Feats
Chapter 5 Player's Handbook




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Describe

Prerequisites:
Benefit:
Normal:
Special:


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ALERTNESS [General]

You have finely tuned senses.

Prerequisites:
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Normal:
Special: The master of a familiar (see page 51) gains the Alertness feat whenever the familiar is within arm's reach.



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AMBIDEXTERITY [General]

You are equally adept at using either hand.

Prerequisites: Dex 15+.
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons. See the Two-Weapon Fighting feat, page 86, and Table 8-2: Two-Weapon Fighting Penalties, page 125.
A ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.


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ARMOR PROFICIENCY (HEAVY) [General]

You are proficient with heavy armor (see Table 7-5: Armor, page 104).

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics have this feat for free.


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Armor Proficiency (Light) [General]
You are proficient with light armor (see Table 7-5:Armor, page 104)

Prerequisites: None
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who si wearing armor with which she is not proficient suffers its armor class penalty on attack rolls and on all skill checks that involve moving, including ride.
Special: All classes except wizards, sorcerers, and monks have this feat for free.


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ARMOR PROFICIENCY (MEDIUM) [General]

You are proficient with medium armor (see Table 7-5: Armor, page 104).

Prerequisites: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See A HREF="armorproficiencylight">Armor Proficiency (light).
Special: Fighters, barbarians, paladins, rangers, clerics, druids, and bards have this feat for free. Wizards, sorcerers, rogues, and monks do not.


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BLIND-FIGHT [General]

You know how to fight in melee without being able to see your foes.

Prerequisites:
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 (see Table 8-10: Concealment, page 133).
An invisible attacker gets no bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus (see Table 8-8: Attack Roll Modifiers, page 132). The invisible attacker's bonuses do still apply for ranged attacks, however.
You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half (see Table 9-4: Hampered Movement, page 143).
Normal: Regular attack roll modifiers for invisible attackers trying to hit you (see Table 8-8: Attack Roll Modifiers, page 132) apply, as does the speed reduction for darkness and poor visibility (see Table 9-4: Hampered Movement, page 143).
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell (see the spell description, page 180, for details).


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BREW POTION [Item Creation]

You can create potions, which carry spells within themselves. See the DUNGEON MASTERs Guide for rules on potions.

Prerequisite: Spellcaster level 3rd+.
Benefit: You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.


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CLEAVE [General]

You can follow through with powerful blows.

Prerequisites: Str 13+, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. 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.


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COMBAT CASTING [General]

You are adept at casting spells in combat.

Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (see Casting on the Defensive, page 125).


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Combat Reflexes [General]

You can respond quickly and repeatedly to opponents who let their defenses down.

Prerequisites:
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy.
You may also make attack of opportunity while flat-footed.
Normal: A character not capable of this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability (see page 48) to make that attack.


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CRAFT MAGIC ARMS AND ARMOR [Item Creation]

You can create magic weapons, armor, and shields.

PrerequiSite: Spellcaster level 5th+.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing half of this total price. See the DUNGEON MASTER's Guide for descriptions of magic weapons, armor, and shields, the prerequisites associated with each one, and prices of their features.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)


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CRAFT ROD [Item Creation]

You can create magic rods, which have varied magical effects.

Prerequisite: Spellcaster level 9th+.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DUNGEON MASTER's Guide for descriptions of rods, the prerequisites associated with each one, and their prices.
Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod's base price.


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CRAFT STAFF [Item Creation]

You can create magic staffs, which have multiple magical effects.

Prerequisite: Spellcaster level 12th+.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DUNGEON MASTER's Guide for descriptions of staffs, the prerequisites associated with each one, and their prices.
A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff's base price.


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CRAFT WAND [Item Creation]

You can create wands, which cast spells (see the DUNGEON MASTER's Guide for rules on wands).

PrerequiSite: Spellcaster level 5th+.
Benefit: You can create a wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component or pay fifty times the XP cost.


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CRAFT WONDROUS ITEM [Item Creation]

You can create miscellaneous magic items, such as crystal balls and flying carpets.

PrerequiSite: Spellcaster level 3rd+.
Benefit: You can create any miscellaneous magic item whose prerequisites you meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. See the DUNGEON MASTER's Guide for information on miscellaneous magic items. You can also mend a broken miscellaneous magic item if it is one that you could make. Doing so costs half the XP, half the raw
materials, and half the time it would take to enchant that item in the first place.
Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.


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DEFLECT ARROWS [General]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.

Prerequisites: Dex 13+, Improved Unarmed Strike.
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 make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrows, can't be deflected. Special: A monk receives this feat for free at 2nd level, even if she does not have the prerequisite Dexterity score.


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DODGE [General]

You are adept at dodging blows.

PrerequiSite: Dex 13+.
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. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.


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EMPOWER SPELL [Metamagicl]

You can cast spells to greater effect.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell's actual level.


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ENDURANCE [General]

You are capable of amazing feats of stamina.

Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.


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ENLARGE SPELL [Metamagic]

You can cast spells farther than normal.

Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range (such as bless or a cone spell) has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell's actual level.


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EXOTIC WEAPON PROFICIENCY [General]

Choose a type of exotic weapon, such as dire flail or shuriken (see Table 7-4: Weapons, page 99, for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.

PrerequiSite: Base attack bonus +1 or higher.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.


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EXPERTISE [General]

You are trained at using your combat skill for defense as well as offense.

Prerequisite: Int 13+.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.
Normal:A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.


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EXTEND SPELL [Metamagic]

You can cast spells that last longer than normal.

Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.


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EXTRA TURNING [Special]

Extra Turning is available only to clerics and paladins. It is described in the Cleric section, on page 32, and the Paladin section, on page 42, in Chapter 3: Classes.


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FAR SHOT [General]

You can get greater distance out of a ranged weapon.

PrerequiSite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.


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FORGE RING [Item Creation]

You can create magic rings, which have varied magical effects.

PrerequiSite: Spellcaster level 12th+.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DUNGEON MASTER's Guide for descriptions of rings, the prerequisites associated with each one, and their prices. You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place. Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived from its base price (as much XP as it costs to cast wish three times). You must pay such a cost to create a ring or to mend a broken one.


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GREAT CLEAVE [General]

You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.


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Great Fortitude [General]

You are tougher than normal.

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


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HEIGHTEN SPELL [Metamagic]

You can cast a spell as if it were higher level than it actually is.

Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd- level spell), and it would in all ways be treated as a 4th-level spell.


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IMPROVED BULL RUSH [General]

You know how to push opponents back.

Prerequisites: Str 13+, Power Attack.
Benefit: When you perform a bull rush (see page 136), you do not draw an attack of opportunity from the defender.


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IMPROVED CRITICAL [General]

Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.

Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).
Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.


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IMPROVED DISARM [General]

You know how to disarm opponents in melee combat.

Prerequisites: Int 13+, Expertise.
Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.
Normal: See the normal disarm rules, page 137.


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IMPROVED INITIATIVE [General]

You can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks.


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IMPROVED TRIP [General]

You are trained not only in tripping opponents but in following through with an attack.

Prerequisites: Int 13+, Expertise.
Benefit: 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. For example, at 11th level, Tordek gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1.
Normal: See Trip, page 139.
Special: At 6th level, a monk gains the Improved Trip feat even if she does not have the Expertise feat.


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IMPROVED TWO-WEAPON FIGHTING[General]

You are an expert in fighting two-handed.

Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty (see Table 8-2: Two-Weapon Fighting Penalties, page 125).
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.


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IMPROVED UNARMED STRIKE [General]

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmedŠthat is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you.
Special: A monk fighting unarmed automatically gains the benefit of this feat (see page 39).


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IRON WILL [General]

You have a stronger will than normal.

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


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LEADERSHIP [General]

Leadership is described in the DUNGEON MASTER's Guide.


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LIGHTNING REFLEXES [General]

You have faster than normal reflexes.

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


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MARTIAL WEAPON PROFICIENCY [General]

Choose a type of martial weapon, such as longbow (see Table 7-4: Weapons, pages 98-99, for a list of martial weapons). You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description.

Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. A sorcerer or wizard who casts the spell Tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.


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MAXIMIZE SPELL [Metamagic]

You can cast spells to maximum effect.

Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to 60 points of damage). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.


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MOBILITY [General]

You are skilled at dodging past opponents and avoiding blows.

Prerequisites: Dex 13+, Dodge.
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. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses.


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MOUNTED ARCHERY [General]

You are skilled at using ranged weapons from horseback.

Prerequisite: Ride skill, Mounted Combat.
Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. (See Mounted Combat, page 138.)


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MOUNTED COMBAT [General]

You are skilled in mounted combat.

PrerequiSite: Ride skill.
Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's regular AC).


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POINT BLANK SHOT [General]

You are skilled at making well-placed shots with ranged weapons at close range.

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


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Power Attack [General]

You can make exceptionally powerful melee attacks.

Prerequisites: Str 13+
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 base attack bonus. The penalty on attacks and bonus on damage apply until your next action.


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PRECISE SHOT [General]

You are skilled at timing and aiming ranged attacks.

PrerequiSite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty (see Shooting or Throwing into a Melee, page 124).


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QUICK DRAW [General]

You can draw weapons with startling speed.

PrerequiSite: Base attack bonus +1 or higher.
Benefit: You can draw a weapon as a free action instead of as a move-equivalent action.


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QUICKEN SPELL [Metamagic]

You can cast a spell with a moment's thought.

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 only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level.


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RAPID SHOT [General]

You can use ranged weapons with exceptional speed.

Prerequisites: Point Blank Shot, Dex 13+.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124) to use this feat.


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RIDE-BY ATTACK [General]

You are skilled at fast attack from horseback.

Prerequisites: Ride skill, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as 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 do not provoke an attack of opportunity from the opponent that you attack.


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RUN [General]

You are fleet of foot.

Benefit: When running, you move five times your normal speed instead of four times the speed (see Run, page 127). If you make a running jump (see the Jump skill description, page 70), increase the distance or height you clear by one-fourth, but not past the maximum.


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SCRIBE SCROLL [Item Creation]

You can create scrolls, from which you or another a spellcaster can cast the scribed spells. See the DUNGEON MASTER's Guide for rules on scrolls.

Prerequisite: Spellcaster level 1st+.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.


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SHIELD PROFICIENCY [General]

You are proficient with shields.

Benefit: You can use a shield and suffer only the standard penalties (see Table 7-5: Armor, page 104).
Normal: A character who is using a shield with which he or she is not proficient suffers the shield's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers have this feat for free. Monks, rogues, sorcerers, and wizards do not.


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SHOT ON THE RUN [General]

You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
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.


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SILENT SPELL [Metamagic]

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.


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SIMPLE WEAPON PROFICIENCY [General]

You understand how to use all types of simple weapons in combat (see Table 7-4: Weapons, page 98, for a list of simple weapons).

Benefit: You make attack rolls with simple weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. A wizard who casts the spell Tenser's transformation on herself gains proficiency with all simple weapons for the duration of the spell.


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SKILL FOCUS [General]

Choose a skill, such as Move Silently. You have a special knack with that skill. Benefit: You get a +2 bonus on all skill checks with 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.


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Spell Focus [General]
Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal -
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you lake the feat, it applies to a new school of magic.


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SPELL MASTERY [Special]

Spell Mastery is available only to wizards. It is described on page 54 in Chapter 3: Classes.


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SPELL PENETRATION [General]

Your spells are especially potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature's spell resistance.


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SPIRITED CHARGE [General]

You are trained at making a devastating mounted charge.

Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).


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SPRING ATTACK [General]

You are trained in fast melee attacks and fancy footwork.

Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 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. You can't use this feat if you are in heavy armor.


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STILL SPELL [Metamagic]

You can cast spells without gestures.

Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell's actual level.


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STUNNING FIST [General]

You know how to strike opponents in vulnerable areas.

Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher.
Benefit: Declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.


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SUNDER [General]

You are skilled at attacking others' weapons.

Prerequisites: Str 13+, Power Attack.
Benefit: When you strike at an opponent's weapon, you do not provoke an attack of opportunity (see Strike a Weapon, page 136).


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TOUGHNESS [General]

You are tougher than normal.

Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times.


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TRACK [General]

You can follow the trails of creatures and characters across most types of terrain.

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:
Surface DC Surface DC
Very soft 5 Firm 15
Soft 10 Hard 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves
frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces
(thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional
or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this
category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Condition DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:*
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium-size 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:** Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
*For a group of mixed sizes, apply only the modifier for the largest size category.
**Apply only the largest modifier from this category.
If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
Special: A ranger receives Track as a bonus feat. This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.


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TRAMPLE [General]

You are trained in using your mount to knock down opponents.

Prerequisites: Ride skill, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets. (See Overrun, page 139.)


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TWO-WEAPON FIGHTING [General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Benefit: Your penalties for fighting with two weapons are reduced by 2.
Normal: See Attacking with Two Weapons, page 124, and Table 8-2: Two-Weapon Fighting Penalties, page 125.
Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4. A ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.


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WEAPON FINESSE [General]

You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you're at least Medium- size.

PrerequiSite: Proficient with weapon, base attack bonus +1 or higher.
Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.


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Weapon Focus [General]

Choose one type of weapon, such as greataxe. You are expecially good at using this weapon. You can choose "unarmed strike" or "grapple" foryour weapon for purposes of this feat. If you are a spellcaster, you can choose "ray", in which case you are especially good with rays, such as the one produced by the ray of frostspell.

Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: You add +1 to 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 weapon. A fighter must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.


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WEAPON SPECIALIZATION [Special]

Weapon Specialization is available only to fighters of 4th or higher level. See page 37.


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WHIRLWIND ATTACK [GENERAL]

You can strike nearby opponents in an amazing, spinning attack.

Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.
Benefit: When you perform 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 5 feet.


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