General Feats

ABILITY FOCUS [GENERAL, SPECIAL]

Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

LIGHT ARMOR PROFICIENCY [GENERAL, ITEM]

Benefit: When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

MEDIUM ARMOR PROFICIENCY [GENERAL, ITEM]

Prerequisite: Light Armor Proficiency

Benefit: See Light Armor Proficiency

HEAVY ARMOR PROFICIENCY [GENERAL, ITEM]

Prerequisite: Light Armor Proficiency, Medium Armor Proficiency

Benefit: See Light Armor Proficiency

BLIND-FIGHT [GENERAL, COMBAT]

Benefit: In melee, every time you miss because of concealment, you can re-roll 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 Defense rolls, 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.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of

one-half.

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

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

CLEAVE [GENERAL, COMBAT]

Prerequisites: Str 13, Power Attack, base attack bonus +1

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

COMBAT CASTING [GENERAL, SOUL]

Benefit: You get a +4 bonus on Concentration checks made to cast a kido or use a spell-like ability while on the defensive or while you are grappling or pinned.

COMBAT EXPERTISE [GENERAL, COMBAT]

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

COMBAT MARTIAL ARTS [GENERAL, COMBAT]

Benefit: When fighting unarmed, the character gains a +1 dodge bonus to Defense rolls. This bonus is increased by +1 for every 5 character levels.

COMBAT REFLEXES [GENERAL, COMBAT]

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity 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.

DEFENSIVE MARTIAL ARTS [GENERAL, COMBAT]

Benefit: The character gains a +1 dodge bonus to Defense against melee attacks. At every fifth level, you receive an additional +1 dodge bonus against melee attacks.

Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

DEFLECT ARROWS [GENERAL, COMBAT]

Prerequisites: Dex 13, Defensive Martial Arts

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 [GENERAL, COMBAT]

Prerequisite: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional 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 are staggered. 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 swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

DODGE [GENERAL, COMBAT]

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

ENDURANCE [GENERAL, COMBAT]

Benefit: You gain a +4 bonus on the following checks and saves: Acrobatics checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

EXOTIC WEAPON PROFICIENCY [GENERAL, ITEM]

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword has an additional prerequisite of Str 13.

FAR SHOT [GENERAL, COMBAT]

Prerequisite: Point Blank Shot.

Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Normal: You suffer a –2 penalty per full range increment between you and your target.

FLYBY ATTACK [GENERAL, COMBAT]

Prerequisites: Fly speed.

Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

GREAT CLEAVE [GENERAL, COMBAT]

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

GREAT FORTITUDE [GENERAL, SPECIAL]

Benefit: You get a +2 bonus on all Fortitude saving throws.

IMPROVED BULL RUSH [GENERAL, COMBAT]

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

IMPROVED COMBAT MARTIAL ARTS [GENERAL, COMBAT]

Prerequisites: Combat Martial Arts,

Benefit: The character’s threat range on an unarmed strike improves to 19–20.

Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

IMPROVED CRITICAL [GENERAL, COMBAT]

Prerequisite: Proficient with weapon, base attack bonus +8.

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 [GENERAL, COMBAT]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

IMPROVED FEINT [GENERAL, COMBAT]

Prerequisites: Int 13, Combat Expertise.

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 [GENERAL, COMBAT]

Prerequisites: Dex 13, Unarmed Strike 4+ Ranks.

Benefit: ou do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

IMPROVED INITIATIVE [GENERAL, COMBAT]

Benefit: You gain +4 to Initiative.

IMPROVED NATURAL ARMOR [GENERAL, SPECIAL]

Prerequisites: Natural armor +1, Con 13+

Benefit: The creature’s natural armor bonus increases by 1.

Special: A creature can gain this feat multiple times, once per 5 levels. Each time the creature takes the feat its natural armor bonus increases by another point.

IMPROVED NATURAL ATTACK [GENERAL, COMBAT]

Prerequisites: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: ''1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. ''A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This may be taken multiple times once per each natural attack you have.

IMPROVED OVERRUN [GENERAL, COMBAT]

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

IMPROVED SUNDER [GENERAL, COMBAT]

Prerequisites: Str 13, Power Attack, base attack bonus +1

Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.

IMPROVED TRIP [GENERAL, COMBAT]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

IRON WILL [GENERAL, SOUL]

Benefit: You get a +2 bonus on all Will saving throws.

LEADERSHIP [GENERAL, SPECIAL]

Prerequisite: Character level 7h.

Benefits: See: http://www.d20pfsrd.com/feats/general-feats/leadership/

LIGHTNING REFLEXES [GENERAL, SOUL]

Benefit: You get a +2 bonus on all Reflex saving throws.

MANYSHOT [GENERAL, COMBAT]

Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

MOBILITY [GENERAL, COMBAT]

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Defense rolls against ttacks of opportunity. Dodge bonuses stack with each other, unlike most types of bonuses.

MULTIATTACK [GENERAL, COMBAT]

Prerequisites: Three or more natural attacks.

Benefit: The creature’s secondary attacks with natural weapons take only a -2 penalty. This is instead of the normal  -5 penalty.

NATURAL SPELL [GENERAL, CASTING]

Prerequisites: Wis 13, Animal Form

Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

POINT BLANK SHOT [GENERAL. COMBAT]

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

POWER ATTACK [GENERAL]

Prerequisite: Str 13, base attack bonus +1

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damag

PRESCICE SHOT [GENERAL, COMBAT]

Prerequisite: Point Blank Shot.

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

RAPID SHOT [GENERAL, COMBAT]

Prerequisites: Dex 13, Point Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

RUN [GENERAL, SPECIAL]

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 Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

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 [GENERAL, COMBAT]

Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

Ranged Shot 7+ Ranks.

Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon.

SKILL FOCUS [GENERAL, SPECIAL]

Choose a skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

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 [GENERAL, COMBAT]

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against 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.

SPRING ATTACK [GENERAL, COMBAT]

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

STUNNING FIST [GENERAL, COMBAT]

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

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 a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

TWO-WEAPON DEFENSE [GENERAL, COMBAT]

Prerequisites: Dex 15, Two-Weapon Fighting.

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.

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

TWO-WEAPON FIGHTING [GENERAL, COMBAT]

Prerequisites: Dexterity 15

Benefit: See: http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat-final/

WEAPON FINESSE [GENERAL, COMBAT]

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

WHIRLWIND ATTACK [GENERAL, COMBAT]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

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