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Revised (v.3.5) System Reference Document
Feats I
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<blockquote data-quote="Morrus" data-source="post: 6159376" data-attributes="member: 1"><p>[HI][srd]Revised d20 System Reference Document[/srd][/HI]<span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000">[h=1]Prerequisites[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A character can’t use a feat if he or she has lost a prerequisite.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #000000">[h=1]Types of Feats[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.</span></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">[h=1]Fighter Bonus Feats[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.</span></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">[h=1]Item Creation Feats[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>XP Cost:</strong> Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Raw Materials Cost:</strong> The cost of creating a magic item equals one-half the sale cost of the item.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Time:</strong> The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Item Cost:</strong> Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:</span></span></p><p style="margin-left: 20px"><span style="font-size: 10px"><span style="color: #000000"><em>Scrolls: </em>Base price = spell level x caster level x 25 gp.</span></p></span></p><p style="margin-left: 20px"><span style="font-size: 10px"><span style="color: #000000"><em>Potions: </em>Base price = spell level x caster level x 50 gp.</span></p></span></p><p style="margin-left: 20px"><span style="font-size: 10px"><span style="color: #000000"><em>Wands: </em>Base price = spell level x caster level x 750 gp.</span></p></span></p><p style="margin-left: 20px"><span style="font-size: 10px"></p><p> <span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000">A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Extra Costs: </strong>Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000">Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #000000">[h=1]Metamagic Feats[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Wizards and Divine Spellcasters:</strong> Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Sorcerers and Bards:</strong> Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000">For a spell with a longer casting time, it takes an extra full-round action to cast the spell.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Spontaneous Casting and Metamagic Feats: </strong>A cleric spontaneously casting a <em>cure </em>or <em>inflict </em>spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Effects of Metamagic Feats on a Spell:</strong> In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Multiple Metamagic Feats on a Spell:</strong> A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Magic Items and Metamagic Spells:</strong> With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"><strong>Counterspelling Metamagic Spells:</strong> Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #000000">[h=1]Feat Descriptions[/h]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Here is the format for feat descriptions.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <table style='width: 100%'><tr><td><span style="font-size: 10px"><span style="color: #000000">FEAT NAME [TYPE OF FEAT]</span><br /> <span style="color: #000000"><strong>Prerequisite:</strong> A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.</span><br /> <span style="color: #000000"><strong>Benefit:</strong> What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.</span><br /> <span style="color: #000000">In general, having a feat twice is the same as having it once.</span><br /> <span style="color: #000000"><strong>Normal:</strong> What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.</span><br /> <span style="color: #000000"><strong>Special: </strong>Additional facts about the feat that may be helpful when you decide whether to acquire the feat.</span></span></td></tr></table><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">[h=2]ACROBATIC [GENERAL][/h]</span></span><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Jump checks and Tumble checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">AGILE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Balance checks and Escape Artist checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ALERTNESS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Listen checks and Spot checks.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special: </strong>The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ANIMAL AFFINITY [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Handle Animal checks and Ride checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ARMOR PROFICIENCY (HEAVY) [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Armor Proficiency (light), Armor Proficiency (medium).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> See Armor Proficiency (light).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> See Armor Proficiency (light).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ARMOR PROFICIENCY (LIGHT) [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ARMOR PROFICIENCY (MEDIUM) [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Armor Proficiency (light).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> See Armor Proficiency (light).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> See Armor Proficiency (light).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ATHLETIC [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Climb checks and Swim checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">AUGMENT SUMMONING [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Spell Focus (conjuration).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> Each creature you conjure with any <em>summon </em>spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">BLIND-FIGHT [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> The Blind-Fight feat is of no use against a character who is the subject of a <em>blink </em>spell.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Blind-Fight as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">BREW POTION [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 3rd.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which 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 x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CLEAVE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Str 13, Power Attack.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Cleave as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">COMBAT CASTING [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">COMBAT EXPERTISE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Int 13.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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 base attack bonus. The changes to attack rolls and Armor Class last until your next action.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Combat Expertise as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">COMBAT REFLEXES [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You may make a number of additional attacks of opportunity equal to your Dexterity bonus.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">With this feat, you may also make attacks of opportunity while flat-footed.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Combat Reflexes as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A monk may select Combat Reflexes as a bonus feat at 2nd level.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 5th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one 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 one-half of this total price.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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 craft that item in the first place.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CRAFT ROD [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 9th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create any rod whose prerequisites you meet. Crafting a rod takes one 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 one-half of its base price.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CRAFT STAFF [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 12th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create any staff whose prerequisites you meet.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Crafting a staff takes one 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 one-half of its base price. A newly created staff has 50 charges.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CRAFT WAND [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 5th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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 price, you must expend fifty copies of the material component or pay fifty times the XP cost.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">CRAFT WONDROUS ITEM [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 3rd.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">You can also mend a broken wondrous 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 craft that item in the first place.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DECEITFUL [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Disguise checks and Forgery checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DEFLECT ARROWS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Dex 13, Improved Unarmed Strike.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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 flatfooted.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Deflect Arrows as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DEFT HANDS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DIEHARD [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Endurance.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DILIGENT [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Appraise checks and Decipher Script checks.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">DODGE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Dex 13.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A condition that makes you lose your Dexterity 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Dodge as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">EMPOWER SPELL [METAMAGIC]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> All variable, numeric effects of an empowered spell are increased by one-half.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ENDURANCE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, you may sleep in light or medium armor without becoming fatigued.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ENLARGE SPELL [METAMAGIC]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">ESCHEW MATERIALS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">EXOTIC WEAPON PROFICIENCY [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You make attack rolls with the weapon normally.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> 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 or the dwarven waraxe has an additional prerequisite of Str 13.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">EXTEND SPELL [METAMAGIC]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">EXTRA TURNING [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Ability to turn or rebuke creatures.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">FAR SHOT [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Point Blank Shot.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Far Shot as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">FORGE RING [ITEM CREATION]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Caster level 12th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can create any ring whose prerequisites you meet. Crafting a ring takes one 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 one-half of its base price.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">You can also mend a broken ring 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 forge that ring in the first place.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREAT CLEAVE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Str 13, Cleave, Power Attack, base attack bonus +4.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> This feat works like Cleave, except that there is no limit to the number of times you can use it per round.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Great Cleave as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREAT FORTITUDE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on all Fortitude saving throws.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREATER SPELL FOCUS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Choose a school of magic to which you already have applied the Spell Focus feat.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREATER SPELL PENETRATION [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Spell Penetration.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREATER TWO-WEAPON FIGHTING [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a third attack with your off-hand weapon, albeit at a –10 penalty.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREATER WEAPON FOCUS [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"> <strong>Prerequisites:</strong> Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. </span> </span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Greater Weapon Focus as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">GREATER WEAPON SPECIALIZATION [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"> <strong>Prerequisites:</strong> Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">HEIGHTEN SPELL [METAMAGIC]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> A heightened spell has a higher spell level than normal (up to a maximum of 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 <em>lesser globe of invulnerability</em>) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. </span> </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED BULL RUSH [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Str 13, Power Attack.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Bull Rush as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED COUNTERSPELL [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit: </strong>When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED CRITICAL [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">Choose one type of weapon.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisite:</strong> Proficient with weapon, base attack bonus +8.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> When using the weapon you selected, your threat range is doubled.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">This effect doesn’t stack with any other effect that expands the threat range of a weapon.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Improved Critical as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED DISARM [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Int 13, Combat Expertise.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> See the normal disarm rules.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Disarm as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED FAMILIAR [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span> <table style='width: 100%'><tr><td><span style="font-size: 10px"> <span style="color: #000000"><strong>Familiar </strong></span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000"><strong>Alignment </strong></span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000"><strong>Arcane Spellcaster Level</strong></span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Shocker lizard </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Neutral </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">5th</span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Stirge </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Neutral </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">5th</span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Formian worker </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Lawful neutral </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">7th</span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Imp </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Lawful evil </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">7th</span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Pseudodragon </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Neutral good </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">7th</span><br /> </span></td></tr><tr><td><span style="font-size: 10px"> <span style="color: #000000">Quasit </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">Chaotic evil </span> <br /> </span></td><td><span style="font-size: 10px"> <span style="color: #000000">7th</span><br /> </span></td></tr></table><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span><span style="font-size: 10px"><span style="color: #000000">Improved familiars otherwise use the rules for regular familiars<em>, </em>with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 10px">The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span> <table style='width: 100%'><tr><td><span style="font-size: 10px"> <strong>Familiar</strong><br /> </span></td><td><span style="font-size: 10px"> <strong>Type/Subtype</strong><br /> </span></td><td><span style="font-size: 10px"> <strong>Arcane Spellcaster Level</strong><br /> </span></td></tr><tr><td><span style="font-size: 10px"> Celestial hawk[SUP]<strong>1</strong>[/SUP]<br /> </span></td><td><span style="font-size: 10px"> Good<br /> </span></td><td><span style="font-size: 10px"> 3rd<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Fiendish Tiny viper snake[SUP]<strong>2</strong>[/SUP]<br /> </span></td><td><span style="font-size: 10px"> Evil<br /> </span></td><td><span style="font-size: 10px"> 3rd<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Air elemental, Small<br /> </span></td><td><span style="font-size: 10px"> Air<br /> </span></td><td><span style="font-size: 10px"> 5th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Earth elemental, Small<br /> </span></td><td><span style="font-size: 10px"> Earth<br /> </span></td><td><span style="font-size: 10px"> 5th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Fire elemental, Small<br /> </span></td><td><span style="font-size: 10px"> Fire<br /> </span></td><td><span style="font-size: 10px"> 5th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Shocker lizard<br /> </span></td><td><span style="font-size: 10px"> Electricity<br /> </span></td><td><span style="font-size: 10px"> 5th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Water elemental, Small<br /> </span></td><td><span style="font-size: 10px"> Water<br /> </span></td><td><span style="font-size: 10px"> 5th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Homunculus[SUP]<strong>3</strong>[/SUP]<br /> </span></td><td><span style="font-size: 10px"> Undead<br /> </span></td><td><span style="font-size: 10px"> 7th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> Ice mephit<br /> </span></td><td><span style="font-size: 10px"> Cold<br /> </span></td><td><span style="font-size: 10px"> 7th<br /> </span></td></tr><tr><td><span style="font-size: 10px"> 1 Or other celestial animal from the standard familiar list.<br /> </span></td><td></td><td></td></tr><tr><td><span style="font-size: 10px"> 2 Or other fiendish animal from the standard familiar list.<br /> </span></td><td></td><td></td></tr><tr><td><span style="font-size: 10px"> 3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.<br /> </span></td><td></td><td></td></tr></table><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED FEINT [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Int 13, Combat Expertise.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You can make a Bluff check to feint in combat as a move action.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> Feinting in combat is a standard action.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A fighter may select Improved Feint as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span>[h=2]<span style="font-size: 10px"><span style="color: #000000">IMPROVED GRAPPLE [GENERAL]</span></span>[/h]<span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Dex 13, Improved Unarmed Strike.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Grapple as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">IMPROVED INITIATIVE [GENERAL]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> You get a +4 bonus on initiative checks.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Initiative as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">IMPROVED OVERRUN [GENERAL]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Str 13, Power Attack.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> Without this feat, the target of an overrun can choose to avoid you or to block you.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Overrun as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"><span style="color: #000000">IMPROVED PRECISE SHOT [GENERAL]</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Prerequisites:</strong> Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Benefit:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Normal:</strong> 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.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Special:</strong> A fighter may select Improved Precise Shot as one of his fighter bonus feats.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000">An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.</span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span>[HI][srd]Revised d20 System Reference Document[/srd][/HI]<span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"><span style="color: #000000"></span></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="Morrus, post: 6159376, member: 1"] [HI][srd]Revised d20 System Reference Document[/srd][/HI][SIZE=2][COLOR=#000000] [h=1]Prerequisites[/h][/COLOR] [COLOR=#000000]Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.[/COLOR] [COLOR=#000000]A character can’t use a feat if he or she has lost a prerequisite.[/COLOR] [COLOR=#000000][h=1]Types of Feats[/h][/COLOR] [COLOR=#000000]Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.[/COLOR] [COLOR=#000000][h=1]Fighter Bonus Feats[/h][/COLOR] [COLOR=#000000]Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.[/COLOR] [COLOR=#000000][h=1]Item Creation Feats[/h][/COLOR] [COLOR=#000000]An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.[/COLOR] [COLOR=#000000][B] XP Cost:[/B] Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.[/COLOR] [COLOR=#000000][B] Raw Materials Cost:[/B] The cost of creating a magic item equals one-half the sale cost of the item.[/COLOR] [COLOR=#000000]Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.[/COLOR] [COLOR=#000000][B] Time:[/B] The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.[/COLOR] [COLOR=#000000][B] Item Cost:[/B] Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:[/COLOR] [INDENT][COLOR=#000000][I]Scrolls: [/I]Base price = spell level x caster level x 25 gp.[/COLOR] [COLOR=#000000][I]Potions: [/I]Base price = spell level x caster level x 50 gp.[/COLOR] [COLOR=#000000][I]Wands: [/I]Base price = spell level x caster level x 750 gp.[/COLOR] [/INDENT] [COLOR=#000000] A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.[/COLOR] [COLOR=#000000][B] Extra Costs: [/B]Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.[/COLOR] [COLOR=#000000]For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.[/COLOR] [COLOR=#000000] Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.[/COLOR] [COLOR=#000000][h=1]Metamagic Feats[/h][/COLOR] [COLOR=#000000]As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.[/COLOR] [COLOR=#000000][B] Wizards and Divine Spellcasters:[/B] Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).[/COLOR] [COLOR=#000000][B] Sorcerers and Bards:[/B] Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)[/COLOR] [COLOR=#000000] For a spell with a longer casting time, it takes an extra full-round action to cast the spell.[/COLOR] [COLOR=#000000][B] Spontaneous Casting and Metamagic Feats: [/B]A cleric spontaneously casting a [I]cure [/I]or [I]inflict [/I]spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.[/COLOR] [COLOR=#000000][B] Effects of Metamagic Feats on a Spell:[/B] In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.[/COLOR] [COLOR=#000000]The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.[/COLOR] [COLOR=#000000]Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.[/COLOR] [COLOR=#000000]Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.[/COLOR] [COLOR=#000000][B]Multiple Metamagic Feats on a Spell:[/B] A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.[/COLOR] [COLOR=#000000][B]Magic Items and Metamagic Spells:[/B] With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.[/COLOR] [COLOR=#000000][B] Counterspelling Metamagic Spells:[/B] Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.[/COLOR] [COLOR=#000000][h=1]Feat Descriptions[/h][/COLOR] [COLOR=#000000]Here is the format for feat descriptions.[/COLOR] [/SIZE][TABLE="class: outer_border, width: 500"] [TR] [TD][SIZE=2][COLOR=#000000]FEAT NAME [TYPE OF FEAT][/COLOR] [COLOR=#000000][B]Prerequisite:[/B] A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.[/COLOR] [COLOR=#000000][B]Benefit:[/B] What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.[/COLOR] [COLOR=#000000]In general, having a feat twice is the same as having it once.[/COLOR] [COLOR=#000000][B]Normal:[/B] What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.[/COLOR] [COLOR=#000000][B]Special: [/B]Additional facts about the feat that may be helpful when you decide whether to acquire the feat.[/COLOR][/SIZE][/TD] [/TR] [/TABLE] [SIZE=2] [COLOR=#000000][h=2]ACROBATIC [GENERAL][/h][/COLOR][/SIZE][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Jump checks and Tumble checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]AGILE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Balance checks and Escape Artist checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ALERTNESS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Listen checks and Spot checks.[/COLOR] [COLOR=#000000][B]Special: [/B]The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ANIMAL AFFINITY [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Handle Animal checks and Ride checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ARMOR PROFICIENCY (HEAVY) [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Armor Proficiency (light), Armor Proficiency (medium).[/COLOR] [COLOR=#000000][B]Benefit:[/B] See Armor Proficiency (light).[/COLOR] [COLOR=#000000][B]Normal:[/B] See Armor Proficiency (light).[/COLOR] [COLOR=#000000][B]Special:[/B] Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ARMOR PROFICIENCY (LIGHT) [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.[/COLOR] [COLOR=#000000][B]Special:[/B] All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ARMOR PROFICIENCY (MEDIUM) [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Armor Proficiency (light).[/COLOR] [COLOR=#000000][B]Benefit:[/B] See Armor Proficiency (light).[/COLOR] [COLOR=#000000][B]Normal:[/B] See Armor Proficiency (light).[/COLOR] [COLOR=#000000][B]Special:[/B] Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ATHLETIC [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Climb checks and Swim checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]AUGMENT SUMMONING [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Spell Focus (conjuration).[/COLOR] [COLOR=#000000][B]Benefit:[/B] Each creature you conjure with any [I]summon [/I]spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]BLIND-FIGHT [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000][B]Normal:[/B] 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.[/COLOR] [COLOR=#000000][B]Special:[/B] The Blind-Fight feat is of no use against a character who is the subject of a [I]blink [/I]spell.[/COLOR] [COLOR=#000000]A fighter may select Blind-Fight as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]BREW POTION [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 3rd.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which 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 x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000]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.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CLEAVE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Str 13, Power Attack.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Cleave as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]COMBAT CASTING [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]COMBAT EXPERTISE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Int 13.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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 base attack bonus. The changes to attack rolls and Armor Class last until your next action.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Combat Expertise as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]COMBAT REFLEXES [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You may make a number of additional attacks of opportunity equal to your Dexterity bonus.[/COLOR] [COLOR=#000000]With this feat, you may also make attacks of opportunity while flat-footed.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.[/COLOR] [COLOR=#000000][B]Special:[/B] The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.[/COLOR] [COLOR=#000000]A fighter may select Combat Reflexes as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]A monk may select Combat Reflexes as a bonus feat at 2nd level.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 5th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one 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 one-half of this total price.[/COLOR] [COLOR=#000000]The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.[/COLOR] [COLOR=#000000]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 craft that item in the first place.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CRAFT ROD [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 9th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create any rod whose prerequisites you meet. Crafting a rod takes one 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 one-half of its base price.[/COLOR] [COLOR=#000000]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.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CRAFT STAFF [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 12th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create any staff whose prerequisites you meet.[/COLOR] [COLOR=#000000]Crafting a staff takes one 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 one-half of its base price. A newly created staff has 50 charges.[/COLOR] [COLOR=#000000]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.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CRAFT WAND [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 5th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.[/COLOR] [COLOR=#000000]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 price, you must expend fifty copies of the material component or pay fifty times the XP cost.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]CRAFT WONDROUS ITEM [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 3rd.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.[/COLOR] [COLOR=#000000]You can also mend a broken wondrous 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 craft that item in the first place.[/COLOR] [COLOR=#000000]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.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DECEITFUL [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Disguise checks and Forgery checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DEFLECT ARROWS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Dex 13, Improved Unarmed Strike.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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 flatfooted.[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000][B]Special:[/B] A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.[/COLOR] [COLOR=#000000]A fighter may select Deflect Arrows as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DEFT HANDS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DIEHARD [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Endurance.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000]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, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DILIGENT [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Appraise checks and Decipher Script checks.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]DODGE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Dex 13.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000]A condition that makes you lose your Dexterity 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.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Dodge as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]EMPOWER SPELL [METAMAGIC][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] All variable, numeric effects of an empowered spell are increased by one-half.[/COLOR] [COLOR=#000000]Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ENDURANCE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, you may sleep in light or medium armor without becoming fatigued.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.[/COLOR] [COLOR=#000000][B]Special:[/B] A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ENLARGE SPELL [METAMAGIC][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.[/COLOR] [COLOR=#000000]Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]ESCHEW MATERIALS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]EXOTIC WEAPON PROFICIENCY [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.[/COLOR] [COLOR=#000000][B]Prerequisite:[/B] Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).[/COLOR] [COLOR=#000000][B]Benefit:[/B] You make attack rolls with the weapon normally.[/COLOR] [COLOR=#000000][B]Normal:[/B] A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.[/COLOR] [COLOR=#000000][B]Special:[/B] 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 or the dwarven waraxe has an additional prerequisite of Str 13.[/COLOR] [COLOR=#000000]A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]EXTEND SPELL [METAMAGIC][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]EXTRA TURNING [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Ability to turn or rebuke creatures.[/COLOR] [COLOR=#000000][B]Benefit:[/B] Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.[/COLOR] [COLOR=#000000]If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.[/COLOR] [COLOR=#000000][B]Normal:[/B] Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.[/COLOR] [COLOR=#000000][B]Special:[/B] You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]FAR SHOT [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Point Blank Shot.[/COLOR] [COLOR=#000000][B]Benefit:[/B] When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Far Shot as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]FORGE RING [ITEM CREATION][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Caster level 12th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can create any ring whose prerequisites you meet. Crafting a ring takes one 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 one-half of its base price.[/COLOR] [COLOR=#000000]You can also mend a broken ring 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 forge that ring in the first place.[/COLOR] [COLOR=#000000]Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREAT CLEAVE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Str 13, Cleave, Power Attack, base attack bonus +4.[/COLOR] [COLOR=#000000][B]Benefit:[/B] This feat works like Cleave, except that there is no limit to the number of times you can use it per round.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Great Cleave as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREAT FORTITUDE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on all Fortitude saving throws.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREATER SPELL FOCUS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]Choose a school of magic to which you already have applied the Spell Focus feat.[/COLOR] [COLOR=#000000][B]Benefit:[/B] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.[/COLOR] [COLOR=#000000][B]Special:[/B] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREATER SPELL PENETRATION [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisite:[/B] Spell Penetration.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREATER TWO-WEAPON FIGHTING [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You get a third attack with your off-hand weapon, albeit at a –10 penalty.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREATER WEAPON FOCUS [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]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.[/COLOR] [COLOR=#000000] [B]Prerequisites:[/B] Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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).[/COLOR] [COLOR=#000000][B]Special:[/B] 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.[/COLOR] [COLOR=#000000]A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. [/COLOR] [COLOR=#000000]A fighter may select Greater Weapon Focus as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]GREATER WEAPON SPECIALIZATION [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]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.[/COLOR] [COLOR=#000000] [B]Prerequisites:[/B] Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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).[/COLOR] [COLOR=#000000][B]Special:[/B] 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.[/COLOR] [COLOR=#000000]A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]HEIGHTEN SPELL [METAMAGIC][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit:[/B] A heightened spell has a higher spell level than normal (up to a maximum of 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 [I]lesser globe of invulnerability[/I]) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. [/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED BULL RUSH [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Str 13, Power Attack.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Bull Rush as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED COUNTERSPELL [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Benefit: [/B]When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.[/COLOR] [COLOR=#000000][B]Normal:[/B] Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED CRITICAL [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]Choose one type of weapon.[/COLOR] [COLOR=#000000][B]Prerequisite:[/B] Proficient with weapon, base attack bonus +8.[/COLOR] [COLOR=#000000][B]Benefit:[/B] When using the weapon you selected, your threat range is doubled.[/COLOR] [COLOR=#000000][B]Special:[/B] 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.[/COLOR] [COLOR=#000000]This effect doesn’t stack with any other effect that expands the threat range of a weapon.[/COLOR] [COLOR=#000000]A fighter may select Improved Critical as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED DISARM [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Int 13, Combat Expertise.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000][B]Normal:[/B] See the normal disarm rules.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Disarm as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED FAMILIAR [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000]This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.[/COLOR] [COLOR=#000000][B]Prerequisites:[/B] Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).[/COLOR] [COLOR=#000000][B]Benefit:[/B] When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).[/COLOR] [/SIZE][TABLE="width: 307"] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000][B]Familiar [/B][/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000][B]Alignment [/B][/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000][B]Arcane Spellcaster Level[/B][/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Shocker lizard [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Neutral [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]5th[/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Stirge [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Neutral [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]5th[/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Formian worker [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Lawful neutral [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]7th[/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Imp [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Lawful evil [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]7th[/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Pseudodragon [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Neutral good [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]7th[/COLOR] [/SIZE][/TD] [/TR] [TR] [TD="width: 87"][SIZE=2] [COLOR=#000000]Quasit [/COLOR] [/SIZE][/TD] [TD="width: 79"][SIZE=2] [COLOR=#000000]Chaotic evil [/COLOR] [/SIZE][/TD] [TD="width: 99"][SIZE=2] [COLOR=#000000]7th[/COLOR] [/SIZE][/TD] [/TR] [/TABLE] [SIZE=2] [/SIZE][SIZE=2][COLOR=#000000]Improved familiars otherwise use the rules for regular familiars[I], [/I]with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).[/COLOR] [/SIZE][SIZE=2]The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below. [/SIZE][TABLE="width: 451"] [TR] [TD="width: 214"][SIZE=2] [B]Familiar[/B] [/SIZE][/TD] [TD="width: 86"][SIZE=2] [B]Type/Subtype[/B] [/SIZE][/TD] [TD="width: 108"][SIZE=2] [B]Arcane Spellcaster Level[/B] [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Celestial hawk[SUP][B]1[/B][/SUP] [/SIZE][/TD] [TD="width: 86"][SIZE=2] Good [/SIZE][/TD] [TD="width: 108"][SIZE=2] 3rd [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Fiendish Tiny viper snake[SUP][B]2[/B][/SUP] [/SIZE][/TD] [TD="width: 86"][SIZE=2] Evil [/SIZE][/TD] [TD="width: 108"][SIZE=2] 3rd [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Air elemental, Small [/SIZE][/TD] [TD="width: 86"][SIZE=2] Air [/SIZE][/TD] [TD="width: 108"][SIZE=2] 5th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Earth elemental, Small [/SIZE][/TD] [TD="width: 86"][SIZE=2] Earth [/SIZE][/TD] [TD="width: 108"][SIZE=2] 5th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Fire elemental, Small [/SIZE][/TD] [TD="width: 86"][SIZE=2] Fire [/SIZE][/TD] [TD="width: 108"][SIZE=2] 5th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Shocker lizard [/SIZE][/TD] [TD="width: 86"][SIZE=2] Electricity [/SIZE][/TD] [TD="width: 108"][SIZE=2] 5th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Water elemental, Small [/SIZE][/TD] [TD="width: 86"][SIZE=2] Water [/SIZE][/TD] [TD="width: 108"][SIZE=2] 5th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Homunculus[SUP][B]3[/B][/SUP] [/SIZE][/TD] [TD="width: 86"][SIZE=2] Undead [/SIZE][/TD] [TD="width: 108"][SIZE=2] 7th [/SIZE][/TD] [/TR] [TR] [TD="width: 214"][SIZE=2] Ice mephit [/SIZE][/TD] [TD="width: 86"][SIZE=2] Cold [/SIZE][/TD] [TD="width: 108"][SIZE=2] 7th [/SIZE][/TD] [/TR] [TR] [TD="width: 437, colspan: 3"][SIZE=2] 1 Or other celestial animal from the standard familiar list. [/SIZE][/TD] [/TR] [TR] [TD="width: 437, colspan: 3"][SIZE=2] 2 Or other fiendish animal from the standard familiar list. [/SIZE][/TD] [/TR] [TR] [TD="width: 437, colspan: 3"][SIZE=2] 3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary. [/SIZE][/TD] [/TR] [/TABLE] [SIZE=2] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED FEINT [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Int 13, Combat Expertise.[/COLOR] [COLOR=#000000][B]Benefit:[/B] You can make a Bluff check to feint in combat as a move action.[/COLOR] [COLOR=#000000][B]Normal:[/B] Feinting in combat is a standard action.[/COLOR] [COLOR=#000000]A fighter may select Improved Feint as one of his fighter bonus feats.[/COLOR] [/SIZE][h=2][SIZE=2][COLOR=#000000]IMPROVED GRAPPLE [GENERAL][/COLOR][/SIZE][/h][SIZE=2] [COLOR=#000000][B]Prerequisites:[/B] Dex 13, Improved Unarmed Strike.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000][B]Normal:[/B] Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Grapple as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.[/COLOR] [COLOR=#000000]IMPROVED INITIATIVE [GENERAL][/COLOR] [COLOR=#000000][B]Benefit:[/B] You get a +4 bonus on initiative checks.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Initiative as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]IMPROVED OVERRUN [GENERAL][/COLOR] [COLOR=#000000][B]Prerequisites:[/B] Str 13, Power Attack.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000][B]Normal:[/B] Without this feat, the target of an overrun can choose to avoid you or to block you.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Overrun as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]IMPROVED PRECISE SHOT [GENERAL][/COLOR] [COLOR=#000000][B]Prerequisites:[/B] Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.[/COLOR] [COLOR=#000000][B]Benefit:[/B] 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.[/COLOR] [COLOR=#000000]In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.[/COLOR] [COLOR=#000000][B]Normal:[/B] 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.[/COLOR] [COLOR=#000000][B]Special:[/B] A fighter may select Improved Precise Shot as one of his fighter bonus feats.[/COLOR] [COLOR=#000000]An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. [/COLOR][/SIZE][HI][srd]Revised d20 System Reference Document[/srd][/HI][SIZE=2][COLOR=#000000] [/COLOR] [/SIZE] [/QUOTE]
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