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Table 6–1: Feats

General Feats Prerequisites General Feats Prerequisites


Armor Proficiency (heavy) Armor Proficiency (light), Improved Bull Rush* Str 13, Power Attack
Armor Proficiency (medium) Improved Counterspell —
Armor Proficiency (light) — Improved Critical*† Proficient with weapon,
Armor Proficiency (medium) Armor Proficiency (light) base attack bonus +8
Augment Summoning Spell Focus (conjuration) Improved Disarm* Int 13, Combat Expertise
Bash* Str 13, Power Attack, Improved Feint* Int 13, Combat Expertise
base attack bonus +4 Improved Grapple* Agy 13, Improved Unarmed Strike
Battle Language* Bluff 3 ranks Improved Initiative* —
Bloodletter* Base attack bonus +3 Improved Overrun* Str 13, Power Attack
Blind Fight* — Improved Precise Shot* Agy 19, Point Blank Shot, Precise Shot,
Careful Strike* — base attack bonus +11
Cleave* Str 13, Power Attack Improved Shield Bash Shield Proficiency
Close Shot* Agy 13, Dodge, Point Blank Shot, Improved Sunder* Str 13, Power Attack
Precise Shot, base attack bonus +4 Improved Trip* Int 13, Combat Expertise
Combat Casting — Improved Two-Weapon Fighting* Agy 17, Two-Weapon Fighting,
Combat Expertise* Int 13 base attack bonus +6
Combat Reflexes — Improved Unarmed Strike* —
Counterattack* Agy 13, Dodge Iron Will —
Defend* Shield Proficiency, Leadership Character level 6th
base attack bonus +2 Lightning Reflexes —
Deflect Arrows* Agy 13, Improved Unarmed Strike Lightning Reload* Agy 13,
Devoted Leadership Cha 13, Spt 13, Leadership Exotic Weapon Proficiency (firearms)
Dodge* Agy 13 Magic Energy Control —
Drums of Courage Perform (percussion instruments) 5 ranks Manyshot* Agy 17, Point Blank Shot,
Endurance — Rapid Shot, base attack bonus +6
Enduring Leadership Endurance, Leadership Martial Weapon Proficiency† —
Eschew Materials — Mighty Lungs*† One shout feat
Exotic Weapon Proficiency*† Base attack bonus +1 Mobility* Agy 13, Dodge
Exotic Weapon Proficiency: Str 15, proficiency with simple Mounted Archery* Ride 1 rank, Mounted Combat
Thorium Weapons weapons, base attack bonus +1 Mounted Combat* Ride 1 rank
Expert Rider* Agy 13, Ride 4 ranks Natural Spell Spt 13, wild shape ability
Far Shot* Point Blank Shot Pistol Whip* —
Follower of the Totem Spt 13, orc or tauren Point Blank Shot* —
or character level 8+ Power Attack* Str 13
Furious Charge* — Precise Shot* Point Blank Shot
Great Cleave* Str 13, Cleave, Power Attack, Precision Leadership Leadership, Point Blank Shot
base attack bonus +4 Pulverize* Str 15, Spt 13, Exotic Weapon
Great Fortitude — Proficiency (tauren totem),
Greater Spell Focus† — Follower of the Totem,
base attack bonus +6
Greater Spell Penetration Spell Penetration
Punishing Blow*† Proficient with weapon,
Greater Two-Weapon Fighting* Agy 19, Improved Two-Weapon
base attack bonus +4
Fighting, Two-Weapon Fighting,
base attack bonus +1 Quick Draw* Base attack bonus +1
Greater Weapon Focus*† Proficiency with selected weapon, Rapid Reload* Weapon Proficiency
Weapon Focus with selected (crossbow type chosen)
weapon, warrior level 8th Rapid Shot* Agy 13, Point Blank Shot
Greater Weapon Specialization*† Proficiency with selected weapon, Reckless Attack* Str 13
Greater Weapon Focus with selected Ride Bareback* Ride 1 rank
weapon, Weapon Focus with selected Ride-By Attack* Ride 1 rank, Mounted Combat
weapon, Weapon Specialization with Run —
selected weapon, warrior level 12th Shield Proficiency —

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Table 6–1: Feats (continued)
General Feats Prerequisites Metamagic Feats Prerequisites
Shot on the Run* Agy 13, Dodge, Mobility, Block Spell Iron Will, Magic Energy Control,
Point Blank Shot, base attack bonus +4 caster level 5th
Simple Weapon Proficiency — Brilliant Leadership Leadership, able to cast 3rd-level spells
Skill Focus — Deflect Spell Block Spell, Iron Will,
Skilled† — Magic Energy Control, Mirror Spell,
Snatch Arrows* Agy 15, Deflect Arrows, Reflect Spell, caster level 9th
Improved Unarmed Strike Empower Spell —
Sniper Shot* Point Blank Shot, base attack bonus +4 Enlarge Spell —
Spell Focus — Extend Spell —
Spell Penetration — Heighten Spell —
Spirited Charge* Ride 1 rank, Mounted Combat, Maximize Spell —
Ride-By Attack Mirror Spell Iron Will, Magic Energy Control,
Spring Attack* Agy 13, Dodge, Mobility, caster level 3rd
base attack bonus +4 Quicken Spell —
Storm Bolt* Str 13, Bash, Power Attack, Reflect Spell Block Spell, Iron Will,
base attack bonus +4 Magic Energy Control,
Stunning Fist* Agy 13, Spt 13, Mirror Spell, caster level 7th
Improved Unarmed Strike, Silent Spell —
base attack bonus +8 Still Spell —
Thunderous Blow*† Str 15, Bash, Power Attack, Widen Spell —
base attack bonus +4
Toughness — Shout Feats Prerequisites
Tower Shield Proficiency Shield Proficiency Battle Shout* —
Track — Challenging Shout* —
Trample* Ride 1 rank, Mounted Combat Collective Fury Cha 13, ability to rage,
Trick Shot* Point Blank Shot, Precise Shot Intimidating Shout, Leadership
Two-Weapon Defense* Agy 15, Two-Weapon Fighting Demoralizing Shout* —
Two-Weapon Fighting* Agy 15 Inner Rage Ability to rage, one shout feat
Wand Specialization Caster level 1 Intimidating Shout* —
War Stomp Str 19, tauren or size Large Triumphant Yell One shout feat, character level 6
Weapon Finesse* Base attack bonus +1
Weapon Focus*† Proficiency with selected weapon, Special Feats Prerequisites
base attack bonus +1 Spell Mastery Arcanist level 1st
Weapon Specialization*† Proficiency with selected weapon,
Weapon Focus with selected weapon, Technology Feats Prerequisites
warrior level 4th
Crafty Leader** Craft (any) 6 ranks
Whirlwind Attack* Agy 13, Int 13, Combat Expertise,
Delay Malfunction** —
Dodge, Mobility, Spring Attack,
base attack bonus +4 Emergency Repair** Spt 13, Delay Malfunction
Firearm Knack** —
Item Creation Feats Prerequisites Scavenge Materials** Craft 8 ranks
Brew Potion Caster level 3rd Siege Weapon Knack** —
Craft Magic Arms and Armor Caster level 5th Small Device Knack** Agy 13
Craft Rod Caster level 9th Vehicle Knack** —
Craft Staff Caster level 12th Vehicle Proficiency**† —
Craft Wand Caster level 5th
* Warriors may select this feat as one of their warrior bonus feats.
Craft Wondrous Item Caster level 3rd
** Tinkers may select this feat as one of their tinker bonus feats.
Forge Ring Caster level 12th
† Characters can gain this feat multiple times. Its effects do not stack. Each time, it applies
Scribe Scroll Caster level 1st
to a new weapon, skill, school of magic or selection of spells.

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feat more than once, its benefits do not stack unless Benefit: You may attempt a Bash as a full attack
indicated otherwise in the description. In general, having action with a bludgeoning weapon. If the attack hits,
a feat twice is the same as having it once. roll damage normally; the foe struck by your attack must
Normal: What a character who does not have this feat then attempt a Fortitude save (DC 10 + the damage
is limited to or restricted from doing. If not having the rolled). The foe takes no damage from the blow, but if he
feat causes no particular drawback, this entry is absent. fails the save, he is stunned for 1 round (see Chapter 13:
Special: Additional facts about the feat that may be Abilities and Conditions). You can use Bash only once
helpful when you decide whether to acquire the feat. per round and no more than once per level per day.
When you use Bash, you forfeit any bonus or extra
Armor Proficiency (Heavy) attacks granted by other feats or abilities (such as the
[General] Cleave feat or the bloodlust spell). Creatures immune to
You can use heavy armor. critical hits cannot be stunned.
Prerequisites: Armor Proficiency (light), Armor Special: Warriors can select Bash as one of their
Proficiency (medium). warrior bonus feats.
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Battle Language
Special: Warriors and paladins automatically have [General]
Armor Proficiency (heavy) as a bonus feat. They need You can use short phrases and gestures to communicate
not select it. orders and helpful information during the chaos of battle.
Prerequisite: Bluff 3 ranks.
Armor Proficiency (Light) Benefit: You may use the aid another action at a
[General] distance of up to 30 feet. To do so, the character you aid
You can use light armor. must also have this feat and you must succeed at a DC
Benefit: When you wear a type of armor with which 15 Bluff check.
you are proficient, the armor check penalty for that Normal: Characters can only take aid another actions
armor applies only on Balance, Climb, Escape Artist, when in melee combat range.
Jump, Sleight of Hand, Stealth and Tumble checks. Special: If you have 5 or more ranks in Knowledge
Normal: Characters who wear armor with which (military tactics), you receive a +2 synergy bonus on
they are not proficient apply its armor check penalty on checks to send or intercept Battle Language.
attack rolls and on all skill checks that involve moving, Warriors can select Battle Language as one of their
including Ride. warrior bonus feats.
Special: All characters except arcanists automatically
have Armor Proficiency (light) as a bonus feat. They
Battle Shout
need not select it. [Shout]
Your shout inspires your allies to give ’em hell.
Armor Proficiency (Medium) Benefit: When you deliver a Battle Shout, you and all
[General] allies within 30 feet gain a +2 morale bonus on damage
You can use medium armor. rolls.
Prerequisite: Armor Proficiency (light). Special: Warriors can select Battle Shout as one of
Benefit: See Armor Proficiency (light). their warrior bonus feats.
Normal: See Armor Proficiency (light).
Special: Barbarians, paladins and warriors
Blind-Fight
automatically have Armor Proficiency (medium) as a [General]
bonus feat. They need not select it. You can fight in melee without seeing your foes.
Benefit: In melee, every time you miss because of
Augment Summoning concealment, you can reroll your miss chance one time
[General] to see if you actually hit.
Your summoned creatures are more powerful. An invisible attacker gets no advantage to hit you in
Prerequisite: Spell Focus (conjuration). melee. Thus, you don’t lose your Agility bonus to AC,
Benefit: Each creature you conjure with any summon and the attacker doesn’t get the usual +2 bonus for
spell gains a +4 enhancement bonus to Strength and being invisible. The invisible attacker’s bonuses do still
Stamina for the duration of the spell that summoned it. apply for ranged attacks, however.
You take only half the usual penalty to speed for being
Bash unable to see. Darkness and poor visibility in general
[General] reduce your speed to three-quarters normal, instead of
One blow from your weapon can leave an opponent one-half.
stunned and reeling. Normal: Regular attack roll modifiers for invisible
Prerequisites: Str 13, Power Attack, base attack attackers apply, and you lose your Agility bonus to AC. The
bonus +4. speed reduction for darkness and poor visibility also applies.
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Special: Warriors may select Blind-Fight as one of Brew Potion


their warrior bonus feats.
[Item Creation]
Block Spell You can create potions.
[Metamagic] Prerequisite: Caster level 3rd.
You may channel magic energy to block the effects of Benefit: You can create a potion of any 3rd-level or
a spell. lower spell that you know and that targets one or more
Prerequisites: Iron Will, Magic Energy Control, caster creatures. Brewing a potion takes 1 day. When you
level 5th. create a potion, you set the caster level, which must be
Benefit: When you are the target of a spell, you may sufficient to cast the spell in question and no higher than
disrupt the casting and counter its effects. Make a Spellcraft your own caster level. The base price of a potion is its
check (DC 15 + the spell’s level); this is a free action, spell level x its caster level x 50 gp. To brew a potion, you
and it does not require a readied action. If you succeed, must spend 1/25 of this base price in experience points
you identify the spell and may automatically attempt to and use up raw materials costing 1/2 of this base price.
counter it according to the normal counterspell rules. When you create a potion, you make any choices
that you would normally make when casting the spell.
Bloodletter Whoever drinks the potion is the spell’s target.
[General] Any potion that stores a spell with a costly material
You know how to make your enemies bleed. component or an experience point cost also carries a
Prerequisite: Base attack bonus +3. commensurate cost. In addition to the costs derived from the
Benefit: When you score a critical hit against an base price, you must also expend the material component
opponent in melee, you also cause a bleeding wound. or pay the experience points when creating the potion.
The opponent takes 2 points of damage next round Brilliant Leadership
and each round thereafter from blood loss. Any magical
healing or a DC 15 Heal check stops the bleeding. [Metamagic]
Creatures immune to critical hits are also immune to You inspire and challenge other spellcasters who
this effect. follow you, encouraging them to explore their talents to
Special: Warriors can select Bloodletter as one of their the fullest.
warrior bonus feats. Prerequisites: Leadership, able to cast 3rd-level spells.
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Benefit: Each day, all of your followers who are Collective Fury
spellcasters gain extra spell slots. Each follower gets one
extra spell slot; this spell slot can be of any level that is at [Shout]
most two levels lower than the highest spell level you can The only sight scarier than one angry orc is a gang of
cast. For example, if you can cast 5th-level spells, each of angry orcs.
your followers gains one extra spell slot that she can use Prerequisites: Cha 13, ability to rage, Intimidating
for a 0-level, 1st-level, 2nd-level or 3rd-level spell. Shout, Leadership.
Benefit: When you enter a rage, all other characters
Careful Strike within 30 feet gain the Intimidating Shout feat until you
[General] exit your rage, but they can only use the feat if they are
You know how to take the time to line up your attacks raging. This benefit only applies while your allies remain
for the best effect. within the 30-foot radius; allies who enter that area after
Prerequisite: Spt 13 you shout do not gain the effect.
Benefit: You can spend a move action studying your Combat Casting
target, which can be no more than 30 feet away. If you do,
you gain a +4 bonus on attack and damage rolls against [General]
that opponent until the beginning of your next round. You are skilled at casting spells in combat.
Special: Warriors can select Careful Strike as one of Benefit: You receive a +4 bonus on Concentration
their warrior bonus feats. checks made to cast spells or use spell-like abilities while
on the defensive or while you are grappling or pinned.
Challenging Shout
[Shout] Combat Expertise
You dare your enemies to show you their mettle. [General]
Benefit: All opponents adjacent to you must attempt You can use your combat skill for defense as well as offense.
Will saves (DC 10 + half your character level + your Prerequisite: Int 13.
Charisma modifier). If a creature fails this save, it cannot Benefit: When you use the attack or full attack action
make melee attacks against your allies — only against you. in melee, you can take a penalty of as much as –5 on your
It can still make ranged attacks or cast spells against your attack roll and the same number (+5 or less) as a dodge
allies, move around, use special abilities and so forth. bonus to your AC. This number may not exceed your
Special: Warriors can select Challenging Shout as one base attack bonus. The changes to attack rolls and AC
of their warrior bonus feats. last until your next action.
Normal: Characters without Combat Expertise can
Cleave fight defensively while using the attack or full attack
[General] action to take a –4 penalty on attack rolls and gain a +2
You can cut through one foe to attack another foe. dodge bonus to AC.
Prerequisites: Str 13, Power Attack. Special: Warriors can select Combat Expertise as one
Benefit: If you deal a creature enough damage to make it of their warrior bonus feats.
drop (typically by dropping it below a number of negative hit Combat Reflexes
points equal to its Stamina modifier, or by killing it), you get
an immediate, extra melee attack against another creature [General]
within reach. You cannot take a 5-foot step before making You can make several rapid attacks against opponents
this extra attack. The extra attack is with the same weapon who let down their defenses.
and at the same bonus as the attack that dropped the Benefit: You may make a number of additional attacks
previous creature. You can use this ability once per round. of opportunity equal to you Agility bonus. You may
Special: Warriors can select Cleave as one of their also make attacks of opportunity while flat-footed (see
warrior bonus feats. Chapter 12: Combat, “Attacks of Opportunity,” Making
an Attack of Opportunity).
Close Shot Normal: Characters without this feat can make only
[General] one attack of opportunity per round and can’t make
You can use a ranged weapon while avoiding opponents attacks of opportunity while flat-footed.
in melee combat. Special: Combat Reflexes does not allow rogues to use
Prerequisites: Agy 13, Dodge, Point Blank Shot, their opportunist ability more than once per round.
Precise Shot, base attack bonus +4. Warriors can select Combat Reflexes as one of their
Benefit: While in melee combat you may fire a ranged warrior bonus feats.
weapon without provoking an attack of opportunity. Counterattack
Normal: If you fire a ranged weapon, any opponent
who threatens you may make an attack of opportunity [General]
against you. Prerequisites: Agy 13, Dodge.
Special: Warriors can select Close Shot as one of their Benefit: Once per round, if the opponent you have
warrior bonus feats. designated as your Dodge target (see the Dodge feat)
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makes a melee attack or melee touch attack against and half the time needed to craft the item in the first
you and misses, you may make an attack of opportunity place. (See Chapter 9: Weapons and Armor for more
against that opponent. You take a –4 penalty on your information on magic weapons and armor.)
attack roll. Resolve and apply the effects from both
attacks simultaneously.
Craft Rod
Even if you have Combat Reflexes, you cannot use the [Item Creation]
Counterattack feat more than once per round. This feat You can make magic rods.
does not grant more attacks of opportunity than you are Prerequisite: Caster level 9th.
normally allowed in a round. Benefit: You can create any rod for which you meet
Special: Warriors can select Counterattack as one of the prerequisites. Crafting a rod takes 1 day for each
their warrior bonus feats. 1,000 gp in its base price. To craft a rod, you must spend
1/25 of its base price in experience points and use up raw
Craft Magic Arms and Armor materials costing 1/2 of its base price.
[Item Creation] Some rods incur extra costs in material components or
You can make magic weapons, armor and shields. experience points. These costs are in addition to those
Prerequisite: Caster level 5th. derived from the rod’s base price.
Benefit: You can create any magic weapon, armor or
shield for which you meet the prerequisites. Enchanting
Craft Staff
a weapon, a suit of armor or a shield takes 1 day for each [Item Creation]
1,000 gp in the price of its magical features. To enchant a You can make magic staffs.
weapon, a suit of armor or a shield, you must spend 1/25 Prerequisite: Caster level 12th.
of its features’ total price in experience points and use up Benefit: You can create any staff for which you meet the
raw materials costing 1/2 this total price. prerequisites. Crafting a staff takes 1 day for each 1,000 gp in
The weapon, armor or shield to be enchanted must its base price. To craft a staff, you must spend 1/25 of its base
be a masterwork item that you provide. Its cost is not price in experience points and use up raw materials costing
included in the above cost. 1/2 its base price. A newly created staff has 50 charges.
You can also mend a broken magic weapon, suit of Some staffs incur extra costs in material components
armor or shield if it is one that you could make. Doing so or experience points. These costs are in addition to those
costs half the experience points, half the raw materials derived from the staff’s base price.

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Craft Wand and ranged attacks generated by spell effects can’t be


deflected.
[Item Creation] Special: Warriors can select Deflect Arrows as one of
You can make magic wands. their warrior bonus feats.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or Deflect Spell
lower spell that you know. Crafting a wand takes 1 day [Metamagic]
for each 1,000 gp in its base price. A wand’s base price is You may counter a spell and choose a new target for it.
its caster level x the spell level x 750 gp. To craft a wand, Prerequisites: Block Spell, Iron Will, Magic Energy
you must spend 1/25 of this base price in experience Control, Mirror Spell, Reflect Spell, caster level 9th.
points and use up raw materials costing 1/2 of this base Benefit: When you successfully counter a spell, instead
price. A newly created wand has 50 charges. of dismissing it entirely, you may choose a new target for
Any wand that stores a spell with a costly material the spell. To do so you must spend a spell slot that is at
component or an experience point cost also carries a least the same level as the spell you are deflecting.
commensurate cost. In addition to the cost derived from If you deflect the spell, choose a new target for it. The
the base price, you must expend 50 copies of the material new target must be legal and within range. The spell
component or pay 50 times the experience point cost. then takes effect normally at the new target, just as if the
Craft Wondrous Item caster had originally chosen that target. If a spell allows
multiple targets, you choose all targets.
[Item Creation] For example, Leanine Starborn, a high elf priestess
You can make wondrous magic items. with the Deflect Spell feat, is engaged in combat with
Prerequisite: Caster level 3rd. Alastair Bentstaff, a human mage. Leanine readies
Benefit: You can create any wondrous item for which you an action to counter a spell. Alastair attempts to cast
meet the prerequisites. Enchanting a wondrous item takes frost nova; Leanine identifies it with a Spellcraft check
1 day for each 1,000 gp in its price. To enchant a wondrous and successfully counters it with dispel magic. She then
item, you must spend 1/25 of its price in experience points decides to deflect the spell onto Alastair’s cronies.
and use up raw materials costing 1/2 this price. She spends a 3rd-level spell slot (because frost nova is
You can also mend a broken wondrous item if it is one a 3rd-level spell). Alastair’s frost nova explodes among
you can make. Doing so costs half the experience points, his friends at the location Leanine has chosen, with the
half the raw materials and half the time needed to craft damage, save DC and other pertinent information based
the item in the first place. on Alastair’s statistics, as normal. Leanine expended two
Some wondrous items incur extra costs in material 3rd-level spell slots — one for dispel magic and one for
components or experience points. These costs are in the deflection — to deflect Alastair’s frost nova.
addition to those derived from the item’s price. You must
pay such costs to create or mend an item. Defend
Crafty Leader [General]
You are trained to fight shoulder-to-shoulder and
[Technology] share the benefits of a shield with a nearby ally.
You work well with others and can use teamwork to Prerequisites: Shield Proficiency, base attack bonus +2.
speed device construction. Benefit: When you use a shield larger than a buckler,
Prerequisites: Craft (any) 6 ranks. any ally within 5 feet who is not using a shield gains a
Benefit: When you are assisted in a Craft check by at +1 shield bonus to his AC. Any ally within 5 feet who
least three other people who each have at least 1 rank in the is using a shield gains a +1 circumstance bonus to AC.
same Craft skill, each assistant who succeeds at her check to This bonus does not stack with itself. You do not lose
assist you grants you a +4 bonus instead of the normal +2. your shield bonus.
Special: Tinkers can select Crafty Leader as one of Special: Warriors can select Defend as one of their
their bonus tinker feats warrior bonus feats.
Deflect Arrows Delay Malfunction
[General] [Technology]
You can deflect incoming projectile and thrown weapons. You know how to make last-minute repairs to
Prerequisites: Agy 13, Improved Unarmed Strike. malfunctioning equipment.
Benefit: You must have at least one hand free (holding Benefit: When a device malfunctions, you may
nothing) to use this feat. Once per round when you attempt a Craft (technological device) check (DC = 15
would normally be hit with a ranged weapon, you may + the device’s MR). If you succeed, the device operates
deflect it so that you take no damage. You must be aware normally for 1d3 rounds, giving you a chance to finish
of the attack and not flat-footed. the job you are doing, make an emergency repair, or get
Attempting to deflect a ranged weapon doesn’t clear before it blows up. If you roll a natural 20 on the
count as an action. Unusually massive ranged weapons check, the malfunction is completely averted.
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You may use this feat only once on a particular Benefit: As a full-round action, you may make a Craft
malfunction. (technological device) check to repair a malfunctioning
Special: Tinkers can select Delay Malfunction as or broken technological device. This check’s DC is 20 +
one of their tinker bonus feats. (2 x the device’s MR). If you succeed, the device does not
destroy itself or endanger its user due to the malfunction.
Demoralizing Shout Instead, it operates normally for 1 hour and then ceases
[Shout] functioning until it can undergo normal repairs.
Your shout shakes your enemies’ confidence. If you roll a natural 20 on the check, you completely
Benefit: When you make a Demoralizing Shout, and permanently repair the item.
each opponent within 30 feet takes a <2 morale Special: Tinkers can select Emergency Repair as one
penalty on damage rolls. Demoralizing Shout is a of their bonus tinker feats.
fear effect.
Special: Warriors can select Demoralizing Shout
Empower Spell
as one of their warrior bonus feats. [Metamagic]
You can cast spells with greater power.
Devoted Leadership Benefit: All variable, numeric effects of an empowered
[General] spell are increased by half. Saving throws and opposed rolls
Your faith in your followers gives them the confidence are not affected, nor are spells without random variables.
they need to survive difficult situations. An empowered spell uses up a spell slot two levels
Prerequisites: Cha 13, Spt 13, Leadership. higher than the spell’s actual level.
Benefit: Your followers who are within 30 feet of you
gain a +1 morale bonus on all saving throws.
Endurance
[General]
Dodge You have incredible resilience.
[General] Benefit: You gain a +4 bonus on the following checks
You are skilled at avoiding attacks. and saves: Swim checks made to resist nonlethal damage;
Prerequisite: Agy 13. Stamina checks made to continue running; Stamina
Benefit: During your action, you designate an checks made to avoid nonlethal damage from a forced
opponent and receive a +1 dodge bonus to AC against march; Stamina checks made to hold your breath; Stamina
attacks from that opponent. You can select a new checks made to avoid nonlethal damage from starvation
opponent on any action. or thirst; Fortitude saves made to avoid nonlethal damage
A condition that makes you lose your Agility bonus from hot or cold environments; Fortitude saves made to
to AC also makes you lose dodge bonuses. Also, dodge resist damage from suffocation. You may also sleep in
bonuses stack, unlike most other bonus types. light or medium armor without becoming fatigued.
Special: Warriors can select Dodge as one of their Normal: Characters without Endurance who sleep in
warrior bonus feats. medium or heavier armor are automatically fatigued the
Drums of Courage next day.

[General] Enduring Leadership


You know the secrets of orcish war rhythms, and can [General]
drive your allies into a terrifying frenzy by playing the Your tireless efforts are an example to your followers,
battle drums. and you need but a word to push them to the peak of
Prerequisites: Perform (percussion instruments) 5 ranks. their physical abilities.
Benefit: With a good set of drums, you can inspire Prerequisites: Endurance, Leadership.
courage in your allies. Make a DC 20 Perform (percussion Benefit: Once per day as a free action, you may inspire
instruments) check. If successful, all allies within 30 feet your followers to exceptional efforts. Each follower
who can hear your drums gain a +2 morale bonus on receives a +4 morale bonus on his initiative check, and
attack and weapon damage rolls and on saving throws his fastest form of movement increases by +10 feet.
against charm and fear effects. This morale bonus lasts This movement increase is considered an enhancement
for as long as your allies hear your drums and for 5 rounds bonus. If any of your followers enter a rage, they are not
thereafter. Playing the war drums is a standard action fatigued at the end of the rage.
and requires concentration, which means you must take These benefits last for 1 round + 1 round per your
a standard action each round to keep playing. Charisma modifier (minimum 1 round).
Emergency Repair Enlarge Spell
[Technology] [Metamagic]
You are adept at spotting mechanical problems and You can cast spells with greater range than normal.
making quick repairs. Benefit: You can alter a spell with a range of close,
Prerequisite: Spt 13, Delay Malfunction. medium or long to increase its range by 100%. An enlarged
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spell with a range of close now has a range of 50 feet + 5 Benefit: You receive a +2 bonus on all Ride checks,
feet/level; spells with a range of medium now have a range and you can take 10 on Ride checks for mounted combat
of 200 feet + 20 feet/level; spells with a range of long now maneuvers.
have a range of 800 feet + 80 feet/level. Normal: You cannot take 10 on skill checks when
An enlarged spell uses up a spell slot 1 level higher threatened or distracted.
than the spell’s actual level. Special: Warriors can select Expert Rider as one of
Spells with ranges not defined by distance, as well as their warrior bonus feats.
spells with ranges that are not close, medium or long,
cannot be increased by this feat.
Extend Spell
[Metamagic]
Eschew Materials You can cast spells with greater duration than normal.
[General] Benefit: An extended spell lasts twice as long as normal.
You can cast spells without needing material Spells with a duration of concentration, instantaneous
components. or permanent are not affected by Extend Spell.
Benefit: You can cast any spell that has a material An extended spell takes up a spell slot 1 level higher
component costing 1 gp or less without needing that than the spell’s actual level.
component. (Casting the spell provokes attacks of
opportunity as normal.) If the spell requires a material
Far Shot
component that costs more than 1 gp, you must have the [General]
material component at hand to cast the spell, as normal. You can make ranged attacks at a great distance.
Prerequisite: Point Blank Shot.
Exotic Weapon Proficiency Benefit: When you use a projectile weapon, such as
[General] a bow, its range increment increases by half (multiply
Choose a type of exotic weapon. You understand how by 1-1/2). When you use a thrown weapon, its range
to use that type of exotic weapon in combat. increment doubles.
Prerequisite: Base attack bonus +1. Special: Warriors can select Far Shot as one of their
Benefit: You make attack rolls with the weapon normally. warrior bonus feats.
Normal: Characters who use weapons with which
they are not proficient take a –4 penalty on attack rolls.
Firearm Knack
Special: You can take Exotic Weapon Proficiency multiple [Technology]
times. Each time, it applies to a new type of exotic weapon. You have a talent for building and using firearms.
Proficiency with the bastard sword or dwarven waraxe has Benefit: You receive a +2 bonus on Craft
an additional prerequisite of Str 13. Proficiency with the (technological device) checks when crafting firearms.
tauren totem has an additional prerequisite of Str 15. Your Technological Limit for building firearms increases
Exotic Weapon Proficiency (firearms) grants by +2. (See Chapter 11: Technological Devices.)
proficiency with all personal firearms. You gain a +1 competence bonus on attack rolls with
Warriors can select Exotic Weapon Proficiency as one firearms you have built.
of their warrior bonus feats. Special: Tinkers can select Firearm Knack as one of
their tinker bonus feats.
Exotic Weapon Proficiency:
Thorium Weapons [General] Follower of the Totem
You can effectively wield weapons made out of thorium. [General]
Prerequisite: Str 15, proficiency with simple weapons, You have been trained in the shamanistic traditions of
base attack bonus +1. the tauren and can tap into spiritual forces.
Benefit: You are proficient with thorium versions of Prerequisites: Spt 13, orc or tauren or character level
any weapon with which you are otherwise proficient; 8+.
and when wielding a thorium weapon you may add an Benefit: Once per day as a free action, you may gain a
additional one-half your Strength bonus to damage rolls. +2 sacred bonus to any one ability. This bonus lasts for
See Chapter 9: Weapons, “Armor & Shields,” Special 1d6 rounds, +1 round per your Spirit modifier.
Materials for more information about thorium.
Normal: A character who is not proficient with
Forge Ring
thorium weapons takes a –4 nonproficiency penalty on [Item Creation]
attack rolls with one and receives her normal Strength You can create magic rings.
bonus on damage rolls. Prerequisite: Caster level 12th.
Benefit: You can create any ring for which you meet
Expert Rider the prerequisites. Crafting a ring takes 1 day for each
[General] 1,000 gp in its base price. To craft a ring, you must spend
You can perform a variety of stunts while astride a mount. 1/25 of its base price in experience points and use up raw
Prerequisites: Agy 13, Ride 4 ranks. materials costing 1/2 its base price.
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You can also mend a broken ring if it is one you could Greater Two-Weapon Fighting
make. Doing so costs half the experience points, half the
raw materials and half the time needed to forge that ring. [General]
Some magic rings incur extra costs in material You have mastered fighting with two weapons.
components or experience points. You must pay such Prerequisites: Agy 19, Improved Two-Weapon
costs to forge or mend such a ring. Fighting, Two-Weapon Fighting, base attack bonus +1.
Benefit: You get a third attack with your off-hand
Furious Charge weapon, but at a –10 penalty.
[General] Special: Warriors can select Greater Two-Weapon
Your charges are devastating. Fighting as one of their bonus warrior feats.
Benefit: When you use the charge action, you gain a Greater Weapon Focus
+2 bonus on damage rolls; and, when you reach your
opponent, you can use one of your shout feats without [General]
using up one of your shouts per day. However, the shout’s Choose one type of weapon for which you have already
effects last only for 1 round. taken Weapon Focus. You can also choose unarmed
Special: You may spend a hero point as you charge. If you strike or grapple (or ray, if you are a spellcaster) as your
do, you gain a +4 bonus on attack and damage rolls (instead weapon for purposes of this feat.
of the normal +2), do not take a penalty to AC from Prerequisites: Proficiency with selected weapon,
charging, and your shout’s effects last as long as normal. Weapon Focus with selected weapon, warrior level 8th.
Warriors can select Furious Charge as one of their Benefit: You gain a +1 bonus on all attack rolls with
warrior bonus feats. the selected weapon. This bonus stacks with other
bonuses on attack rolls, including the one from Weapon
Great Cleave Focus.
[General] Special: You can take Greater Weapon Focus multiple
You can make multiple attacks when you down your times. Its effects do not stack. Each time, it applies to a
opponents. new type of weapon.
Prerequisites: Str 13, Cleave, Power Attack, base Warriors must have Greater Weapon Focus with a
attack bonus +4. given weapon to take Greater Weapon Specialization for
Benefit: This feat works like Cleave, except that there that weapon.
is no limit to the number times you can use it per round. Warriors can select Greater Weapon Focus as one of
Special: Warriors can select Great Cleave as one of their warrior bonus feats.
their warrior bonus feats. Greater Weapon Specialization
Great Fortitude [General]
[General] Choose one type of weapon for which you have already
You resist danger with your incredible toughness. selected Weapon Specialization. You can also choose
Benefit: You receive a +2 bonus on all Fortitude unarmed strike or grapple as your weapon for purposes
saving throws. of this feat.
Prerequisites: Proficiency with selected weapon,
Greater Spell Focus Greater Weapon Focus with selected weapon, Weapon
[General] Focus with selected weapon, Weapon Specialization
Choose a school of magic to which you have already with selected weapon, warrior level 12th.
applied the Spell Focus feat. Benefit: You gain a +2 bonus on all damage rolls
Benefit: Add +1 to the DC for all saving throws with the selected weapon. This bonus stacks with other
against spells from the school of magic you select. This bonuses on damage rolls, including the one from Weapon
bonus stacks with the bonus from Spell Focus. Specialization.
Special: You can take this feat multiple times. Its Special: You can take Greater Weapon Specialization
effects do not stack. Each time, it applies to a new school multiple times. Its effects do no stack. Each time, it
of magic to which you have already applied Spell Focus. applies to a new type of weapon.
Warriors can select Greater Weapon Specialization as
Greater Spell Penetration one of their warrior bonus feats.
[General] Heighten Spell
Your spells break through spell resistance more easily
than normal. [Metamagic]
Prerequisite: Spell Penetration. You can cast spells as if they were higher level.
Benefit: You receive a +2 bonus on caster level checks Benefit: A heightened spell has a higher spell level
(1d20 + caster level) made to overcome a creature’s than normal (up to a maximum of 9th level). Unlike
spell resistance. This bonus stacks with the one from other metamagic feats, Heighten Spell actually increases
Spell Penetration. the effective level of the spell that it modifies. All effects
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dependent on spell level (such as saving throw DCs) Special: You can take Improved Critical multiple
are calculated according to the heightened level. The times. Its effects do not stack. Each time, it applies to a
heightened spell is as difficult to prepare and cast as a new type of weapon.
spell of its effective level. This effect doesn’t stack with any other effect that
increases a weapon’s threat range.
Improved Bull Rush Warriors can select Improved Critical as on of their
[General] warrior bonus feats.
You are skilled at pushing opponents back.
Prerequisites: Str 13, Power Attack.
Improved Disarm
Benefit: When you perform a bull rush, you do not [General]
provoke an attack of opportunity from the defender. You You are skilled at disarming your foes.
also receive a +4 bonus on the opposed Strength check Prerequisites: Int 13, Combat Expertise.
you make to push back the defender. Benefit: You do not provoke attacks of opportunity when
Normal: See the normal bull rush rules (Chapter 12: you attempt to disarm opponents, nor do opponents have
Combat, “Special Attacks, ” Bull Rush). a chance to disarm you. You also receive a +4 bonus on
Special: Warriors can select Improved Bull Rush as the opposed attack roll you make to disarm opponents.
one of their warrior bonus feats. Normal: See the normal disarm rules (Chapter 12:
Combat, “Special Attacks,” Disarm).
Improved Counterspell Special: Warriors can select Improved Disarm as one
[General] of their warrior bonus feats.
You are skilled at countering your opponents’ spells.
Benefit: When counterspelling, you may use a spell of
Improved Feint
the same school that is 1 or more spell levels higher than [General]
the target spell. You excel at misdirecting your opponents’ attention
Normal: Without this feat, you may counter a spell in combat.
only with the same spell or with a spell specifically Prerequisites: Int 13, Combat Expertise.
designated as a counter to the target spell. Benefit: You can make a Bluff check to feint in combat
as a move action.
Improved Critical Normal: Feinting in combat is a standard action.
[General] Special: Warriors can select Improved Feint as one of
Choose one type of weapon. You make critical hits their warrior bonus feats.
with that weapon more often.
Prerequisite: Proficient with weapon, base attack
Improved Grapple
bonus +8. [General]
Benefit: When using the selected weapon, your threat You excel at grappling opponents.
range is doubled. Prerequisites: Agy 13, Improved Unarmed Strike.

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Benefit: You do not provoke an attack of opportunity Normal: Without this feat, you lose the shield’s shield
when you make a touch attack to start a grapple. You bonus to AC until your next turn when performing a
also receive a +4 bonus on all grapple checks, regardless shield bash.
of whether you started the grapple.
Normal: Without this feat, you provoke an attack of
Improved Sunder
opportunity when you make a touch attack to start a [General]
grapple. You excel at attacking opponents’ weapon and shields,
Special: Warriors can select Improved Grapple as one as well as other objects.
of their warrior bonus feats. Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried
Improved Initiative by an opponent (such as a weapon or shield), you do not
[General] provoke an attack of opportunity. You also receive a +4
You react faster than normal in combat. bonus on any attack roll made to attack an object held
Benefit: You receive a +4 bonus on initiative checks. or carried by another character.
Special: Warriors may select Improved Initiative as Normal: Without this feat, you provoke an attack of
one of their warrior bonus feats. opportunity when you strike at an object held or carried
by another character.
Improved Overrun Special: Warriors can select Improved Sunder as one
[General] of their warrior bonus feats.
You excel at knocking opponents down.
Prerequisites: Str 13, Power Attack.
Improved Trip
Benefit: When you attempt to overrun opponents, they [General]
cannot choose to avoid you. You also receive a +4 bonus You excel at making trip attacks.
on your Strength check to knock down opponents. Prerequisites: Int 13, Combat Expertise.
Normal: Without this feat, targets of an overrun Benefit: You do not provoke an attack of opportunity
can choose to avoid or to block you (see Chapter 12: when you attempt to trip an opponent while you are
Combat, “Special Attacks,” Overrun). unarmed. You also receive a +4 bonus on your Strength
Special: Warriors may select Improved Overrun as check to trip your opponent.
one of their warrior bonus feats. If you trip an opponent in melee combat, you
immediately get a melee attack against that opponent as
Improved Precise Shot if you had not used your attack for the trip attempt.
[General] Normal: Without this feat, you provoke an attack of
Your ranged attacks can ignore cover or concealment. opportunity when you attempt to trip an opponent while
Prerequisites: Agy 19, Point Blank Shot, Precise Shot, you are unarmed.
base attack bonus +11. Special: Warriors can select Improved Trip as one of
Benefit: Your ranged attacks ignore the AC bonus their warrior bonus feats.
granted to targets by anything less than total cover and
the miss chance granted to targets by anything less than
Improved Two-Weapon Fighting
total concealment. Total cover and total concealment [General]
provide their normal benefits against your ranged You excel at fighting with two weapons.
attacks. Prerequisites: Agy 17, Two-Weapon Fighting, base
Additionally, when you shoot or throw ranged weapons attack bonus +6.
at grappling opponents, you automatically strike the Benefit: In addition to the standard single attack you
opponent you have chosen. get with an off-hand weapon, you get a second attack
Normal: See the normal rules for cover and con- with that weapon, but at a –5 penalty.
cealment (Chapter 12: Combat, “Combat Modifiers”). Normally: Without this feat, you get only a single
Without this feat, shooting or throwing a ranged weapon extra attack with an off-hand weapon.
at targets involved in a grapple requires you to roll Special: Warriors can select Improved Two-Weapon
randomly to see which combatant you hit. Fighting as one of their warrior bonus feats.
Special: Warriors can select Improved Precise Shot as
one of their warrior bonus feats.
Improved Unarmed Strike
[General]
Improved Shield Bash You are skilled at fighting unarmed.
[General] Benefit: You are considered to be armed even
You are skilled at bashing with your shield and retaining when unarmed; thus, you do not provoke attacks of
its shield bonus to your AC. opportunity from armed opponents when you attack
Prerequisite: Shield Proficiency. them while unarmed. You do, though, get attacks of
Benefit: When you perform a shield bash, you may opportunity against opponents who make unarmed
still apply the shield’s shield bonus to your AC. attacks on you.
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Normal: Without this feat, you are considered unarmed Other modifiers may apply when you try to attract a
when attacking with an unarmed strike, and you can deal cohort:
only nonlethal damage with such an attack.
Special: Warriors can select Improved Unarmed Strike The Leader… Modifier
as one of their warrior bonus feats. Has a familiar, special mount, –2
Inner Rage or animal companion
[Shout] Recruits cohorts of a different alignment –1
Caused the death of a cohort –2*
When you enter a rage, you can shout powerfully.
Prerequisites: Ability to rage, one shout feat. * Cumulative per cohort killed.
Benefit: When you enter a rage, you can use a shout
feat without using up one of your shouts per day. However, Followers have different priorities from cohorts. When
the shout’s effects last only half as long as normal. you try to attract a new follower, use any of the following
modifiers that apply.
Intimidating Shout
[Shout] The Leader… Modifier
You can terrify opponents with a fearsome battle cry. Has a stronghold, base of operations, +2
Benefit: When you make an Intimidating Shout, guildhouse, or the like
opponents within 30 feet must attempt Will saves (DC Moves around a lot –1
10 + half your character level + your Charisma bonus).
A foe who fails this saving throw is shaken. Intimidating
Shout is a fear effect.
Special: If you have 5 or more ranks in Intimidate,
Lightning Reflexes
increase the Will save’s DC by +2. [General]
You may spend a hero point when you make an Your incredible reflexes allow you to avoid danger.
Intimidating Shout. If you do, opponents who fail their Benefit: You receive a +2 bonus on all Reflex saves.
saves are panicked for 1d6 rounds.
Warriors can select Intimidating Shout as one of their
Lightning Reload
warrior bonus feats. [General]
You reload firearms with well-practiced efficiency.
Iron Will Prerequisites: Agy 13, Exotic Weapon Proficiency
[General] (firearms).
Your incredible will saves you from danger. Benefit: You can reload firearms much faster than normal.
Benefit: You receive a +2 bonus on all Will saves. You can reload a firearm that normally takes a move action
Leadership to reload as a free action, a firearm that takes a standard
action to reload as a move action, and a firearm that takes
[General] more than 1 round to reload in half the normal time.
Others desire to follow you, and you may attempt to Special: Warriors can select Lightning Reload as one
recruit cohorts and followers. of their warrior bonus feats.
Prerequisite: Character level 6th.
Benefits: This feat enables you to attract loyal companions Magic Energy Control
and devoted followers, subordinates who assist you. Cohorts [General]
are more powerful than followers, and you may only ever You understand the flow of magical energy and find it
have one cohort. See the following tables to determine what easy to tap into and control.
sort of cohort and how many followers you can recruit. Benefit: You prepare spells in half the normal time.
Leadership Modifiers: Several factors can affect your You gain a +1 bonus on Will saves.
Leadership score, causing it to vary from the base score Special: A high elf character with this feat no longer
(character level + Cha modifier). Your reputation (from suffers from the effects of magic addiction. As a result,
the point of view of the cohort or follower you are trying he prepares his spells in the normal amount of time. A
to attract and determined by the GM) raises or lowers high elf is not actually cured of the addiction, so night
your Leadership score: elves, for instance, can still detect the taint normally.

Leader’s Reputation Modifier Manyshot


Great renown +2 [General]
Fairness and generosity +1 You can fire multiple arrows simultaneously at a target.
Special power +1 Prerequisites: Agy 17, Point Blank Shot, Rapid Shot,
Failure –1 base attack bonus +6.
Aloofness –1 Benefit: As a standard action, you may fire two arrows
Cruelty –2 at a single opponent within 30 feet. Both arrows use the
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same attack roll (with a –4 penalty) to determine success, Prerequisites: Iron Will, Magic Energy Control, caster
and deal damage normally (see “Special,” below). level 3rd.
For every 5 points of base attack bonus you have above Benefit: A mirrored spell creates two copies of the same
+6, you can add one additional arrow to this attack, to a spell. The two copies of the spell resolve simultaneously
maximum of four arrows at a base attack bonus of +16. and separately. They may have the same or different
Each arrow after the second, however, adds a cumulative targets.
–2 penalty on the attack roll (for a total penalty of –6 A mirrored spell takes up a spell slot equal to twice the
with three arrows and –8 with four). Damage reduction original spell’s level +1.
and other resistances apply separately against each arrow
fired.
Mobility
Special: Regardless of the number of arrows you fire, [General]
you apply precision-based damage only once. If you You are difficult to hit while moving.
score a critical hit, only the first arrow fired deals critical Prerequisites: Agy 13, Dodge.
damage; all others deal regular damage. Benefit: You receive a +4 dodge bonus to AC against
Warriors can select Manyshot as one of their warrior attacks of opportunity caused when you move out of
bonus feats. or within a threatened area. Conditions that make you
lose your Agility bonus to AC also make you lose dodge
Martial Weapon Proficiency bonuses.
[General] Dodge bonuses stack with each other.
Choose a type of martial weapon. You understand how Special: Warriors can select Mobility as one of their
to use that type of martial weapon in combat. warrior bonus feats.
Benefit: You make attack rolls with the selected
weapon normally.
Mounted Archery
Normal: When using a weapon with which you are [General]
not proficient, you take a –4 penalty on attack rolls. You are skilled at making ranged attacks while
Special: Barbarians, paladins and warriors are mounted.
proficient with all martial weapons. They need not select Prerequisites: Ride 1 rank, Mounted Combat.
this feat. Benefit: The penalty you take when using a ranged
You can take Martial Weapon Proficiency multiple weapon while mounted is halved: –2 instead of –4 if your
times. Each time, it applies to a new type of weapon. mount is taking a double move; –4 instead of –8 if your
mount is running.
Maximize Spell Special: Warriors can select Mounted Archery as one
[Metamagic] of their warrior bonus feats.
You can cast spells to their full effect.
Benefit: All variable, numeric effects of a spell
Mounted Combat
modified by this feat are maximized. Saving throws and [General]
opposed rolls are not affected, nor are spells without You are skilled at fighting while mounted.
random variables. Prerequisite: Ride 1 rank.
A maximized spell uses up a spell slot three levels Benefit: Once per round when your mount is hit in
higher than the spell’s actual level. combat, you may attempt a Ride check (as a reaction) to
An empowered, maximized spell gains the separate negate the hit. The hit is negated if your Ride check result
benefits of each feat: the maximum result plus one-half is greater than the opponent’s attack roll. (Essentially,
the normally rolled result. the Ride check result becomes the mount’s AC if it is
higher than the mount’s regular AC.)
Mighty Lungs Special: Warriors can select Mounted Combat as one
[General] of their warrior bonus feats.
You can shout many times per day.
Prerequisite: One shout feat.
Natural Spell
Benefit: You can shout two additional times per day. [General]
Special: You can gain this feat multiple times; its You can cast spells while in a wild shape.
effects stack. Prerequisites: Spt 13, wild shape ability.
Warriors can select Mighty Lungs as one of their Benefit: You can complete verbal and somatic
warrior bonus feats. components of spells while in a wild shape. You substitute
various noises and gestures for the normal verbal and
Mirror Spell somatic components of a spell.
[Metamagic] You can also use any material components or focuses
You may channel additional arcane energy to duplicate you possess, even if such items are melded within your
the effects of a spell you just cast. current form. This feat does not permit the use of magic

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items while you are in a form that could not ordinarily Prerequisite: Point Blank Shot.
use them, and you do not gain the ability to speak while Benefit: You can shoot or throw ranged weapons at an
in a wild shape. opponent engaged in melee without taking the standard
–4 penalty on your attack roll.
Pistol Whip Special: Warriors can select Precise Shot as one of
[General] their warrior bonus feats.
You can use a firearm as an improvised melee weapon
without damaging it.
Precision Leadership
Benefit: You are proficient at using a firearm as a melee [General]
weapon and can do so without damaging it. A firearm By training your followers to coordinate their fire,
used in this way deals bludgeoning damage depending you have turned individual soldiers into a single, deadly
on its size, as shown on the table below. ranged weapon.
Prerequisites: Leadership, Point Blank Shot.
Firearm Size Damage (S) Damage (M) Benefit: If a number of your followers make ranged
Light 1d3 1d4 attacks against the same target at the same time (by
One-handed 1d4 1d6 delaying or readying actions, for instance), each follower
receives a +1 bonus on his damage roll for each other
Two-handed 1d6 1d8
follower attacking at the same time. If all followers
attacking at the same time are using the same type of
Normal: Any character may use a firearm as a melee weapon (composite longbows or flintlock pistols, for
weapon, though she takes normal nonproficiency penalties example), add together the damage from all of the
and the firearm takes the same damage it deals. successful attacks before applying damage reduction.
Special: Warriors can select Pistol Whip as one of
their warrior bonus feats. Pulverize
Point Blank Shot [General]
Your blows with your tauren totem are occasionally so
[General] mighty that they create a small shockwave spreading out
You excel at making ranged attacks at close range. from the impact.
Benefit: You receive a +1 bonus on attack and damage Prerequisites: Str 15, Spt 13, Exotic Weapon
rolls with ranged weapons at ranges of up to 30 feet. Proficiency (tauren totem), Follower of the Totem, base
Special: Warriors can select Point Blank Shot as one attack bonus +6.
of their warrior bonus feats. Benefit: When you score a critical hit with a tauren
Power Attack totem, all creatures adjacent to the creature you strike
[General] take bludgeoning damage equal to 1d6 + half your
Strength bonus.
You can make severely damaging attacks.
Special: Warriors can select Pulverize as one of their
Prerequisite: Str 13.
warrior bonus feats.
Benefit: On your action, before making attack rolls for
the round, you can choose to subtract a number from all Punishing Blow
melee attack rolls and add it to all melee damage rolls. This [General]
number may not exceed your base attack bonus. The penalty You are trained to take advantage of unsuspecting foes
on attacks and bonus on damage apply until your next turn. using your chosen weapon.
Special: If you attack with a two-handed weapon, Prerequisites: Proficient with weapon, base attack
or with a one-handed weapon wielded in two hands, bonus +4.
add twice the number subtracted from your attack rolls Benefit: Select a type of melee weapon with which
instead. The bonus from Power Attack cannot be added you are proficient. You deal +1d6 points of damage with
to the damage dealt with a light weapon (except with that weapon as long as the target is denied her Agility
unarmed strikes or natural weapon attacks), even though bonus to AC or if you flank the target. If you score a
the penalty on all attack rolls still applies. (Normally, a critical hit, this extra damage is not multiplied.
double weapon is treated as a one-handed weapon and a Special: The extra damage stacks with that caused by
light weapon. If you choose to use a double weapon like a rogue’s backstab. You can gain this feat multiple times;
a two-handed weapon, attacking with only one end of it each time it applies to a different weapon.
in a round, you treat it as a two-handed weapon.) Warriors can select Punishing Blow as one of their
Warriors can select Power Attack as one of their warrior bonus feats.
warrior bonus feats.
Quick Draw
Precise Shot
[General]
[General] You can draw your weapon or other object with
You can fire into melee with exceptional accuracy. incredible speed.
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Prerequisite: Base attack bonus +1. Warriors can select Rapid Reload as one of their
Benefit: You can draw a weapon as a free action instead warrior bonus feats.
of as a move action. You can draw a hidden weapon (see
Chapter 5: Skills, “Sleight of Hand”) as a move action.
Rapid Shot
Characters with this feat may throw weapons at their [General]
full normal rate of attacks (much like a character with You can make ranged attacks with incredible speed.
a bow). Prerequisites: Agy 13, Point Blank Shot.
Normal: Without this feat, you may draw a weapon Benefit: You can get one extra attack per
as a move action or (if your base attack bonus is +1 or round with a ranged weapon. The attack is
higher) as a free action as part of movement; as well, you at your highest base attack bonus, but each
can draw a hidden weapon as a standard action. attack you make in that round (the extra
Special: Warriors can select Quick Draw as one of
their warrior bonus feats.
Quicken Spell
[Metamagic]
You can cast spells almost instantly.
Benefit: Casting a quickened spell
is a free action. You can perform
another action, even casting another
spell, in the same round as you cast a quickened spell.
You may cast only one quickened spell per round. A
spell with a casting time of more than 1 full-round
action cannot be quickened. A quickened spell uses
up a spell slot four levels higher than the spell’s
actual level. Casting a quickened spell doesn’t
provoke an attack of opportunity.
Special: This feat can’t be applied to any spell
cast spontaneously (including healer spells cast
spontaneously), since applying a metamagic feat to a
spontaneously cast spell automatically increases
the casting time to a full-round action.
Rapid Reload
[General]
Choose a type of crossbow (hand, light
or heavy).
Prerequisite: Weapon Proficiency
(crossbow type chosen).
Benefit: The time required for
you to reload your chosen type of
crossbow is reduced to a free action
(for a hand or light crossbow) or a
move action (for a heavy crossbow).
Reloading a crossbow still provokes
an attack of opportunity.
If you have selected this feat for a
hand or light crossbow, you may fire
that weapon as many times in a
full attack action as you
could if using a bow.
Normal: Characters
without this feat need a
move action to reload
a hand or light crossbow,
or a full-round action to reload
a heavy crossbow.
Special: You can take Rapid Reload multiple times.
Each time, it applies to a new type of crossbow.
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one and the normal ones) takes a –2 penalty. You must Prerequisite: Ride 1 rank.
use the full attack action to use this feat. Benefit: You do not take a penalty on Ride checks
Special: Warriors can select Rapid Shot as one of their when riding bareback. You gain a +1 bonus on all Ride
warrior bonus feats. checks.
Normal: A character who rides bareback takes a –5
Reckless Attack penalty on Ride checks.
[General] Special: Warriors can select Ride Bareback as one of
You throw caution by the wayside as you smash your their warrior bonus feats.
opponents as hard as possible.
Prerequisite: Str 13.
Ride-By Attack
Benefit: On your action, before making attack rolls [General]
for the round, you may choose to subtract a number from You can make attacks from a moving mount.
your AC and add the same number to all melee damage Prerequisites: Ride 1 rank, Mounted Combat.
rolls. This number may not exceed your base attack Benefit: When you are mounted and use the charge
bonus. The penalty to AC and bonus on damage apply action, you may move and attack as if with a standard
until your next turn. charge and then move again (continuing the straight
Special: If you attack with a two-handed weapon, or with line of the charge). Your total movement for the round
a one-handed weapon wielded in two hands, add twice the cannot exceed double your mounted speed. You and your
number subtracted from your AC instead. You cannot add mount do not provoke an attack of opportunity from the
the bonus from Reckless Attack to the damage dealt with opponent you attack.
a light weapon (except with unarmed strikes or natural Special: Warriors can select Ride-By Attack as one of
weapon attacks), even though the penalty to AC still applies. their warrior bonus feats.
(Normally, you treat a double weapon as a one-handed
weapon and a light weapon. If you choose to use a double
Run
weapon like a two-handed weapon, attacking with only one [General]
end of it in a round, you treat it as a two-handed weapon.) You run faster than normal.
Warriors can select Reckless Attack as one of their Benefit: When running, you move five times your
warrior bonus feats. normal speed (if wearing medium, light or no armor and
carrying no more than a medium load) or four times your
Reflect Spell speed (if wearing heavy armor or carrying a heavy load).
[Metamagic] If you make a jump after a running start (see Chapter 5:
Instead of dissipating the energy of a countered spell, Skills, “Jump”), you gain a +4 bonus on your Jump check.
you may reflect that spell back upon its caster. While running, you retain your Agility bonus to AC.
Prerequisites: Block Spell, Iron Will, Magic Energy Normal: You move four times your speed while running
Control, Mirror Spell, caster level 7th. (if wearing medium, light or no armor and carrying no
Benefit: When you successfully counter a spell, instead more than a medium load) or three times your speed (if
of dismissing it entirely you may choose to retarget it wearing heavy armor or carrying a heavy load); and you
upon its caster. To do so you must spend a spell slot that lose your Agility bonus to AC.
is at least the same level as the spell you are reflecting.
If you decide to reflect the spell, the spell targets its
Scavenge Materials
caster if the caster is a legal target. (If the caster is not [Technology]
a legal target, the reflect attempt fails.) The spell then You are adept at making do with whatever materials
takes effect normally. come to hand.
For example, Leanine Starborn, a high elf priestess with Prerequisites: Craft 8 ranks.
the Reflect Spell feat, is engaged in combat with Alastair Benefit: You may build an item using raw materials
Bentstaff, a human mage. Leanine readies an action to equivalent to only 1/10 the item’s market value. The
counter a spell. Alastair attempts to cast cripple on Leanine; Craft check DC needed to build the item increases by
Leanine identifies it with a Spellcraft check and successfully +10.
counters it with dispel magic. She then decides to reflect the Special: Tinkers can select Scavenge Materials as one
spell onto Alastair. She spends a 2nd-level spell slot (because of their tinker bonus feats.
cripple is a 2nd-level spell). Alastair casts cripple on himself,
with the duration, save DC and other pertinent information
Scribe Scroll
based on his statistics, as normal. Leanine expended two [Item Creation]
spell slots — a 3rd-level slot for dispel magic and a 2nd-level You can create scrolls.
slot for the reflection — to reflect Alastair’s cripple. Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you
Ride Bareback know. Scribing a scroll takes 1 day for each 1,000 gp in
[General] its base price. The base price of a scroll is its spell level x
You do not need a saddle or bridle to guide a mount. its caster level x 25 gp. To scribe a scroll, you must spend
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1/25 of this base price in experience points and use up Normal: When using weapons with which they are not
raw materials costing 1/2 this base price. Any scroll that proficient, characters take a –4 penalty on attack rolls.
stores a spell with a costly material component or an Special: All characters except for arcanists are
experience point cost also carries a commensurate cost. automatically proficient with all simple weapons. They
In addition to the costs derived from the base price, need not select this feat.
you must expend the material component or pay the
experience points when scribing the scroll.
Skill Focus
[General]
Shield Proficiency You excel at a specific skill.
[General] Benefit: You get a +3 bonus on all checks involving
You can use a shield. that skill.
Benefit: You can use a shield and take only the Special: You can take this feat multiple times. Its
standard penalties. effects do not stack. Each time, it applies to a new skill.
Normal: When you are using a shield with which you The bonus provided by this feat is an unnamed bonus,
are not proficient, you take the shield’s armor check which stacks with all others.
penalty on attack rolls and all skill checks that involve
moving, including Ride checks.
Skilled
Special: Barbarians, paladins and warriors [General]
automatically have Shield Proficiency as a bonus feat. You have devoted a great deal of energy to developing
They need not select it. your skills.
Benefit: Choose two skills in which you have at least 1
Shot on the Run rank. You gain a +2 bonus on checks with those skills.
[General] Special: You can gain this feat multiple times. Each time,
You can attack with ranged weapons while you move. it applies to two different skills. The bonus provided by this
Prerequisites: Agy 13, Dodge, Mobility, Point Blank feat is an unnamed bonus, which stacks with all others.
Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged
Small Device Knack
weapon, you can move both before and after the attack, [Technology]
provided that the total distance moved is not greater You have nimble fingers and a gift for fine work-
than your speed. manship.
Special: Warriors can select Shot on the Run as one of Prerequisites: Agy 13.
their warrior bonus feats. Benefit: You get a +2 bonus on Craft (technological
device) checks when building a device of Tiny,
Siege Weapon Knack Diminutive or Fine size. Your Technological Limit for
[Technology] building such devices increases by +2.
You have a talent for building — and sabotaging — You can build devices that are easily concealed or
large weapons and engines of destruction. disguised as other objects, such as a small pistol in the
Benefit: You receive a +2 bonus on Craft shape of a spoon. If you choose to conceal or disguise
(technological device) checks when building catapults, a device, a character attempting to find it must make a
cannons, mortars and other siege weapons, and a +2 Spot check. A character trying to discover the device’s
bonus on Disable Device checks when sabotaging such function must make a Use Technological Device check.
weapons. Your Technological Limit for building siege The DC of either check is 10 + your ranks in Craft
weapons increases by +2. (technological device).
Special: Tinkers can select Siege Weapon Knack as Special: Tinkers can select Small Device Knack as
one of their tinker bonus feats. one of their tinker bonus feats.
Silent Spell Snatch Arrows
[Metamagic] [General]
You can cast spells without speaking. You excel at grabbing incoming projectile and thrown
Benefit: A silent spell can be cast with no verbal weapons.
components. Spells without verbal components are Prerequisites: Agy 15, Deflect Arrows, Improved
not affected. A silent spell uses up a spell slot one level Unarmed Strike.
higher than the spell’s actual level. Benefit: When using this feat, you may catch the
weapon instead of just deflecting it. Thrown weapons
Simple Weapon Proficiency can immediately be thrown back at the original attacker
[General] (even though it isn’t your turn) or kept for later use.
You can use simple weapons in combat. You must have at least one free hand to use this feat.
Benefit: You make attack rolls with simple weapons Special: Warriors can select Snatch Arrows as one of
normally. their warrior bonus feats.
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Sniper Shot Benefit: When using the attack action with a melee
weapon, you can move both before and after the attack
[General] if your total distance moved is not greater than your
You can make damaging, long-range shots. speed. Moving in this way doesn’t provoke an attack of
Prerequisites: Point Blank Shot, base attack bonus +4. opportunity from the defender you attack, though it might
Benefit: You can make a Sniper Shot as a full-round provoke attacks of opportunity from other opponents, if
action with any ranged weapon. The attack’s range appropriate. You can’t use this feat while wearing heavy
increment increases by half, and the weapon deals an armor. You must move at least 5 feet both before and after
additional +1d6 points of damage. If you score a critical your attack in order to benefit from Spring Attack.
hit with a sniper shot, this extra damage is not multiplied. Special: Warriors can select Spring Attack as one of
Special: Warriors can select Sniper Shot as one of their warrior bonus feats.
their warrior bonus feats.
Still Spell
Spell Focus [Metamagic]
[General] You can cast spells without gestures.
Your spells of a particular school of magic are more Benefit: A stilled spell can be cast without somatic
potent than normal. components.
Benefit: Add +1 to the DC for all saving throws Spells without somatic components aren’t affected. A
against spells from the school of magic you select. stilled spell uses up a spell slot one level higher than the
Special: You can take this feat multiple times. Its effects do spell’s actual level.
not stack. Each time, it applies to a new school of magic.
Storm Bolt
Spell Mastery [General]
[Special] You can stun opponents with a well-hurled weapon.
You don’t need a spellbook anymore to prepare certain Prerequisites: Str 13, Bash, Power Attack, base attack
spells. bonus +4.
Prerequisite: Arcanist level 1st. Benefit: You can use the Bash feat with a ranged
Benefit: Each time you take this feat, choose a number bludgeoning weapon. Each use of Storm Bolt counts
of spells equal to your Intellect modifier that you already against your uses of Bash per day. You can use Bash one
know. From that point on, you can prepare these spells additional time each day.
without referring to a spellbook. Special: Warriors can select Storm Bolt as one of their
Normal: Without this feat, you must use a spellbook warrior bonus feats.
to prepare all your spells, except read magic.
Stunning Fist
Spell Penetration [General]
[General] You can stun opponents with your unarmed attacks.
Your spells break through spell resistance more easily Prerequisites: Agy 13, Spt 13, Improved Unarmed
than normal. Strike, base attack bonus +8.
Benefit: You receive a +2 bonus on caster level checks Benefit: You must declare that you are using this feat
(1d20 + caster level) made to overcome a creature’s before making your attack roll (thus, a failed attack
spell resistance. ruins the attempt). Stunning Fist forces a foe damaged
Spirited Charge by your unarmed attack to make a Fortitude save (DC
10 + 1/2 your character level + your Spt modifier) in
[General] addition to dealing damage normally. Defenders who fail
You can make a powerful mounted charge. their saves are stunned for 1 round (until just before your
Prerequisites: Ride 1 rank, Mounted Combat, Ride- next action). For the effects of being stunned, see Chapter
By Attack. 13: Abilities and Conditions, “Conditions,” Stunned. You
Benefit: When mounted and using the charge action, may attempt a stunning attack once per day for every
you deal double damage with a melee weapon (or triple four levels you have attained (see “Special,” below), and
damage with a lance). no more than once per round. Constructs, oozes, plants,
Special: Warriors can select Spirited Charge as one of undead, incorporeal creatures and creatures immune to
their warrior bonus feats. critical hits cannot be stunned.
Spring Attack Special: Warriors can select Stunning Fist as one of
their warrior bonus feats.
[General]
You can make exceptionally fast melee attacks while Thunderous Blow
moving. [General]
Prerequisites: Agy 13, Dodge, Mobility, base attack You can cause an enormous thunderclap when you
bonus +4. strike an opponent.
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Prerequisites: Str 15, Bash, Power Attack, base attack on attack rolls and all skill checks that involve moving,
bonus +4. including Ride.
Benefit: Once per day, you may attempt a Thunderous Special: Warriors automatically have Tower Shield
Blow with one normal melee attack. You must declare Proficiency as a bonus feat. They need not select it.
your intent to use Thunderous Blow before you make
your attack roll. If you hit, a thunderclap effect (as the
Track
spell) triggers, centered on the target. Your caster level [General]
is equal to your character level for the purposes of this You can find, identify and follow the trails of
attack, and the DC to resist its effects is 10 + half your creatures.
character level + your Charisma modifier. If you miss Benefit: Finding tracks or following them for 1 mile
with your Thunderous Blow, the blow has no effect but requires a successful Survival check. You must make
is still used up for that day. another Survival check every time the tracks become
Special: You can gain this feat multiple times. Each difficult to follow.
time, you can use it one additional time per day. You move at half your normal speed (or at your normal
Warriors can select Thunderous Blow as one of their speed with a –5 penalty on the check, or up to twice your
warrior bonus feats. normal speed with a –20 penalty). The DC depends on
the surface and the prevailing conditions, as given on
Toughness the table below.
[General]
You are tougher than normal. Surface Survival DC
Benefit: You gain +3 hit points. Very soft ground 5
Special: Characters may take this feat multiple times. Soft ground 10
Its effects stack.
Firm ground 15
Tower Shield Proficiency Hard ground 20
[General]
You can use tower shields. Very Soft Ground: Any surface (fresh snow, thick
Prerequisite: Shield Proficiency. dust, wet mud) that holds deep, clear impressions of
Benefit: You can use a tower shield and suffer only the footprints.
standard penalties. Soft Ground: Any surface soft enough to yield to
Normal: Characters who use a shield with which they pressure, but firmer than wet mud or fresh snow, in which
are not proficient take the shield’s armor check penalty a creature leaves frequent but shallow footprints.

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Firm Ground: Most normal outdoor surfaces (such as Normal: See the normal trample rules (Chapter 12:
lawns, woods and the like) or exceptionally soft or dirty Combat, “Special Attacks, ” Overrun).
indoor surfaces (such as thick rugs and very dirty or dusty Special: Warriors can select Trample as one of their
floors) are considered as firm ground. Creatures might warrior bonus feats.
leave some traces (broken branches or tufts of hair), but
they leave only occasional or partial footprints.
Trick Shot
Hard Ground: Any surface that doesn’t hold footprints [General]
at all (such as bare rock or an indoor floor) is considered You can bounce a ranged attack off a surface and hit
as hard ground. Most streambeds fall into this category, your target from an unexpected angle.
since any footprints left behind are obscured or washed Prerequisites: Point Blank Shot, Precise Shot.
away. Creatures leave only traces (scuff marks or Benefit: If you have a solid, relatively smooth surface
displaced pebbles) of their passing. on which to skip a ranged weapon (such as the ground
Several modifiers may apply to the Survival check, as or a masonry wall), and a target within 10 feet of that
given on the following table. surface, you may ignore cover between you and the
target. However, you take a –2 penalty on your attack
and damage rolls.
Table 6–2: Tracking Modifiers Special: The surface need not be perfectly smooth and
Survival DC level; you can use a brick wall or a cobblestone road. If
Condition Modifier the target has full cover, you can attempt a trick shot,
Every 3 creatures in the group being tracked –1 but you must guess at the target’s location and he has full
Size of creature or creatures being tracked Variable* concealment from your attack.
If you are using a moonglaive and are proficient in its
Every 24 hours since the trail was made +1
use, you do not take the penalties on attack and damage
Every hour of rain since the trail was made +1
rolls for performing a trick shot.
Fresh snow cover since the trail was made +10 Warriors can select Trick Shot as one of their warrior
Poor visibility Variable** bonus feats.
Tracked party hides trail +5
(and moves at half speed)
Triumphant Yell
* Fine +8, Diminutive +4, Tiny +2, Small +1, Medium +0, Large –1, Huge [Shout]
–2, Gargantuan –4, Colossal –8. For a group of mixed sizes, apply only the When you down a foe, your victory cry echoes across
modifier for the largest size category. the field.
** Overcast or moonless night +6; moonlight +3; fog or precipitation +3. Prerequisites: One shout feat, character level 6.
Apply only the largest modifier from this category. Benefit: When you drop a foe (typically by dropping
it below a number of negative hit points equal to its
Stamina modifier, or by killing it) in melee combat, you
may immediately use one of your shout feats without
If you fail a Survival check, you can retry after 1 hour using up one of your shouts per day. However, the shout’s
(outdoors) or 10 minutes (indoors) of searching. effects last only half as long as normal.
Normal: Without this feat, characters can use the Two-Weapon Defense
Survival skill to find tracks, but they can follow them
only if the DC for the task is 10 or lower. Alternatively, [General]
characters can use Search to find a footprint or similar Your two-weapon fighting style provides defense as
sign of a creature’s passage, using the DCs given in Table well as offense.
6–2, but they can’t use Search to follow tracks, even if Prerequisites: Agy 15, Two-Weapon Fighting.
someone else has already found them. Benefit: You gain a +1 shield bonus to your AC when
Special: Scouts automatically have Track as a bonus wielding a double weapon or two weapons (not including
feat. They need not select it. natural weapons or unarmed strikes).
Track does not allow you to find or follow the tracks When you fight defensively or take the total defense
made by a subject of a pass without trace spell. action, this shield bonus increases to +2.
Special: Warriors can select Two-Weapon Defense as
Trample one of their warrior bonus feats.
[General] Two-Weapon Fighting
You can run over opponents while mounted.
Prerequisites: Ride 1 rank, Mounted Combat. [General]
Benefit: When you attempt to overrun an opponent You can fight with a weapon in each hand. You can
while mounted, your target may not choose to avoid make one extra attack each round with the second
you. Your mount may make one hoof attack against any weapon.
target you knock down, gaining the standard +4 bonus Prerequisite: Agy 15.
on attack rolls against prone targets.
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Benefit: Your penalties on attack rolls for fighting with to shake. All creatures smaller than you within 10 feet
two weapons are reduced. The penalty for your primary must make a Balance check (DC 10 + your Strength
weapon decreases by –2; the one for your off hand modifier) or fall prone.
decreases by –6 (see Table 12–9: Two-Weapon Fighting Special: If you are a tauren, this feat affects all non-
Penalties). tauren creatures of Medium size or smaller.
Normal: If you wield a second weapon in your off
hand, you can take one extra attack per round with
Weapon Finesse
that weapon. When fighting in this way, you suffer a [General]
–6 penalty with your regular attack or attacks with You are especially skilled at using light weapons.
your primary hand and a –10 penalty to your off-hand Prerequisite: Base attack bonus +1.
attack. If your off-hand weapon is light, the penalties are Benefit: With a light weapon, rapier, whip or spiked
reduced by 2 each. (An unarmed strike always is always chain made for a creature of your size category, you
considered light.) can use your Agility modifier instead of your Strength
Special: Warriors can select Two-Weapon Fighting as modifier on attack rolls. If you carry a shield, its armor
one of their warrior bonus feats. check penalty applies on your attack rolls.
Special: Warriors can select Weapon Finesse as one of
Vehicle Knack their warrior bonus feats.
[Technology] Natural weapons are always considered light
You have a talent for building and operating vehicles. weapons.
Benefit: You receive a +2 bonus on Craft (technological
device) and Use Technological Device checks when
Weapon Focus
building or using a vehicle. Your Technological Limit for [General]
building vehicles increases by +2. Choose one type of weapon. You can also choose
Special: Tinkers can select Vehicle Knack as one of unarmed strike or grapple (or ray, if you are a spellcaster)
their tinker bonus feats. as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base
Vehicle Proficiency attack bonus +1.
[Technology] Benefit: You gain a +1 bonus on all attack rolls you
You are familiar with and can operate vehicles that make using the selected weapon.
move over land, through water or in the air. Special: You can take this feat multiple times. Its
Benefit: Choose a specialty: land vehicles, water effects do not stack. Each time, it applies to a new type
vehicles or air vehicles. You may operate a vehicle of the of weapon.
appropriate type by making a Use Technological Device Warriors can select Weapon Focus as one of their
check. warrior bonus feats.
Normal: A character who operates a vehicle without
the appropriate proficiency takes a –4 penalty on her
Weapon Specialization
Use Technological Device check. [General]
Special: You can take this feat multiple times. Each Choose one type of weapon for which you have
time, it applies to a different specialty. already taken the Weapon Focus feat. You can also
Tinkers can select Vehicle Proficiency as one of their choose unarmed strike or grapple as your weapon for
tinker bonus feats. purposes of this feat. You deal extra damage when using
this weapon.
Wand Specialization Prerequisites: Proficiency with selected weapon,
[General] Weapon Focus with selected weapon, warrior level 4th.
Spells you cast from wands are especially devastating. Benefit: You gain a +2 bonus on all damage rolls made
Prerequisite: Caster level 1. using the selected weapon.
Benefit: When you use a wand to cast a spell that Special: You can take this feat multiple times. Its
deals damage, the spell deals +1 point of damage per effects do not stack. Each time, it applies to a new type
damage die. For example, when you employ a wand of of weapon.
frost nova, the spell deals 5d6+5 points of damage. Warriors can select Weapon Specialization as one of
their warrior bonus feats.
War Stomp
[General] Whirlwind Attack
Using your great size and mass, you cause the ground [General]
to shudder. You can hit several opponents at once with a spinning
Prerequisites: Str 19, tauren or size Large. attack.
Benefits: You can stamp your foot or slam your fist or Prerequisites: Agy 13, Int 13, Combat Expertise,
weapon on the ground (as a standard action), causing it Dodge, Mobility, Spring Attack, base attack bonus +4.

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