Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Theralis and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.
Please see the Open Gaming License for the appropriate legalese.
Note: A number of feats have been renamed for clarity.
Athletics
Fighting
- General
- Melee
- Missile
- Mounted
- Unarmed
- Unusual Abilities
Skill Feats
Metamagic Feats
Endurance: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding breath, etc.), the character gains a +3 bonus to the check for purposes of sustaining the effort. This may be taken multiple times, but only adds +1 more each time after the first.
Fast Movement: Prereq DEX 11+, plus +1 DEX per extra time this feat is taken. The character's base movement is increased by +10 feet per round. This may be taken multiple times, and the effects stack, so long as the character has the required DEX. This feat is negated while encumbered or wearing heavier than light armor.
Lightfoot: Prereq WIS 11+, plus +1 WIS per extra time this feat is taken. The character's weight is effectively halved when walking at her base movement rate. This may be taken multiple times, and the effects stack, so long as the character has the required DEX. This feat does not halve the weight of clothing or equipment. [i]Special:[/i] Each halving of weight increases the DC to track the character or detect the character with tremorsense by +5 (to a maximum of +20 DC, negated if walking through thick underbrush). Each halving of weight gives a +2 circumstance bonus to climbing rolls. At 1/4th weight, the character can walk on soft snow as if she had snow shoes. At 1/8th weight, the character can walk on water (DEX check to keep footing at DC 15 for calm water, DC 30 for very choppy water or whitewater rapids). At 1/64th weight, the character can walk on heavy smoke and thick (pea soup) fogs. At 1/256th weight, the character can walk on clouds and wind (DEX check to keep footing at DC 10 for a breeze, +10 DC per increase in wind: breeze, windy, gusty, forceful, gale).
You may not use a feat with a weapon you are not proficient in.
Ambidexterity: Prereq DEX 15+. The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed. This can be taken for a specific weapon for 1 skill point.
Armor Draw: Prereq DEX 13+. The character can don, don hastily and remove armor in half the standard time without additional penalties. This can be taken for a specific armor type for 1 skill point.
Back to Back: Prereq BAB +1 or higher. The character is skilled at fighting back-to-back with trusted allies. When she is one "step" from an ally (usually 5 feet), her ally can not normally be flanked.
Berserker Rage: The character can tap his or her primal self once per day for strength in combat. While raging, the character's STR and CON temporarily increase by +4, Will saves gain a +2 morale bonus, and AC is reduced by -2. While raging, the character may not perform any actions which require patience or calmness. A rage lasts for 3 + CON bonus rounds, after which all benefits are lost and the character gains one stage of weariness (Winded, Exhausted, Unconscious). This feat may be taken multiple times; each time it is taken, the character may use it one more time per day.
Blind-Fight: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn't lose a Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
Bonded Weapon: Prereq Weapon Focus, Weapon Specialization, Improved Critical, all with the chosen weapon type. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character can bond with a chosen weapon. The character must spend a month with the particular weapon to be bonded with, training with it exclusively. When using that weapon only, the character gains a +1 bonus to hit and to damage with the weapon (this stacks with the weapon focus and weapon specialization). If the weapon is lost or destroyed, it takes another month of the same to bond with another. This can be taken for a melee or missile weapon, but not unarmed.
Castling: Prereq BAB +3 or higher, Back to Back. When within one "step" of an ally (usually 5 feet) who also has Castling, the character can switch places with the ally smoothly and quickly. This switch does not provoke an attack of opportunity, and allows the character and ally to quickly switch who they are fighting.
Cower & Cover: The character is an expert at cowering and protecting himself from harm. Cover is treated as one stage better (from none to 25%, from 25% to 50%, etc.) while cowering. While cowering, the character is essentially immobile (1 foot steps only) and can only take partial actions.
Defensive Awareness: The character retains half of her BAC and DEX bonus to AC in situations where she would normally be denied them (flanking, flat footed, etc.).
Draw Attack: The character may choose to take a melee or missile attack for an ally (including ranged touch spells). The character must be within a single "step" of the ally (usually 5 feet). The target of the attack is automatically shifted from the ally to the character.
Focused Fighter: Prereq DEX 13+. The character can completely dedicate himself to a single opponent. When so focused, he gains a +2 to attack rolls and AC against that opponent. However, he may not attack any others, and has -2 AC againts all other opponents.
Furious Rage: Prereq Berserker Rage. The character may, instead of the normal benefits of berserker rage, gain triple the normal STR bonus for a single action.
Great Fortitude: The character gets a +2 bonus to all Fortitude saving throws. This can be taken multiple times and stacks with itself.
Great Rage: Prereq Berserker Rage x3. When the character uses the Berserker Rage, STR and CON temporarily increase by +6 instead of +4.
Human Shield: Prereq Draw Attack. The character may choose to take the brunt of an area effect blast for a single ally. The character must be within a single "step" of the ally (5 feet for most characters). This causes the character to automatically [i]fail[/i] the save, and the ally automatically [i]makes[/i] the save.
Improved Critical: Prereq Weapon Focus. This feat only applies to a single weapon each time it is taken, but still costs a full feat. When using the weapon the character selected, the character's threat range is doubled.
Improved Initiative: The character gets a +4 bonus on initiative checks.
Instant Awakening: When subject to surprise or a coup de grace while sleeping, the character gets a Reflex save (DC 15); on success, the character awakens instantly and is not considered surprised or helpless. Magically-induced sleep is not affected by this feat. An enemy that knows about the character's lightness of sleep may attempt to be stealthy; in this case, the Reflex save is against the enemy's Move Silently roll or DC 15, whichever is higher.
Iron Skin: The character gains damage reduction 1/-. This can be taken multiple times, and stacks.
Iron Will: The character gets a +2 bonus to all Will saving throws. This can be taken multiple times and stacks with itself.
Lightning Reflexes: The character gets a +2 bonus to all Reflex saving throws. This can be taken multiple times and stacks with itself.
Mobility: Prereq DEX 13+. The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.
Moving Human Shield: Prereq Draw Attack, Human Shield. The character can make a full move when using the draw attack or human shield feat, as long as the character has not already moved for the round.
Quick Draw: Prereq BAB +1 or higher. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character can draw the chosen weapon as a free action instead of as a move-equivalent action.
Rage Recovery: Berserker Rage x3, Greater Rage. The character no longer gains a level of weariness after raging.
Sacrifice Stand: The character may give up all movement, BAC, DEX bonus to AC, and all attacks but one for one round. In return, the character gains a base +2 circumstance bonus to the single attack, +2 per extra attack the character gave up. The character may convert the bonus to hit into damage instead, at a 1:1 rate. A skilled warrior with this feat can dish out a great deal of damage, and hit almost unhittable foes... but will take a beating in the meantime.
Sense the Unseen: Prereq WIS 15+, Blind-Fight, Sixth Sense. The character may focus on one invisible opponent within five feet. The character treats that one opponent as if they were visible for all purposes of AC, attacks, etc. This feat may be taken multiple times, and each time allows the character to track one additional invisible opponent with this ability.
Sixth Sense: Prereq WIS 15+ or DEX 15+. The character does not lose his or her DEX bonus to AC when flat-footed or attacked by an invisible opponent.
Sneak Attack: Prereq BAB +3 or higher. The character inflicts an additional +1d6 damage to an opponent when the opponent is denied a DEX bonus to AC against the attack. This applies to missile weapons when within 30 feet of the target. This feat may be taken multiple times, and stacks, but requires BAB +3 more for each additional +1d6 (thus, to take this three times would require a total BAB of +9 or higher).
Weapon Focus: This feat only applies to a single weapon each time it is taken, and costs 1 skill point. The character adds +1 to all attack rolls the character makes using the selected weapon. This feat does not stack with itself!
Weapon Specialization: Prereq Weapon Focus. This feat only applies to a single weapon each time it is taken, and costs 1 skill point. The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet. This feat does not stack with itself.
Arrow Shield: Prereq DEX 13+, Deflect Missile. The character can use her deflect missile feat to protect an ally; the ally must be within one "step" (usually 5 feet). This counts against the limit of deflections per round.
Broom Sweep: Prereq INT 13+, Expertise, Improved Trip. As a full attack action (in lieu of all regular attacks), the character can attempt a trip attack at her full BAB against every opponent within 5 feet of her. If the character has the Weapon Trip feat, she may use this feat with that weapon instead of with wrestling.
Brutal Coup de Grace: BAB 5+. The character has mastered a particularly ugly way of delivering a final blow to a person. When this feat is taken, decide if it is graceful (DEX based) or powerful (STR based); the character must make a DC 15 check against the appropriate attribute when performing a coup de grace to do it "special". Foes who can see it must make a Will save or suffer a -2 morale penalty to hit and damage against you for the remainder of the fight.
Cleave: Prereq STR 13+, Power Attack. If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round. This can be taken for a specific weapon for 1 skill point.
Combat Reflexes: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while flat-footed. This can be taken for a specific weapon for 1 skill point.
Deflect Missile: Prereq DEX 13+. The character must be wielding a light weapon which he or she is proficient with (this can be unarmed strike). Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw. If the character succeeds, the character deflects the weapon. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons can't be deflected. This may be taken multiple times; each time, the character may attempt to deflect one more missile per round. This can be taken for a specific weapon for 1 skill point.
The DC of the Reflex saving throw is 15 for all light thrown missiles; 20 for bows, crossbows, blowpipes, slings, atlatls and other muscle-enhanced missile throwers; 30 for handheld black powder guns; 40 for cannons. Enchanted missiles add their bonus to hit to the save DC. A critical hit adds +5 to the DC. Non-physical missiles (such as lightning bolt) can not be deflected in this manner.
Expertise: Prereq INT 13+. When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on his or her attack and add the same number (up to +5) to his or her Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus. This can be taken for a specific weapon for 1 skill point.
Great Cleave: Prereq STR 13+, Power Attack, Cleave, BAB +4 or higher. As Cleave, except that the character has no limit to the number of times the character can use it per round.
Greater Combat Reflexes: Prereq Combat Reflexes, BAB +10 or more. As Combat Reflexes, but there is no limit to the total number of Attacks of Opportunity the character may make in a round. The character still may only make one attack of opportunity per enemy. This can be taken for a specific weapon for 1 skill point.
Great Sunder: Prereq STR 13+, Power Attack, Sunder. When sundering an opponent's weapon, shield or other held object, if the object is broken, the character gets an immediate attack against the opponent or another object she holds. This ability may be used once per round. This feat may be taken multiple times, and allows one additional use of the ability each time it is taken.
Improved Bull Rush: Prereq STR 13+, Power Attack. When the character performs a bull rush, the character does not draw an attack of opportunity from the defender.
Improved Disarm: Prereq INT 13+, Expertise. The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm unless they also have this feat. This can be taken for a specific weapon for 1 skill point.
Improved Set Charge: Prereq proficiency in the appropriate weapon. The character is particularly skilled at setting a weapon against a charging opponent. Damage is quadrupled when setting a weapon against a charge. This can be taken for a specific weapon for 1 skill point.
Improved Trip: Prereq INT 13+, Expertise. If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn't used the character's attack for the trip attempt. If the character has the Weapon Trip feat, she may use this feat with that weapon instead of with wrestling.
Improved Two-Weapon Fighting: Prereq Two-Weapon Fighting, Ambidexterity. In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty. This can be taken for a specific weapon pair (such as longsword + shortsword) for 1 skill point.
Improvised Weapons: The character is adept at using whatever comes to hand. The penalty for non-proficiency with a weapon is reduced to -2.
Lightning Attack: Prereq DEX 15+. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character has trained to ready and attack in the same fluid motion. This gives a +4 to Initiative for 1-handed melee weapons only.
Lunge: Prereq DEX 13+, INT 13+, Expertise. When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on her AC and add the same number (up to +5) to her attack bonus. This number may not exceed the character's base attack bonus. The changes to attack rolls and AC last until the character's next action. This can be taken for a specific weapon for 1 skill point.
Power Attack: Prereq STR 13+. On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.
Riposte: Prereq BAB 5+. The character may choose to forego BAC and DEX bonus to AC against an attack, in return for making a simultaneous attack against the opponent. The opponent must make a Reflex save; if successful, he may choose to continue his attack normally (and be considered flat-footed) or attack but refocus on defense (giving a -4 to the attack but retaining BAC and DEX bonus to AC); if the Reflex save is failed, he automatically continues the attack normally. Each tiem after the first that the character does this to a particular opponent, that opponent gets a +1 cumulative bonus to the Reflex save.
Shield Wall: Shield High: The character has developed the strength and discipline necessary to carry a tower shield at a high angle, negating the penalty of fighting uphill, without swift exhaustion. Check for weariness every 10 minutes instead of every minute.
Shield Wall: Spear Friend: Prereq tower shield proficiency. The character is skilled at making openings in the shield wall at just the right moments. The enemy only receives 25% cover (+2 AC) against the spearmen (instead of the normal 50% cover). The spearmen still receive the normal 75% cover.
Shield Wall: Tight Formation: Prereq tower shield proficiency. If the character and both adjacent shield guards possess this feat, she receives total cover from her tower shield while in formation (instead of the normal 75% cover). The shield can still be attacked and damaged, but the character is completely hidden behind it. Movement is restricted to 5 feet per round, due to restricted visibility. A solid wall on one side counts as a shieldmate with this feat, but walls on both sides negates this feat. People behind the character (such as spear soldiers) still only receive 75% cover.
Spring Attack: Prereq DEX 13+, Mobility. When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can't use this feat if in heavy armor.
Stunning Sap: Prereq DEX 13+, proficiency (sap). This feat only applies to a single weapon each time it is taken, but still costs a full feat. On any confirmed critical with the sap, there is a chance the opponent is also stunned for 1d4 rounds. The opponent must make a Fort Save DC 10+damage dealt, or be stunned for 1d4 rounds.
Sunder: Prereq STR 13+, Power Attack. When the character strikes at an opponent's weapon, the character does not provoke an attack of opportunity. This can be taken for a specific weapon for 1 skill point.
Two-Weapon Fighting: The character's penalties for fighting with two weapons are reduced by 2. This can be taken for a specific weapon pair (such as longsword + shortsword) for 1 skill point.
Weapon Finesse: Prereq proficiency with the weapon. This feat only applies to a single weapon each time it is taken, and costs 1 skill point. Choose one light weapon. Alternatively, the character can choose a rapier, provided the character can use it in one hand, or a spiked chain, provided the character is at least Medium-size. With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. Since the character needs the second hand for balance, apply the armor check penalty of any shield worn to attack rolls.
Weapon of Chance: Prereq INT 13+, Expertise, Improved Disarm. When you successfully disarm an opponent, you may choose to drop your own weapon and start using theirs as a free action.
Weapon Trip: Prereq proficiency with the weapon. This may be used with any appropriate weapon (quarterstaff, spear, one of the polearms, warhammer, etc.). The character has trained in tripping an opponent with these kinds of weapons; tripping works just as it does for the unarmed version. This can be taken for a specific weapon for 1 skill point.
Whirlwind Attack: Prereq DEX 13+, INT 13+, Expertise, Mobility, Spring Attack. When the character performs the full attack action, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within the character's threatened area.
Careful Shot: Prereq Far Shot. The character can make ranged attacks at an opponent engaged in melee with friendly forces without suffering the standard -4 penalty. This can be taken for a specific weapon for 1 skill point.
Close Shot: The character gains a +1 bonus to hit and to damage with all ranged weapons at ranges of up to 30 feet. This can be taken for a specific weapon for 1 skill point.
Far Shot: The character can increase the range increment of any projectile weapon by +25%, or any thrown weapon by +50%. This may be taken multiple times, and stacks. This can be taken for a specific weapon for 1 skill point.
Hip Shot: Prereq Close Shot. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character has trained to ready and attack in the same fluid motion. This gives a +4 to Initiative for missile weapons only.
Improved Melee Shooting: Prereq Close Shot, Melee Shooting, Rapid Shot. As Melee Shooting, but the character does not suffer a -4 to hit when using the feat. This can be taken for a specific weapon for 1 skill point.
Master Slinger: Prereq proficiency (sling), Weapon Focus (sling). This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character has developed unusual skill with the sling, and can control the force of the swing. The character may add his STR bonus to sling damage, and can choose to do subdual damage without the normal -4 attack penalty.
Melee Shooting: Prereq Close Shot. The character has trained in using ranged weapons in melee combat without getting hit. The character suffers a -4 to hit, but does not provoke an Attack of Opportunity. The character may choose not to use this for a more accurate, but dangerous, shot. This can be taken for a specific weapon for 1 skill point.
Rapid Shot: Prereq Close Shot, Hip Shot. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The character gains one extra attack per round with the chosen missile weapon. The extra attack is at the character's highest BAB, but each attack (the extra one and any normal ones) suffers a -2 penalty to hit. The character must use the full attack action to use this feat. This feat may be taken multiple times, and gives an extra attack each time.
Running Shot: Prereq Close Shot, Mobility, Rapid Shot. When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. This can be taken for a specific weapon for 1 skill point.
Zen Shot: Prereq Far Shot. This feat only applies to a single weapon each time it is taken, but still costs a full feat. The penalty for each range increment is reduced to -1, but the character must aim for one round between each shot.
Mounted Archery: Prereq Ride skill 4+. This feat only applies to a single weapon each time it is taken, but still costs a full feat. This is taken separately for each type of mount. The penalty the character suffers when using a ranged weapon while mounted is reduced to: -2 instead of -4 if the character's mount is taking a double move, and -4 instead of -8 if the character's mount is running.
Mounted Casting: Prereq Ride skill 4+. This is taken separately for each type of mount. The penalty the character suffers when casting while mounted is reduced: Spell DC +2 instead of +4 for being mounted, and DC +4 instead of DC +8 if the character's mount is running.
Mounted Combat: Prereq Ride skill 4+. Once per round when the character's mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character's Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's regular AC).
Ride-By Attack: Prereq Ride skill. When the character is mounted and uses the charge action, the character may move and attack as with a standard charge and then move again (continuing the straight line of the charge). The character's total movement for the round can't exceed double the character's mounted speed. The character does not provoke an attack of opportunity from the opponent that the character attacks.
Spirited Charge: Prereq Ride skill, Ride-By Attack. When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).
Trample: Prereq Ride skill, Mounted Combat. When the character attempts to overrun an opponent while mounted, the target may not choose to avoid the character. If the character knocks down the target, the character's mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets.
Note that most of the melee feats can be taken with unarmed skills as well. Unarmed combat is actually broken into two weapon proficiencies: unarmed strikes and wrestling. For unarmed strikes, punches normally do 1d4 subdual and kicks are -2 to hit and +1 to damage.
Chi Focus: Prereq Improved Unarmed Strike, Iron Fist. This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character's unarmed damage is treated as a minor mystical weapon, able to affect things normally immune or resistant to mundane attacks.
Elusive Grappler: Prereq DEX 13+. The character can apply her DEX modifier, rather than STR, to all grapple checks.
Flurry of Blows: Prereq DEX 13+, Improved Unarmed Strike. This feat only applies to a single weapon, but still costs a full feat. The character gains one extra attack per round with the chosen missile weapon. The extra attack is at the character's highest BAB, but each attack (the extra one and any normal ones) suffers a -2 penalty to hit. The character must use the full attack action to use this feat. This feat may be taken multiple times, and gives an extra attack each time.
Greater Chi Focus: Prereq Chi Focus, Improved Unarmed Strike, Iron Fist. This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character's unarmed damage is treated as a major mystical weapon, able to affect things normally immune or resistant to minor mystical attacks. The character can also affect insubstantial creatures with his attacks as if ghost touched.
Heavy Fist: Prereq Improved Unarmed Strike, Iron Fist. This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character's unarmed damage is improved one step along the following progression: d4, d6, d8, d10, d12, 2d8, d20.
Improved Unarmed Strike: This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character.
Invincible Fist: Prereq Chi Focus, Greater Chi Focus, Heavy Fist (d20), Improved Unarmed Strike, Iron Fist. This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character's unarmed damage is treated as an extraplanar attack - even the most powerful of weapon immunities or resistances can be ignored.
Iron Fist: Prereq Improved Unarmed Strike. This feat only applies to a single weapon (unarmed strike), but still costs a full feat. The character's unarmed strikes can do subdual or normal damage.
Stunning Fist: Prereq DEX 13+, WIS 13+, Chi Meditation skill, Improved Unarmed Strike. Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent.
Combat Casting: The character gets a +4 bonus to spell casting checks made to cast a spell while on the defensive.
Flyby Attack: Prereq ability to fly. When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Without this feat, the creature takes a partial action either before or after its move.
Skill Focus: The character is unusually devoted to a particular skill, gaining a +3 bonus to the skill. This may be taken multiple times for the same skill, but only adds +1 more each time after the first.
This skill represents a wide array of general knowledge about animal body language, positioning, threat displays and sounds... enough to attempt to calm or improve the attitude of most beasts. A character may attempt to influence any animal, but unfamiliar animals increase the DC (+4 DC for a variant of a known animal, +8 DC for an unknown animal, +16 DC for a completely alien creature of animal intelligence). This one skill acts as Bluff, Diplomacy, Intimidate and Sense Motive for animals.
Animal Companion: Prereq Animal Empathy 3+. The character has developed an unusual rapport with animals, to the point of magic. Treat as the ability to cast animal friendship using the animal empathy skill (with the normal Will save to avoid weariness). The HD limit is replaced with a CR limit equal to the character's animal empathy skill -2. The character must still have Handle Animal to teach it tricks, but the animal is, for all practical purposes, a loyal companion.
Beast Speech: Prereq Animal Empathy 6+. The character has learned to speak to animals in their own tongue. This allows the character to put skill points into animal languages.
Closed Content
Each species has its own language, but there are also 'common tongues' which are understood by most animals of a particular type.
Birds have the most variety even among their common tongues: non-raptors may speak Feathered Common (although useful for only weather, wind and geography); raptors usually know Windspeech; soaring birds sometimes know Windspeech, and usually know The Sun Brothers' Tongue; every songbird will know the epic passages of the Song Lords; birds of lake and sea usually speak The Water Brothers' Tongue, but the dialects are torturous; and every species of corvid speaks The Black Tongue (alternately called Mother of Murder as a play on "Sun Brothers").
Mammals are the second most varied, although a very few tongues can cover almost any mammal one meets: Hunter's Speech, Prey Whispers and the Tongue of Rats (which is actually known to most rodents) will cover almost every mammal you might care to speak with. A few specific commons of interest are Hidden Paths (spoken by all species of fox), Night's Gleam (felines of all stripes), and Pack Howls (the single-message songs shared by all manner of canines).
Fish, reptiles and many amphibians share a common tongue, sometimes referred to as The Scaled Alliance, although like its speakers, it has no actual name. Serpents in general also share two commons: Venomtongue and Wisetongue, the languages of war and learning, respectively. A serpent who knows Wisetongue is rare, but usually also speaks other tongues. Ocean fish also share Waterdeep, although the language is barely useful to non-fish.
Insects and vermin have a single common tongue, said to have been bound into their instincts by a primal god in an ancient era. It has no name.
This skill is taken for a different type of item to be appraised each time; it may be taken multiple times for multiple sets of items. The character can judge the worth and attributes of a type of item. Common items are DC 12, uncommon items are DC 15, rare items are DC 20, very obscure items are DC 25; DC is +5 if rushed (less than a minute to judge). Some example types of Appraise: Armory, Furrier, Horsemanship, Martial Prowess, Merchant's Eye (cost of almost anything), Slave Buyer, Wine Tasting. Of these, Merchant's Eye is the version alluded to in the normal rules.
Analyze Dweomer: Prereq Appraise 12+, Identify. The character has developed her knowledge of enchantments to the point of amlost mystical insight. Treat as the ability to cast analyze dweomer using the appraise skill (with the normal Will save to avoid weariness).
Identify: Prereq Appraise 6+. The character is knowledgeable about enchantments and enchanted items, and is a virtual storehouse of trivial details about such rare and wondrous things. Treat as the ability to cast identify using the appraise skill (with no Will save to avoid weariness). Failure means that the character can not identify that item until he improves his appraise skill.
The character can walk on a precarious surface as a move-equivalent action. A successful check lets the character move at half the character's speed along the surface for 1 round. A failure means that the character can't move for 1 round. A failure by 5 or more means that the character falls.
Surface DC ------- -- 7-12 inches wide 10 2-6 inches wide 15 Less than 2 inches wide 20 Uneven Floor 10 Surface Angled +5* Surface Slippery +5* *Cumulative; if both apply, use both.
Being Attacked while Balancing: Attacks against the character are made as if the character were off balance: They gain a +2 attack bonus, and the character loses any Dexterity bonus to AC. If the character has 5 or more ranks in Balance, then the character can retain the Dexterity bonus to AC (if any) in the face of attacks. If the character takes damage, the character must make a check again to stay balanced.
Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the character accepts a -5 penalty, the character can move at normal speed as a move-equivalent action. (Moving twice the character's speed in a round requires two checks.)
Running Balance: Prereq DEX 13+, Balance 12+, Swift Balance. The character can hustle, sprint, etc. over precarious surfaces on a successful balance check. Failure automatically means falling, however.
Swift Balance: Prereq Balance 9+. The character can move at his full movement over precarious surfaces with a successful balance check, with no DC modifier. Failure has the same results as normal.
Despite the name, this is actually skill at manipulating behavior by deceiving the subject. Bluff is always a resisted check against Sense Motive. Bluff is a social skill, and can not normally be applied to combat feints (this is a change in the rules).
Feint: Prereq Bluff 4+. The character can deceive an opponent into thinking she is going to attack in a way that she isn't. This requires a Bluff vs Sense Motive check, is a miscellaneous standard action, and does not draw an Attack of Opportunity. If the character is successful, the next attack the character makes against the target does not allow him to use his Dexterity bonus to Armor Class (if any). This attack must be made on or before the next round.
With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) one-half the character's speed as a miscellaneous full-round action. The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height the character has already attained.
The DC of the check depends on the conditions of the climb.
DC Example Wall or Surface
-- -----------------------
0 A slope too steep to walk up. A knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected
by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall
or a ship's rigging.
15 Any surface with adequate handholds and footholds (natural or artificial),
such as a very rough natural rock surface or a tree. An unknotted rope.
20 An uneven surface with some narrow handholds and footholds, such as a
typical wall in a dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.
25 Overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface cannot be climbed.
-10* Climbing a chimney (artificial or natural) or other location where one
can brace against two opposite walls (reduces DC by 10).
-5* Climbing a corner where the character can brace against perpendicular walls (reduces
DC by 5).
+5* Surface is slippery (increases DC by 5).
*These modifiers are cumulative; use any that apply.
Accelerated Climbing: The character tries to climb more quickly than normal. As a miscellaneous full-round action, the character can attempt to cover the character's full speed in climbing distance, but the character suffers a -5 penalty on Climb checks and the character must make two checks each round. Each successful check allows the character to climb a distance equal to one-half the character's speed. By accepting the -5 penalty, the character can move this far as a move-equivalent action rather than as a full-round action.
Making the character's Own Handholds and Footholds: The character can make his or her own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut holds in an ice wall.
Catching the One's Self When Falling: It's practically impossible to catch the one's self on a wall while falling. Make a Climb check (DC = wall's DC + 20) to do so. A slope is a lot easier to catch the one's self on (DC = slope's DC + 10).
This skill is taken for a different type of item to be made each time; it may be taken multiple times for multiple sets of items. A Craft skill is specifically focused on creating something; if it is not, it is a Profession. Crafts take an amount of time appropriate to the item, and will be handled on a case-by-case basis. Some example crafts: Armorsmith, Bowmaking, Brewer, Clock Maker, Potter, Trap Maker, Weaponsmith.
This requires a feat to be able to use at all:
Script Lore: Prereq INT 13+, literacy. The character knows just enough about any given script to get into trouble. This feat allows the character to learn the Decipher Script skill.
This represents the character's ability to persuade, charm and otherwise get along with others.
Wild Shape (Faces): Prereq WIS 13+, Wilderness Lore 6+, Disguise 21+, Attuned to Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes humanoids of the appropriate size; she can change her appearance with a Disguise check, and the new appearance is non-magical. The character is still limited by gender.
This represents long experience with modifying natural behaviors using carrot and stick, manipulating natural inclinations, and so on, with the end goal of teaching an animal to do something. To a lesser extent, it also includes the ability to command an animal that has already been trained.
Replaced Heal
Blend with Nature: Prereq Hide 3+, Wilderness Lore 3+. The character can attune more deeply with her natural environment, physically blending in with her surroundings. This gives a +4 circumstance bonus to Hide while in a natural environment, or +8 if holding completely still. The character may do this one per day, per character level. Duration each time is one hour.
Woodland Stride: Prereq WIS 13+, Hide 3+, Wilderness Lore 6+, Attuned to Nature, Blend with Nature. The character is unimpeded by natural plant growth. She can walk through briars, swamp overgrowth and so on without difficulty. Magically enhanced or controlled plants still affect the character normally.
Trackless Step: Prereq Hide 3+, Move Silently 3+, Wilderness Lore 3+, Blend with Nature. The character leaves no trail in natural surroundings, and can not be tracked.
These feats allow a character to tap into or channel the Muses, enhancing performances, lending power to words, and so on.
Drums of Thunder: Prereq STR 13, Performance (War Drum) at 9+, trained by a war drummer with this feat (normally orcs only). The character must perform for at least one round before the effects begin, and the effects last only as long the character continues. The character makes a perform check, and all enemies within range must make a Fortitude roll equal to or better than the performance check or be deafened. The Fortitude save gains a bonus for distance from the drum: +1 per full 10 feet away from the drum. On a failed save, deafness lasts for an hour after the drumming stops.
Fascination: Prereq CHR 13+, appropriate performance skill at 6+. The character must perform for at least one round before the effects begin, and the effects last only as long as the character continues. The character must target a single creature; this creature must be able to hear or see the performance, and the distraction of nearby combat or serious danger prevents the use of this ability. Each round, the character makes a perform check, and the target makes a Will save; if the character exceeds the target's Will check, the target will sit and quietly watch or listen to the performance. Once the target successfully saves, the effect ends and can not be attempted again for 24 hours. The character may voluntarily end the performance early, and retain the ability to attempt it on the same creature later. While fascinated, the target's Spot and Listen checks are at -4.
Greater Inspiration: Prereq CHR 15+, Inspiration, appropriate performance skill at 15+. The character must perform for at least one round before the effects begin, and the effects last for two rounds per round of performance (to a maximum of 5 rounds after the performance stops). The character must target a single creature; the target must be able to hear or see the performance. Make a performance check at DC 30; on a successful roll, war song enhances the target's combat abilities in near-legendary manner. For each 3 points of success (round up), temporarily increase the target's physical abilities (STR, DEX, CON) by +2. This feat may be taken multiple times - each time it is taken, one additional target may be affected at the same time.
Inspiration: Prereq CHR 13+, appropriate performance skill at 6+. The character must perform for at least one round before the effects begin, and the effects last for two rounds per round of performance (to a maximum of 5 rounds after the performance stops). The character must define a target audience according to one common element (for example, "everyone fighting for Theralis", or "All oarsmen"). Make a performance check at DC 15 for an audience of 10 or fewer, DC 18 for an audience of less than 11-20, DC 21 for an audience of 21-40, DC 24 for an audience of 41-80, and so on. Everyone in the target audience who can hear the character clearly is affected. On a successful performance roll, inspiration gives a +1 morale bonus to all appropriate rolls (oarsmen in their rowing rolls, Theralis fighters in their attack rolls). A failed performance has no effect.
Closed Content: For example, among many orc tribes, the war drums are beaten by a special caste. The members of the caste are the best drummers in the tribe, and are used to inspire the tribe to victory. In a typical war scenario, there will be one war drummer per 30-40 warriors (DC 21).
Mass Fascination: Prereq CHR 13+, Fascination, appropriate performance skill at 12+. This works like normal Fascination, but affects a target audience as for Inspiration. The targets gain a +3 to their Will save if there are 10 or fewer; +6 for 11-20; +9 for 21-40; and so on. Suggestion can still only affect one of the fascinated targets.
Mass Suggestion: Prereq CHR 13+, Fascination, Mass Fascination, Suggestion, appropriate performance skill at 12+. This works like normal Suggestion, but affects a target audience as for Inspiration. The targets gain a +3 to their Will save if there are 10 or fewer; +6 for 11-20; +9 for 21-40; and so on. Only one suggestion may be given to the entire group.
Suggestion: Prereq CHR 13+, Fascination, appropriate performance skill at 9+. The character must fascinate the target first, and may then make a suggestion. This requires an additional performance vs Will save check; on a success, the character may make a suggestion as the spell of the same name.
This skill must be taken separately for each type of mount. This is the ability to ride a mount effectively. Similar types of mount can be ridden at DC +2, and even extremely different mounts will give no more than a DC +4 penalty.
This requires a feat to be able to use at all:
Attuned to Nature: Prereq Wilderness Lore 3+. The character has developed a deep-rooted connection to the natural world. This manifests as a subtle sense about any natural region the character is presently in - in general, this allows Spot checks to feel the "presence" of an abomination in the region, animal fright (and rough direction), where watering holes are, the general composition of the plant life, and so on. If the character also has Animaly Empathy 3+, animals will tend to treat the character as a natural part of the environment, although this in no way affects the character's companions. Predators may still hunt the character, depending on whether or not the character looks vulnerable.
Blend with Nature: Prereq Hide 3+, Wilderness Lore 3+. The character can attune more deeply with her natural environment, physically blending in with her surroundings. This gives a +4 circumstance bonus to Hide while in a natural environment, or +8 if holding completely still. The character may do this one per day, per character level. Duration each time is one hour.
Commune with Nature: Prereq WIS 13+, Wilderness Lore 6+, Attuned to Nature. The character can mentally become one with the local natural world, sensing all that it senses. He becomes aware of the presence of any outsiders, and can scry through the eyes and ears and noses of nearby animals, and feel their weight upon the earth. He knows the lay of the land perfectly (Wilderness Lore check afterward to remember details), and has a sense of the current weather. The range for this feat is a one mile radius per point of Wilderness Lore. The character may do this once per day, per character level. Duration each time is one hour.
Tracking: Prereq Wilderness Lore 3+. The character has trained to follow non-trivial tracks and trails. Normally, a Search skill check allows a character to follow relatively visible tracks (DC 10 or less); this feat allows the character to use Wilderness Lore to attempt to follow tracks of any DC.
Trackless Step: Prereq Hide 3+, Move Silently 3+, Wilderness Lore 3+, Blend with Nature. The character leaves no trail in natural surroundings, and can not be tracked.
Wilderness Survival: Prereq Wilderness Lore 6+, The character gains a +2 bonus to all saving throws against natural conditions, toxins, effects, etc. This can be taken multiple times, and stacks.
Wild Shape: Prereq WIS 13+, Wilderness Lore 6+, Attuned to Nature, Commune with Nature. The character can shapeshift into a Small or Medium natural creature, once per day, for one hour per level. Upon changing back from the animal form, the effect ends. This can be taken multiple times, and allows the character to shift one more time per day, each time it is taken. When the character shifts into or out of an animal form, she heals as if she had rested for one full day. Only the animal's physical, non-magical abilities are gained. While in the wild shape form, the character's sub-type includes her present form, and she is affected by spells which would normally affect that form.
Wild Shape (Colossal): Prereq WIS 13+, Wilderness Lore 18+, Attuned to Nature, Commune with Nature, Wild Shape, Wild Shape (Gargantuan), Wild Shape (Huge), Wild Shape (Large). The character's wild shape ability now includes Colossal natural animals.
Wild Shape (Diminutive): Prereq WIS 13+, Wilderness Lore 12+, Attuned to Nature, Commune with Nature, Wild Shape, Wild Shape (Tiny). The character's wild shape ability now includes Diminutive natural animals.
Wild Shape (Elemental): Prereq WIS 15+, Wilderness Lore 15+, Attuned to nature, Commune with Nature, Wild Shape, Wild Shape (Magical). The character chooses one elemental realm (earth, water, air, fire); her wild shape ability now includes elementals of that realm and of appropriate size. This may be taken multiple times, allowing a new elemental type each time.
Wild Shape (Faces): Prereq WIS 13+, Wilderness Lore 6+, Disguise 21+, Attuned to Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes humanoids of the appropriate size; she can change her appearance with a Disguise check, and the new appearance is non-magical. The character is still limited by gender.
Wild Shape (Fine): Prereq WIS 13+, Wilderness Lore 15+, Attuned to Nature, Commune with Nature, Wild Shape, Wild Shape (Diminutive), Wild Shape (Tiny). The character's wild shape ability now includes Fine natural animals.
Wild Shape (Gargantuan): Prereq WIS 13+, Wilderness Lore 15+, Attuned to Nature, Commune with Nature, Wild Shape, Wild Shape (Huge), Wild Shape (Large). The character's wild shape ability now includes Gargantuan natural animals.
Wild Shape (Gender): Prereq WIS 13+, Wilderness Lore 6+, Attuned to Nature, Commune with Nature, Wild Shape. The character can switch genders when in a different form.
Wild Shape (Huge): Prereq WIS 13+, Wilderness Lore 12+, Attuned to Nature, Commune with Nature, Wild Shape, Wild Shape (Large). The character's wild shape ability now includes Huge natural animals.
Wild Shape (Large): Prereq WIS 13+, Wilderness Lore 9+, Attuned to Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes Large natural animals.
Wild Shape (Magical): Prereq WIS 15+, Wilderness Lore 12+, Attuned to Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes the natural (non-learned) magical abilities of the creature she shifts into.
Wild Shape (Plants): Prereq WIS 13+, Wilderness Lore 9+, Attuned to Nature, Blend with Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes plants of the appropriate size.
Wild Shape (Tiny): Prereq WIS 13+, Wilderness Lore 9+, Attuned to Nature, Commune with Nature, Wild Shape. The character's wild shape ability now includes Tiny natural animals.
Woodland Stride: Prereq WIS 13+, Hide 3+, Wilderness Lore 6+, Attuned to Nature, Blend with Nature. The character is unimpeded by natural plant growth. She can walk through briars, swamp overgrowth and so on without difficulty. Magically enhanced or controlled plants still affect the character normally.
Metamagic feats modify spells at the time of casting, increasing the DC of the casting, but improving the spell in some way.
Heighten Spell: DC +0. A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to cast as a spell of its new effective level. This can be taken for a specific spell for 1 skill point.
Improved Spell Duration: DC +4. The duration of the spell is doubled. Spells with a duration of concentration, instantaneous or permanent can not use this feat. This can be taken for a specific spell for 1 skill point.
Improved Spell Odds: DC +8. The variable dice of the spell are increased by 50%. Thus, a spell which normally did 2d8 damage would do 3d8 damage; a spell which affected 1d4 targets would affect 1d6 targets; and so on. This affects all variables of the spell, but does not affect non-variable effects. This can be taken for a specific spell for 1 skill point.
Improved Spell Range: DC +4. The range of the spell is doubled. Spells with a range of personal, touch, sight or similar non-distance definitions can not use this feat. This can be taken for a specific spell for 1 skill point.
Minimized Concentration Casting (esper or healer): DC +8. The character can cast a spell as a normal action, without losing DEX or BAC bonuses to AC. This can be taken for a specific spell for 1 skill point.
Minimized Somatic Casting (arcanist or illusionist): DC +4. The character can cast a spell with almost no somatic component, wiggling her fingers and wrist and nothing more. This can be taken for a specific spell for 1 skill point.
Minimized Verbal Casting (arcanist, naturalist or priest): DC +4. The character can cast a spell with almost no verbal component, whispering a few runes and nothing more. This can be taken for a specific spell for 1 skill point.
Perfect Spell: DC +12. The variable dice of the spell automatically take the best possible result. Thus, a spell which does 2d8 damage would automatically roll 16 hit points; a spell which affected 1d4 targets would automatically affect 4 targets; and so on. This affects all variables of the spell, but does not affect non-variable effects. This can be taken for a specific spell for 1 skill point.
Quicken Spell: DC +16. Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. This can be taken for a specific spell for 1 skill point.