Post by DMOverlord on Feb 15, 2008 23:32:53 GMT -5
Feats are special talents your character posses, or special abilities he or she has learned to master through training.
You get 1 Feat at first lvl and every 3 lvls after that
So at lvls 3,6,9,12,15 and 18. Some classes and races get extra feats.
Skill feats:
These are feats that give you +2 on 2 skills.
-Acrobatic: +2 to jump and tumble
-Agile: +2 to balance and escape artist
-Alertness: +2 to spot and listen
-Animal affinity: +2 to handle animal and ride
-Athletic: +2 to Climb and swim
-Deceitful: +2 to forgery and disguise
-Deft hands: +2 to Sleight of hand and use rope
-Diligent: +2 to appraise and decipher script
-Investigator: +2 to Gather information and Search
-Magical Aptitude: +2 to Spellcraft and Use magic device
-Negotiator: +2 to Diplomacy and sense motive
-Nimble Fingers: +2 to Disable device and Open Lock
-Persuasive: +2 to Bluff and Intimidate
-Self-sufficient: +2 to Heal and Survival
-Stealthy: +2 to Hide and Move silently
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-Skill Focus: +3 to one selected skill
Combat Feats
These have to do with combat, almost all of these feats have PREREQUISITS (make sure you meet the prereqs before selecting the feat)
The feats in italic are CORE TREE FEATS this means they are the prerequisit for the feats from the same tree. If you don’t have the it, don’t think about getting the others. The stand alone combat feats are listed first, the trees follow behind.
-Blindfight: no prereq, reroll miss chance for concealment
-Exotic Weapon Proficiency: BAB+1, no penalty to attack with a specific exotic weapon
-Quick draw: BAB+1, drawing a weapon is a free action
-Rapid Reload: Weapon Proficiency with crossbow, Reload a crossbow more quickly
-Simple weapon focus: no prereqs, No –4 penalty when attacking with simple weapons
-Martial weapon proficiency: no prereq, No penalty with ONE martial weapon
-Improved Critical: no prereq, Proficient with weapon +8 BAB, double threat range
-Improved initiative: no prereq, +4 intitative
-Armour Proficiency (Light): no prereq, you can wear light armour
-Armour Proficiency (Medium): prereq: APL, you can wear Medium Armour
-Armour Proficiency (Heavy): prereq: APM, you can wear Heavy Armour
-Combat Expertise: prereq: Int 13, trade BAB to AC (max +5)
-Improved disarm: prereq: CE, +4 to disarm checks, no Attack of Opportunity
-Improved Feint: prereq: CE, Feint as a move action
-Improved Trip, prereq: CE, +4 to trip checks, no AoO
-Whirlwind attack, prereqs: Dex 13, CE, Dodge, Mobility, Spring Attack, BAB+4, one melee attack against all opponents in reach
-Dodge: prereq: dex 13, +1 AC to one opponent
-Mobility: prereq: dodge, +4 AC against some AoO's
-Spring attack: prereq: Mobility, BAB+4, move before and after your attack
-Improved Unarmed strike: no prereq, Considered armed even when unarmed, unarmed attacks do not provoke AoO’s
-Improved grapple: dex 13 IUS, +4 to grapply checks, no AoO’s
-Deflect arrows: dex 13 IUS, Deflect one ranged attack per turn
-Snatch arrow: dex 15 DA IUS, catch a deflected ranged attack
-Stunning Fists: dex 13, wis 13, UIS, BAB +8, stun opponent with unarmed strike
-Mounted combat: ride 1 rank, Negate hits on mount with ride check
-Mounted archery: MC, half penalty for ranged attacks while mounted
-Ride by attack: MC, move before and after a mounted charge
-Spirited charge: MC, RBA, Double damage with mounted charge
-Trample: MC, Target can not avoid mounted overrun
-Point blank shot: no prereq, +1 bonus to ranged attacks and damage rolls within 30 ft.
-Far shot: PBS, increase range increment by 50% or 100%
-Percise shot: PBS, no penalty for shooting into melee
-Rapid shot: dex 13, PBS, one extra ranged attack each round
-Many shot: dex 17, ¨PBS, RS, BAB+5, shoot two or more arrows simultaniously (at the same target)
-Shot on the run: Dex 13, dodge, mobility, PBS, BAB+4, move before and after ranged attack
-Improved percise shot: Dex 19, PBS, PS, BAB+11, ignore less then total cover/concealment on ranged attacks
-Power attack: str 13; Trade attack bonus for damage (up to BAB)
-Cleave: PA, extra melee attack after dropping target
-Great Cleave: Cleave, PA, BAB+4, no limit to cleave each round
-Improved Bullrush: PA, +4 to bullrush checks, no AoO’s
-Improved Overrun: PA, +4 to overrun checks, no AoO’s
-Improved Sunder: PA, +4 to sunder checks, no AoO’s
-Shield proficiency: no prereqs, No armour check penalty on attack rols
-Improved shield bash: SP, retain shield bonus when shield bashing
-Tower shield proficiency: SP, No armour check penalty on attack rols
-Two-weapon fighting: Dex 15, reduce two-weapon fighting penalty by 2
-Two-weapon defense: TWF, off-hand weapon grants +1 bonus to AC
-Improved Two-Weapon fighting: Dex 17, TWF, BAB+6, gain second off-hand attack
-Greater Two-Weapon fighting: Dex 19, ITWF, TWF, BAB +11, gain third off-hand attack
-Weapon finesse: Proficiency with weapon, BAB+1, Use dex mod instead of str mod to attacks with Light Melee weapons
-Weapon Focus: Proficiency with weapon, BAB+1, +1 to attack and damage rolls with selected weapon
-Weapon specialization: Proficiency with weapon, WF with weapon, Fighter lvl4, +2 bonus to damage with selected weapon
-Greater Weapon Focus: Proficiency with weapon, WF with weapon, Fighter lvl8, +2 bonus on attack rolls with selected weapon (replaces WF, does NOT STACK)
-Greater Weapon Specialization: Proficiency with weapon, GWF, WF with weapon, WS with weapon, Fighter lvl 12: +4 Bonus on damage rolls with selected weapon (replaces, NO STACK)
General Feats
-Endurance: no prereq, +4 to checks to resist no lethal damage (like damage from drowning, also allows you to sleep decent in light and medium armor)
-Diehard: endurance, Remain conscious at –1 to –9 hp, (at –10 you die without this you normally go unconscious when you reach 0 hp)
-Great Fortitude: +2 bonus to fortitude saves
-Lightening reflexes: no prereqs, +2 to reflexes saves
-Iron will: no prereqs, +2 to Will saves
-Leadership: character lvl6, attract followers
-Run: no prereqs, Run at 5 times normal speed (instead of 4) +4 bonus to jump, when making a running jump
-Toughness: no prereqs, +3 HP
-Track: no prereqs, use survival skill to track
Item creation Feats
-Brew potion: Caster level 3rd (means you must have 3 levels in a class that can cast spells), Create magic potion
-Craft magic arms and armor: Caster lvl 5th: Create magic arms and armor
-Craft rod: Caster lvl 9th: Create magic rods
-Craft staff: Caster lvl 12th, Create magic staffs
-Craft wand: Caster lvl 5th, Create magic wands
-Craft wondrous item: Caster lvl 3rd, Create wondrous items
-Forge rings: Caster lvl 12th, Create magic rings
-Scribe scroll: Caster lvl 1st, Create magic scrolls
Metamagic Feats
-Empower spell: no prereqs, increase spell’s variable numeric effects by 50%
-Enlarge spell: no prereqs, Double spell’s range
-Extend spell: no prereqs, Double spell’s duration
-Heighten spell: no prereqs, Cast spell as higher level
-Maximize spell: no prereqs, Maximize spell’s variable numeric effects
-Quicken spell: no prereqs, Cast spell as a free action
-Silent spell: no prereqs, Cast spell without verbal component
-Still spell: no prereqs, Cast spell without somatic component (movement, gestures)
-Widen spell: no prereqs, Double spell’s area
Magic related Feats (both divine and arcane)
-Augmented Summoning: Spell Focus (conjuration): Summoned creatures get +4 str, +4 con
-Combat casting, no prereqs: +4 bonus to concentration checks for defensive casting
-Eschew Materials: no prereqs: Cast spells without material components
-Extra turning: Ability to turn Creatures: 4 more times per day
-Improved counterspell: no prereqs: Counterspell with spell fo same school
-Improved turning: ability to turn creatures: +1 level for turning checks
-Spell focus: no prereqs: +1 bonus on save DCs against specific school of magic
-Greater spell focus: Spell Focus: +1 bonus on save DCs against specific school of magic (STACKS)
-Spell Mastery: Wizard lvl1: can perpare some spells without spell book
-Spell Penetration: no prereqs: +2 Bonus on caster lvl checks to defeat spell resistance
-Greater Spell Penetration: Spell penetration: +4 Bonus on caster lvl checks to defeat spell resistance (replaces; does NOT STACK)
You get 1 Feat at first lvl and every 3 lvls after that
So at lvls 3,6,9,12,15 and 18. Some classes and races get extra feats.
Skill feats:
These are feats that give you +2 on 2 skills.
-Acrobatic: +2 to jump and tumble
-Agile: +2 to balance and escape artist
-Alertness: +2 to spot and listen
-Animal affinity: +2 to handle animal and ride
-Athletic: +2 to Climb and swim
-Deceitful: +2 to forgery and disguise
-Deft hands: +2 to Sleight of hand and use rope
-Diligent: +2 to appraise and decipher script
-Investigator: +2 to Gather information and Search
-Magical Aptitude: +2 to Spellcraft and Use magic device
-Negotiator: +2 to Diplomacy and sense motive
-Nimble Fingers: +2 to Disable device and Open Lock
-Persuasive: +2 to Bluff and Intimidate
-Self-sufficient: +2 to Heal and Survival
-Stealthy: +2 to Hide and Move silently
------------------------------------------
-Skill Focus: +3 to one selected skill
Combat Feats
These have to do with combat, almost all of these feats have PREREQUISITS (make sure you meet the prereqs before selecting the feat)
The feats in italic are CORE TREE FEATS this means they are the prerequisit for the feats from the same tree. If you don’t have the it, don’t think about getting the others. The stand alone combat feats are listed first, the trees follow behind.
-Blindfight: no prereq, reroll miss chance for concealment
-Exotic Weapon Proficiency: BAB+1, no penalty to attack with a specific exotic weapon
-Quick draw: BAB+1, drawing a weapon is a free action
-Rapid Reload: Weapon Proficiency with crossbow, Reload a crossbow more quickly
-Simple weapon focus: no prereqs, No –4 penalty when attacking with simple weapons
-Martial weapon proficiency: no prereq, No penalty with ONE martial weapon
-Improved Critical: no prereq, Proficient with weapon +8 BAB, double threat range
-Improved initiative: no prereq, +4 intitative
-Armour Proficiency (Light): no prereq, you can wear light armour
-Armour Proficiency (Medium): prereq: APL, you can wear Medium Armour
-Armour Proficiency (Heavy): prereq: APM, you can wear Heavy Armour
-Combat Expertise: prereq: Int 13, trade BAB to AC (max +5)
-Improved disarm: prereq: CE, +4 to disarm checks, no Attack of Opportunity
-Improved Feint: prereq: CE, Feint as a move action
-Improved Trip, prereq: CE, +4 to trip checks, no AoO
-Whirlwind attack, prereqs: Dex 13, CE, Dodge, Mobility, Spring Attack, BAB+4, one melee attack against all opponents in reach
-Dodge: prereq: dex 13, +1 AC to one opponent
-Mobility: prereq: dodge, +4 AC against some AoO's
-Spring attack: prereq: Mobility, BAB+4, move before and after your attack
-Improved Unarmed strike: no prereq, Considered armed even when unarmed, unarmed attacks do not provoke AoO’s
-Improved grapple: dex 13 IUS, +4 to grapply checks, no AoO’s
-Deflect arrows: dex 13 IUS, Deflect one ranged attack per turn
-Snatch arrow: dex 15 DA IUS, catch a deflected ranged attack
-Stunning Fists: dex 13, wis 13, UIS, BAB +8, stun opponent with unarmed strike
-Mounted combat: ride 1 rank, Negate hits on mount with ride check
-Mounted archery: MC, half penalty for ranged attacks while mounted
-Ride by attack: MC, move before and after a mounted charge
-Spirited charge: MC, RBA, Double damage with mounted charge
-Trample: MC, Target can not avoid mounted overrun
-Point blank shot: no prereq, +1 bonus to ranged attacks and damage rolls within 30 ft.
-Far shot: PBS, increase range increment by 50% or 100%
-Percise shot: PBS, no penalty for shooting into melee
-Rapid shot: dex 13, PBS, one extra ranged attack each round
-Many shot: dex 17, ¨PBS, RS, BAB+5, shoot two or more arrows simultaniously (at the same target)
-Shot on the run: Dex 13, dodge, mobility, PBS, BAB+4, move before and after ranged attack
-Improved percise shot: Dex 19, PBS, PS, BAB+11, ignore less then total cover/concealment on ranged attacks
-Power attack: str 13; Trade attack bonus for damage (up to BAB)
-Cleave: PA, extra melee attack after dropping target
-Great Cleave: Cleave, PA, BAB+4, no limit to cleave each round
-Improved Bullrush: PA, +4 to bullrush checks, no AoO’s
-Improved Overrun: PA, +4 to overrun checks, no AoO’s
-Improved Sunder: PA, +4 to sunder checks, no AoO’s
-Shield proficiency: no prereqs, No armour check penalty on attack rols
-Improved shield bash: SP, retain shield bonus when shield bashing
-Tower shield proficiency: SP, No armour check penalty on attack rols
-Two-weapon fighting: Dex 15, reduce two-weapon fighting penalty by 2
-Two-weapon defense: TWF, off-hand weapon grants +1 bonus to AC
-Improved Two-Weapon fighting: Dex 17, TWF, BAB+6, gain second off-hand attack
-Greater Two-Weapon fighting: Dex 19, ITWF, TWF, BAB +11, gain third off-hand attack
-Weapon finesse: Proficiency with weapon, BAB+1, Use dex mod instead of str mod to attacks with Light Melee weapons
-Weapon Focus: Proficiency with weapon, BAB+1, +1 to attack and damage rolls with selected weapon
-Weapon specialization: Proficiency with weapon, WF with weapon, Fighter lvl4, +2 bonus to damage with selected weapon
-Greater Weapon Focus: Proficiency with weapon, WF with weapon, Fighter lvl8, +2 bonus on attack rolls with selected weapon (replaces WF, does NOT STACK)
-Greater Weapon Specialization: Proficiency with weapon, GWF, WF with weapon, WS with weapon, Fighter lvl 12: +4 Bonus on damage rolls with selected weapon (replaces, NO STACK)
General Feats
-Endurance: no prereq, +4 to checks to resist no lethal damage (like damage from drowning, also allows you to sleep decent in light and medium armor)
-Diehard: endurance, Remain conscious at –1 to –9 hp, (at –10 you die without this you normally go unconscious when you reach 0 hp)
-Great Fortitude: +2 bonus to fortitude saves
-Lightening reflexes: no prereqs, +2 to reflexes saves
-Iron will: no prereqs, +2 to Will saves
-Leadership: character lvl6, attract followers
-Run: no prereqs, Run at 5 times normal speed (instead of 4) +4 bonus to jump, when making a running jump
-Toughness: no prereqs, +3 HP
-Track: no prereqs, use survival skill to track
Item creation Feats
-Brew potion: Caster level 3rd (means you must have 3 levels in a class that can cast spells), Create magic potion
-Craft magic arms and armor: Caster lvl 5th: Create magic arms and armor
-Craft rod: Caster lvl 9th: Create magic rods
-Craft staff: Caster lvl 12th, Create magic staffs
-Craft wand: Caster lvl 5th, Create magic wands
-Craft wondrous item: Caster lvl 3rd, Create wondrous items
-Forge rings: Caster lvl 12th, Create magic rings
-Scribe scroll: Caster lvl 1st, Create magic scrolls
Metamagic Feats
-Empower spell: no prereqs, increase spell’s variable numeric effects by 50%
-Enlarge spell: no prereqs, Double spell’s range
-Extend spell: no prereqs, Double spell’s duration
-Heighten spell: no prereqs, Cast spell as higher level
-Maximize spell: no prereqs, Maximize spell’s variable numeric effects
-Quicken spell: no prereqs, Cast spell as a free action
-Silent spell: no prereqs, Cast spell without verbal component
-Still spell: no prereqs, Cast spell without somatic component (movement, gestures)
-Widen spell: no prereqs, Double spell’s area
Magic related Feats (both divine and arcane)
-Augmented Summoning: Spell Focus (conjuration): Summoned creatures get +4 str, +4 con
-Combat casting, no prereqs: +4 bonus to concentration checks for defensive casting
-Eschew Materials: no prereqs: Cast spells without material components
-Extra turning: Ability to turn Creatures: 4 more times per day
-Improved counterspell: no prereqs: Counterspell with spell fo same school
-Improved turning: ability to turn creatures: +1 level for turning checks
-Spell focus: no prereqs: +1 bonus on save DCs against specific school of magic
-Greater spell focus: Spell Focus: +1 bonus on save DCs against specific school of magic (STACKS)
-Spell Mastery: Wizard lvl1: can perpare some spells without spell book
-Spell Penetration: no prereqs: +2 Bonus on caster lvl checks to defeat spell resistance
-Greater Spell Penetration: Spell penetration: +4 Bonus on caster lvl checks to defeat spell resistance (replaces; does NOT STACK)