Feats

Still working on Feats.

However, most feats and Class Features will cost 2 Build Points. If the Feat or Class Feature has a level requirement, then multiply that level by 3, this is the point cost.

A lot of the Feats will require specific Skill Ranks. If you want a Feat or Class feature, it is best to ask me about it. There are far too many for me to rewrite.

Feat List

Blind-Fight
Prereq: (Any Melee Weapon Skill) 3, Insight 13
Cost: 3 points

This Perk only works for a Melee Weapon skill that is at 3 Ranks or Higher

Benefit
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special
The Blind-Fight Skill Perk is of no use against a character who is the subject of a blink spell.

Cleave
Prereq: (Any Melee Weapon Skill) 7, Strength 13, Power Attack
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Combat Expertise
Prereq: Intellect 13
Cost: 2 points

Benefit
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your Skill Rank Bonus in the Chosen Melee Weapon Skill. The changes to attack rolls and Armor Class last until your next action.

Normal
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -2 penalty on attack rolls and gain a +1 dodge bonus to Armor Class.

Combat Reflexes
Prereq: Agility 13, Insight 13
Cost: 2 points

Benefit
You may make a number of additional attacks of opportunity equal to your Agility bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal
A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Extra Attack
Prereq: (Any Weapon Skill) 7, Agility 13
Cost: 5 points

This Perk only works for a Weapon skill that is at 7 Ranks or Higher

Benefit
You gain a number of Extra Attacks per round equal to One less than your Skill Rank Bonus (+1 attack at Five Ranks, +2 Attacks at ten Ranks, +3 Attacks at 15 Ranks, +4 attacks at 20 Ranks). Each extra attack receives a -1 Penalty to the check.

Deflect Arrows
Prereq: Exotic (Unarmed) 7, Agility 13
Cost: 2 points

Benefit
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Diehard
Prereq: Endurance 13, Improved Pain Threshold
Cost: 5 points

Benefit
When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions) you take 1 point of damage after completing the act. If you reach your Endurance in Negative hit points, you immediately die.

Normal
A character without this feat who is reduced to -1 or fewer hit points is unconscious and dying.

Dodge
Prereq: Athletics 3, Agility 13
Cost: 2 points

Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Agility bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Far Shot
Prereq: Archery 7, Point Blank Shot
Cost: 5 points

Benefit
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Great Cleave
Prereq: (Any Melee Skill) 13, Strength 13, Cleave, Power Attack
Cost: 13 points

This Perk only works for a Melee Weapon skill that is at 13 Ranks or Higher

Benefit
This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Greater Two-Weapon Fighting
Prereq: (Any Melee Weapon Skill) 13, Agility 19, Improved Two-Weapon Fighting, Two-Weapon Fighting
Cost: 13 points

This Perk only works for a Melee Weapon skill that is at 13 Ranks or Higher

Benefit
You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Greater Weapon Focus
Prereq: (Specific Weapon Skill) 7, Weapon Focus (Chosen Weapon)
Cost: 5 points

Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special
You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization
Prereq: (Specific Weapon Skill) 13, Weapon Focus (Chosen Weapon), Weapon specialization (Chosen Weapon)
Cost: 8 points

Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Benefit
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

Special
You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Bull Rush
Prereq: Strength 13
Cost: 5 points

Benefit
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Critical
Prereq: (Specific Weapon Skill) 7, Weapon Focus
Cost: 5 points

Benefit
When using the weapon you selected, your threat range is doubled.

Special
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Disarm
Prereq: (Any Melee Weapon Skill ) 7, Intellect 13, Combat Expertise
Cost: 8 points_

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal
See the normal disarm rules.

Improved Feint
Prereq: (Any Melee Weapon Skill ) 7, Intellect 13, Combat Expertise
__Cost: 8 points_

This Perk only works for a Melee Weapon skill that is at 3 Ranks or Higher

Benefit
You can make a Bluff check to feint in combat as a move action.

Normal
Feinting in combat is a standard action.

Improved Grapple
Prereq: Exotic (Unarmed) 7, Agility 13, Improved Unarmed Strike
Cost: 5 points

Benefit
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal
Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Initiative
Prereq: Agility 13, Insight 13
Cost: 2 pointsBenefit

You get a +4 bonus on initiative checks.

Improved Overrun
Prereq: (Any Melee Weapon Skill) 7, Athletics 3, Strength 13, Power Attack (Chosen Melee Weapon Skill)
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal
Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Precise Shot
Prereq: Archery 13, Perception 7, Agility 19, Point Blank Shot, Precise Shot
Cost: 8 points

Benefit
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal
See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Shield Bash
Prereq: Agility 11
Cost: 2 points

Benefit
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal
Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Improved Sunder
Prereq: (Any Melee Weapon Skill) 7, Strength 13, Power Attack
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal
Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip
Prereq: (Any Melee Weapon Skill) 7, Insight 13, Combat Expertise
Cost: 13 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Two-Weapon Fighting
Prereq: (Any Melee Weapon Skill) 7, Agility 17, Two-Weapon Fighting
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Normal
Without this feat, you can only get a single extra attack with an off-hand weapon.

Improved Unarmed Strike
Prereq: Exotic (Unarmed) 3, Insight 13
Cost: 2 points

Benefit
You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal
Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Magical Bloodline
Prereq: Character Creation
Cost: 5 points

Benefit
Choose either Estoaddon, Tettutak, or Lorenk’r. You receive discounted point costs to Learn, Cast and obtain spells from this Sphere. You also receive +1 to all Channeling Checks related to this Sphere.

Upon Purchasing this Perk, you gain access to the Three Magical Attributes.

Potency = Strength + Intellect + Presence)/3 (round down)
Instinct = Agility + Insight + Charm)/3 (round down)
Fortitude = Endurance + Willpower + Confidence/3 (round down)

See Magic for more information

Manyshot
Prereq: Archery 13, Agility 17, Point Blank Shot, Rapid Shot
Cost: 8 points

Benefit
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

You can fire a number of Arrows equal 1 less than your Skill Rank Bonus (2 at thirteen, 3 at fifteen, 4 at twenty); However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Mobility
Prereq: Agility 13, Dodge
Cost: 2 points

Benefit
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Mounted Archery
Prereq: Archery 3, Athletics 3, Handle Animal 3, Mounted Combat
Cost: 5 points

Benefit
The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat
Prereq: Athletics 3, Handle Animal 3
Cost: 2 points

Benefit
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Point Blank Shot
Prereq: Archery 3, Perception 3
Cost: 2 points

Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack
Prereq: Strength 13
Cost: 2 points

Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your Skill Rank Bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Precise Shot
Prereq: Archery 7, Perception 3, Point Blank Shot
Cost: 5 points

Benefit
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw
Prereq: (Any Weapon Skill) 3. Sleight of Hand 3
Cost: 2 points

This Perk only works for a Melee Weapon skill that is at 3 Ranks or Higher

Benefit
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

Normal
Without this feat, you may draw a weapon as a move action, or (if you have at least 1 Rank in the Weapon Skill) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Rapid Reload
Prereq: Archery 3
Cost: 2 points

Choose a type of crossbow (hand, light, or heavy).

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 hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow (See Extra Attack).

Normal
A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special
You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

Rapid Shot
Prereq: Archery 7. Point Blank Shot
Cost: 5 points

Benefit
You can get one extra attack per round with a ranged weapon. The attack is at your highest Attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Ride-By Attack
Prereq: (Any Melee Weapon Skill) 7, Athletics 3, Handle Animal 3, Mounted Combat
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Run
Prereq: Athletics 3
Cost: 2 points

Benefit
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Shot On The Run
Prereq: Archery 7, Athletics 3, Agility 13, Dodge, Mobility, Point Blank Shot
Cost: 8 points

Benefit
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Skill Focus
Prereq: (Chosen Skill) 3, (Dedicated Attribute for Chosen Skill) 13
Cost: 5 points

Choose a skill.

Benefit
You get a +3 bonus on all checks involving that skill.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows
Prereq: Exotic (Unarmed) 7 Agility 15, Deflect Arrows, Improved Unarmed Strike
Cost: 8 points

Benefit
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

Spirited Charge
Prereq: (Any Melee Weapon Skill) 7 Athletics 3, Handle Animal 7, Mounted Combat, Ride-By Attack
Cost: 13 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spring Attack
Prereq: (Any Specific Melee Weapon) 3, Athletics 7, Agility 13, Dodge, Mobility
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 3 Ranks or Higher

Benefit
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to benefit from this Perk.

Stunning Fist
Prereq: Exotic (Unarmed) 7, Agility 13, Insight 13, Improved Unarmed Strike
Cost: 5 points

Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make an Endurance Check (DC 10 + ½ your Exotic (Unarmed) skill ranks + your Insight modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for each Skill Rank Bonus you have in Exotic (Unarmed), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Toughness
Prereq: Endurance 13
Cost: 2 points, (costs more each time you buy it)

Benefit
Add half your Endurance (round down) to your Hit Points.

Special
A character may gain this feat multiple times. Its effects stack. Each time this feat is selected add +1 to the point cost.

There is a version of this Perk for Health, Clarity, Ego and Mana. the prerequisites are Health (Endurance 13), Clarity (Willpower 13), Ego (Confidence 13), Mana (Fortitude 13).

The increased point cost only applies if the Perk is purchased for the same Ablative Track.

Trample
Prereq: Athletics 3, Handle Animal 7, Mounted Combat
Cost: 5 points

Benefit
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Two-Weapon Defense
Prereq: (Any Melee Weapon Skill) 7, Agility 15, Two-Weapon Fighting
Cost: 8 points

This Perk only works for a Melee Weapon skill that is at 7 Ranks or Higher

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting
Prereq: (Any Melee Weapon Skill) 3, Agility 15
Cost: 3 points

This Perk only works for a Melee Weapon skill that is at 3 Ranks or Higher

Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Weapon Finesse
_Prereq: (Any Melee Weapon Skill) 3, _
Cost: 2 points, (1 Points if bought more than once)

Benefit
You may use your Agility modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Use your Agility to determine the Skill Rank Maximum for the Chosen Weapon Skill

Weapon Focus
Prereq: (Specific Melee Weapon Skill) 3
Cost: 2 points, (1 Points if bought more than once)

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization
Prereq: (Specific Melee Weapon Skill) 7, Weapon Focus (Chosen Weapon)
Cost: 5 points, (3 Points if bought more than once)

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Benefit
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Whirlwind Attack
Prereq: (Any Melee Weapon Skill) 13, Athletics 7, Agility 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack
Cost: 13 points,

This Perk only works for a Melee Weapon skill that is at 13 Ranks or Higher

Benefit
When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Feats

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