blind-Fight | combat, gallimaufry | Total concealment is considered normal concealment |
Karate | |||
Karate I | Elemental Fist | combat | Deal 1d4 energy damage with an unarmed strike |
Karate II | Stunning Fist | combat | Stun opponent with an unarmed strike |
Karate III | Punishing Kick | combat | Knock down or push back foes with unarmed strikes |
Karate IV | Touch of Serenity | combat | Foes hit by unarmed strikes cannot attack or cast spells |
Muggler | |||
Muggler I | Disruptive | combat | Increases the DC to cast spells adjacent to you |
Muggler II | Disrupting Shot | combat | Ranged attacks increase enemy's DC to cast spells |
Muggler III | Spellbreaker | combat | Enemies provoke attacks if their spells fail |
Muggler IV | Teleport Tactician | combat | Teleporting creatures provoke attacks of opportunity |
Predator | |||
Predator I | Improved Natural Attack | combat | Increase natural weapon damage by one size category |
Predator II | Eldritch Claws | combat | All natural attacks are treated as magic, silver, and aligned |
Predator III | Multiattack | combat | Reduce penalty for secondary/natural weapons to -2 |
Predator IV | Rending Claws | combat | Deal 1d12 extra damage if two natural weapons hit |
Propinquity | |||
Propinquity I | Point-Blank Shot | combat | Plus 1 attack and damage on targets within 30 feet |
Propinquity II | Zigzag Shot* | combat | Add +4 to AC vs AoOs provoked by making a ranged attack |
Propinquity III | Parting Shot | combat | Make a ranged attack when withdrawing |
Propinquity IV | Point-Blank Master | combat | Do not provoke attacks of opportunity while firing one ranged weapon |
Repositioner | |||
Repositioner I | Improved Reposition | combat | Plus 2 bonus on reposition attempts, no attack of opportunity |
Repositioner II | Bull Rush* | combat | Inflcts optional nonlethal damage with a bull rush, and your target moves 5 ft more |
Repositioner III | Greater Reposition | combat | Enemies you reposition provoke attacks of opportunity |
Repositioner IV | Defenestration* | combat | Reposition a foe into a space that is intrinsically dangerous, like a pit. |
Runner | |||
Runner I | Run | combat, gallimaufry | Run at 5 times your normal speed |
Runner II | Improved Overrun | combat | Plus 2 bonus on overrun attempts, no attack of opportunity |
Runner III | Charge Through | combat | Make overrun as free action while charging |
Runner IV | Greater Overrun | combat | Enemies you overrun provoke attacks of opportunity |
Scrum | |||
Scrum I | Gang Up | combat | Flank an opponent if at least two allies are adjacent to it |
Scrum II | Team Up | combat | Aid another as a move action with two adjacent allies |
Scrum III | Wrestle Up* | combat | Plus 5, not plus 2, if two allies are grappling a foe |
Scrum IV | Yell Up* | gallimaufry | Plus 2 per ally to demoralize a foe by shouting |
Shielder | |||
Shielder I | Tower Shield Proficiency | combat | No penalties on attack rolls when using a tower shield |
Shielder II | Shield Focus | combat | Gain a +1 bonus to your AC when using a shield |
Shielder III | Saving Shield | combat | Grant shield bonus to an adjacent ally |
Shielder IV | Covering Defense | combat | Provide cover to an ally with total defense |
Shooter | |||
Shooter I | Far Shot | combat | Decrease ranged penalties by half |
Shooter II | Precise Shot | combat | No penalty for shooting into melee |
Shooter III | Rapid Shot | combat | Make one extra ranged attack |
Shooter IV | Shot on the Run | combat | Make ranged attack at any point during movement |
Sniper | |||
Sniper I | Rapid Reload | combat | Reload crossbow or sling quickly |
Sniper II | Focused Shot | combat | Add Int modifier on damage rolls with crossbows and slings |
Sniper III | Improved Sniping | combat | No penalty on stealth checks made sniping prone with a crossbow |
Sniper IV | Crossbow and Sling Mastery | combat | Reload crossbow as free action and make full attacks |
Striker | |||
Striker I | Focused Strike* | combat | Add plus one to hit on a standard attack |
Striker II | Vital Strike | combat | Deal twice the normal damage on a standard attack |
Striker III | Improved Vital Strike | combat | Deal three times the normal damage on a standard attack |
Striker IV | Greater Vital Strike | combat | Deal four times the normal damage on a standard attack |
Tricksy | |||
Tricksy I | Improved Snooker | combat | Plus 2 bonus on dirty trick attempts, no AoO. |
Tricksy II | Net Trickery | combat | Impose entangled condition using net or lasso; +2 to trip and reposition |
Tricksy III | Dirtier* | combat | Imposes blinded, fatigued, or frightened condition |
Tricksy IV | Greater Snooker | combat | Dirty trick penalty lasts 1d6 rounds |
Tripper | |||
Tripper I | Improved Trip | combat | Plus 2 bonus on trip attempts, no attack of opportunity |
Tripper II | Greater Trip | combat | Enemies you trip provoke attacks of opportunity |
Tripper III | Tripping Crit | combat | Attempt a trip attack on a successful critical hit |
Tripper IV | Drag Down | combat | If tripped, you can attempt a trip against that foe |
Wrestler | |||
Wrestler I | Improved Grapple | combat | Plus 2 bonus on grapple attempts, no attack of opportunity |
Wrestler II | Nimble Grapple* | combat | Target loses dex bonus to AC when grappled. You don't. |
Wrestler III | Greater Grapple | combat | Maintain your grapple as a move action |
Wrestler IV | Grabber* | combat | You gain the grab ability |
* Most feats listed above are identical or similar to existing Pathfinder and D&D 3E feats. Those that are highly altered or brand new are marked with an asterisk.