Labyrinths & Liontaurs
Contents

Notes

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:

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.