Chapter Three: Feats
Feats are grand.
Prerequisites
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.
A character can’t use a feat if he or she has lost a prerequisite.
Craft Magic Items
This feat lets a spellcaster create magic items. Regardless of the type of item crafted, the crafting
process of all magical items have certain features in common.
Raw Materials Cost
The cost of creating a magic item equals one-half the sale cost of the item.
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.
Time
The time to create a magic item depends on the feat and the cost of the item. The minimum time
is one day.
Item Cost
Potions, wands, and scrolls are magic 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:
Scrolls: Base price = spellpoint cost × 20 gp.
Potions: Base price = spellpoint cost × 25 gp.
Wands: Base price = spellpoint cost × 75 gp.
A 0-level spell is considered to have a spell level of ½ for the purpose of this calculation.
Extra Costs
Any potion, scroll, or wand that stores a spell with a costly material component also carries a
commensurate cost. For potions and scrolls, the creator must expend the material component
when creating the item.
For a wand, the creator must expend fifty copies of the material component.
Copyright © 2008 by T. VanderLaan
Some magic items similarly incur extra costs in material components, as noted in their
descriptions.
Feats
Acolyte Dilettante: You become trained in the use of magic. You can cast spells as a cleric,
mystic, oracle, sorcerer, warlock, or wizard equal to ½ your level. You choose what type of
spellcaster you become upon taking this feat; this choice cannot be changed later. You have a
caster level equal to ½ your level.
Prerequisites: Character level 2nd, the inability to cast spells.
Alchemist Savant: You can brew one additional potion per day, as long as the total cost of the
potions brewed doesn’t exceed more than 100 gp.
You’re lightning-quick at making potions as you advance, too: you can brew one additional
potion per day for every five ranks you have in Craft (alchemy). Fortunately, that 100 gp limit
per day increases by 10 gp for every rank you have in Craft (alchemy).
By increasing the craft DC by 5 and increasing the base cost by 1 gp, you can create alchemist’s
fire, alchemist’s frost, and acid that do an additional 1d6 points of damage—and you can
increase the craft DC and cost multiple times, improving the effects to an even greater degree.
The increase to DC stacks with any increase in DC used to create the items more quickly.
Prerequisites: Craft Magic Item, Craft (alchemy) 3 ranks.
Awesome Leader: That’s “awesome” in the archaic form, douchenut. As in, you’re an awe-
inspiring leader. All allies with Intelligence scores of 3 or higher that can see and hear you have
their base attack bonuses increased to 3 + your level. Allies with a base attack bonus that is
greater than or equal to this value are unaffected.
You must be physically present for your allies to gain these bonuses.
Prerequisites: DM approval times fifty. This feat is pretty much only for Big Bad Evil Guys, but
if the DM wants a headache, he can let players take it, too.
Blind Fight: In melee, you don’t suffer the -2 penalty for attacking an opponent with
concealment. Against spells and effects such as blur, the penalties you take are reduced by two,
to a minimum of 0.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t grant
combat advantage. The invisible attacker’s bonuses do still apply for ranged attacks, however.
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You take only half the usual penalty to speed for being unable to see. Darkness and poor
visibility in general do not reduce your speed.
At eighth level, you don’t suffer the -5 penalty for attacking an opponent with total concealment.
Against spells and effects such as blur, the penalties you take are reduced by five, to a minimum
of 0.
Special: This feat is of no use against a character who is the subject of a shift spell.
Blockader: You increase the bonus to Reflex Defense of any shield you wield by +1.
Furthermore, whenever you perform a shield bash, you retain your shield bonus to Reflex
Defense. Your damage is also treated as though you increased a size category when performing
a shield bash.
Prerequisites: Proficiency with light shields.
Special: This talent’s bonuses don’t apply to shields with which you lack proficiency.
Bloodletter: Instead of taking an hour to treat deadly wounds with the Heal skill, it only takes
you ten minutes.
In addition, you heal an additional 1d6 points of damage when treating deadly wounds. You
improve an additional 1d6 points of damage for every four ranks you have in Heal.
Prerequisites: Heal 1 rank.
Combat Acrobatics: You get a +2 dodge bonus to your Reflex Defense against attacks of
opportunity caused when you move out of or within a threatened area.
Remember that dodge bonuses stack, unlike most other kinds of bonus.
In addition, if you succeed in tumbling past an opponent without provoking an attack of
opportunity, you get a +2 bonus on your next attack against that opponent, as long as you make it
before the end of your current turn.
Prerequisite: Acrobatics 1 rank.
Combat Casting: You gain a +5 bonus on Spellcraft checks to cast a spell or use a spell-like
ability while you are on the defensive or are grappling, pinned, or taking damage. In addition,
you can fluidly combine the somatic components of your spells with your combat style—you no
longer need one free hand to cast spells with a somatic component.
This does not allow you to cast spells as though they had no somatic components—you simply
have learned to incorporate the somatic components ofyour spells with anything you’re holding
Copyright © 2008 by T. VanderLaan
in your hands. You also must be able to move to cast spells with somatic components, as
normal.
Special: You still require a hand free for casting spells that have material components or foci.
Craft Magic Items [Item Creation]: You can create a scroll of any spell or ritual that you know.
Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its
spell level x spellpoint cost × 20 gp. To scribe a scroll, you use up raw materials costing one-half
of this base price.
Any scroll that stores a spell with a costly material component also carries a commensurate cost.
In addition to the costs derived from the base price, you must expend the material component
when scribing the scroll.
At third caster level, you can create a potion of any spell that you know that targets one or more
creatures and is augmented to 9 spellpoints or less. Brewing a potion takes one day. When you
create a potion, you set the spellpoint cost, 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 spellpoint cost x
25 gp. To brew a potion, you use up raw materials costing one-half this base price.
When you create a potion, you make any choices that you would normally make when casting
the spell. Whoever drinks the potion is the target of the spell.
At third caster level, 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 use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half
the raw materials and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components, 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.
At third caster level, you can create a wand of any spell that you know that is augmented to 12
points or less. Crafting a wand takes one day for each 1,000 gp in its base price. The base price
of a wand is its spell level x spellpoint cost × 75 gp. To craft a wand, you use up raw materials
costing one-half of this base price.
At fifth caster level, 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 use up raw materials
costing one-half of this total price.
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.
Copyright © 2008 by T. VanderLaan
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 raw materials and half the time it would take to craft that item in
the first place.
Prerequisites: Caster level 1st.
Crossbow Mastery: The time required for you to reload crossbows is reduced. Hand or light
crossbows require a free action, while a heavy crossbow requires a swift action. Normally, you
need a move action to reload a hand or light crossbow, or a full-round action to reload a heavy
crossbow.
Reloading a crossbow also no longer provokes an attack of opportunity.
In addition, when using a crossbow with which you have the Weapon Mastery feat, you gain ½
your Dexterity bonus as a bonus to your damage rolls. If you have the sneak attack or skirmish
talents, you can use them at a range of up to 60 feet (rather than 30 feet).
Prerequisites: Proficiency with at least one type of crossbow.
Special: This feat’s benefits do not apply to crossbows with which you lack proficiency.
Cunning Linguist: You learn a bonus language.
Prerequisites: Linguistics 1 rank, Intelligence 12.
Special: You learn an additional language for every four ranks you have in Linguistics.
Eschew Materials: 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.
Exotic Weapon Proficiency: You gain proficiency with all exotic weapons.
Prerequisites: Proficiency with all martial weapons.
Expanded Spellpool: You gain +1 additional spellpoint per caster level.
Extra Spell: You learn an additional spell. (If you are a spontaneous spellcaster, this does not
count against your total spells known.) You must be able to cast the spell that you learn.
Spellcasters who prepare their spells may take this feat to learn a spell that they otherwise would
not be able to know (for instance, if they had to research it); DM approval is required when
creating a new spell, of course.
At third caster level and every three caster levels thereafter, you learn an additional spell.
Copyright © 2008 by T. VanderLaan
Prerequisites: Caster level 1st.
Far Shot: You only suffer a -1 penalty per full range increment between you and your target
when using a ranged weapon.
Fit as a Fiddle: You’re not only really hard to kill, but your athletic prowess gives you a number
of other benefits.
When reduced to negative hit points (but above your death threshold), you automatically become
stable. You don’t have to roll a d% to see if you lose 1 hit point each round. You may choose to
remain conscious and act as normally, as though you were above zero hit points.
In addition, you gain a +5 bonus on Athletics checks made to resist nonlethal damage from
swimming and Constitution checks.
You may sleep in light, medium, or heavy armor without becoming fatigued. In addition, you
may move five times your normal speed (if wearing medium, light, or no armor and carrying no
more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy
load), and you don’t grant combat advantage when running.
You are always considered to have a running start whenever you are jumping.
You can hold your breath for a number of rounds equal to three times your Constitution score,
and you can swim faster than normal: with a successful Athletics check, you can swim up to one-
half your land speed as a move action, and you can swim up to your land speed as a full-round
action.
With a successful Athletics check, you can climb at half your normal speed instead of one-
quarter your normal speed. If you make a successful Athletics check to perform an accelerated
climb, you can move at your normal speed instead of one-half your normal speed.
Prerequisites: Acrobatics 1 rank, Athletics 1 rank.
Great Fortitude: You gain a +2 bonus to your Fortitude Defense. In addition, you permanently
gain +5 hit points, plus an additional +1 hit point per level. At fifth level and again at tenth level,
you gain an additional +5 hit points.
Improved Combat Maneuvers: Your combat maneuvers improve.
When you attempt to overrun an opponent, the target may not choose to avoid you. When you
successfully execute a combat maneuver, you do an additional 1d6 points of damage.
In addition, you can make a charge without having to move in a straight line, and you can alter
your direction when charging to avoid obstacles. All other charge rules still apply to you.
Copyright © 2008 by T. VanderLaan
Prerequisites: Dexterity 12, Strength 12.
Improved Combat Options: Whenever you use the power attack combat option, you do an
additional +2 damage per bonus damage die.
Whenever you use the combat expertise combat option, you gain an additional +1 dodge bonus
to your Reflex Defense equal to ½ the penalty that you take on your attack rolls.
Improved Counterspell: When counterspelling, you may use a spell of the same school that costs
three or more spellpoints than the target spell. Without this feat, you may counter a spell only
with the same spell or with a spell specifically designated as countering the target spell.
Improved Critical: Choose a weapon group from the Weapon Mastery list. When using a
weapon from the weapon group you selected, your threat range is increased by 1.
Prerequisites: Weapon Mastery with selected weapon group, base attack bonus +13.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the
feat, it applies to a different weapon group.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you
do not provoke attacks or opportunity from armed opponents when you attack them while
unarmed. (If you are not already proficient with your unarmed strikes, you become proficient
with them upon taking this feat.) However, you still get an attack of opportunity against any
opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You do
not receive an attack roll penalty when dealing nonlethal damage with an unarmed strike.
(Normally, you aren’t considered armed when making unarmed attacks, and you can only do
nonlethal damage.) You have the same choice to deal lethal or nonlethal damage while
grappling.
Furthermore, your attacks may be with either fist interchangeably or even from elbows, knees,
and feet. This means that you may even make unarmed strikes with your hands full without
taking a penalty.
You may choose to use your unarmed strikes as a primary and/or an off-hand weapon for the
purposes of two-weapon fighting. If you use your unarmed strikes only as a primary weapon,
you receive twice your Strength bonus to damage rolls.
Your unarmed strikes are treated both as a manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve either manufactured weapons or natural
weapons.
Copyright © 2008 by T. VanderLaan
In addition, your unarmed strikes do a base 1d8 damage (for a medium character; small
characters do 1d6 damage and large characters do 2d6 damage; for characters of other sizes,
reference the size progression of natural attacks).
Iron Will: You gain a +2 bonus to your Will Defense. In addition, you gain DR 1/—. This
damage reduction improves by DR 1/— for every five levels that you have.
Leadership: Having this feat enables you to attract loyal companions and devoted followers,
subordinates who assist you. See Chapter 11 for details.
Prerequisites: Character level 6th, must have DM approval. Very specific DM approval.
Lightning Reflexes: You gain a +2 bonus to your Reflex Defense and a +2 bonus on initiative
checks.
In addition, you can draw a weapon as a free action instead of as a move action. You can draw a
hidden weapon (see the Sleight of Hand skill) as a swift action. You may also sheath a drawn
weapon as a swift action.
Military Training: You gain proficiency with all types of armor, shields, and simple and martial
weapons.
Oversized Weaponry: With this feat, you can wield weapons that rival Cloud Strife’s buster
sword. (Animé? In my D&D?) You can wield a weapon up to one size category larger without
taking a penalty on attack rolls, and you can wield a one-handed weapon in your off hand as
though it were a light weapon.
This feat does not allow you to wield two-handed weapons with one hand or treat one-handed
weapons as light weapons.
Prerequisites: Strength 14.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without
taking the standard -5 penalty on your attack roll.
At eighth level, your ranged attacks ignore the Reflex Defense bonus granted to targets by
anything less than total cover, and they ignore the miss chance granted to targets by anything less
than total concealment. Total cover and total concealment provide their normal benefits against
your ranged attacks. In addition to this, when you shoot or throw ranged weapons at a grappling
opponent, you automatically strike at the opponent you have chosen.
Prerequisites: Dexterity 12.
Skill Focus: Choose any two skills. You get a +2 bonus on all checks involving those skills.
When you have 10 ranks in those skills, this bonus improves to +5.
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In addition, you may choose one additional skill. You are now trained in that skill, and it
becomes a class skill for you. (Alternatively, you may choose to become trained in one skill and
select a different skill to become a class skill.)
Special: You can take this feat multiple times. Each time you select it, it applies to new skills.
Ritual Casting: You can learn and perform rituals.
Prerequisites: Spellcraft 1 rank.
Special: Spellcasters (but not spellwarriors) do not need to take this feat. They may
automatically learn and perform rituals.
Characters that take this feat at first level begin play with a grimoire that contains a single ritual.
Spell Focus: Choose one school of magic. You get a +2 bonus on magic checks when casting
spells or performing rituals from that school.
Special: This feat may be selected more than once. Each time it is selected, it applies to a
different school of magic.
Spell Mastery: Choose a number of spells equal to 3 + your Intelligence modifier that you
already know. From that point on, you can prepare these spells without referring to a spellbook.
At second caster level and every two caster levels thereafter, you can prepare an additional spell
without referring to a spellbook.
Prerequisites: Must be able to prepare spells with a spellbook.
Special: If you Intelligence modifier ever increases, you can prepare a number of additional
spells without referring to a spellbook equal to the amount by which your Intelligence modifier
increased.
Spring Attack: When using the attack action with a melee or ranged weapon, you can move both
before and after the attack, provided that your total distance moved is not greater than your
speed. Moving in this way does not provoke an attack of opportunity from the defender you
attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You
can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the
benefits of Spring Attack.
Prerequisites: Dexterity 12.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced
by 2.
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Normally, you can get one extra attack per round with a second weapon in your off hand. When
fighting in this way, you suffer a -5 penalty on your attacks. If you off-hand weapon is light, the
penalties are reduced by 1 each. (An unarmed strike is always considered light.)
Prerequisites: Dexterity 14.
Warrior Dilettante: Your base attack bonus permanently improves by +2, and your base Reflex
Defense permanently improves by +1. This is treated as an actual increase in base attack bonus
and Reflex Defense, which may allow you to access some feats and talents, take higher penalties
on your attack roll when using the power attack or combat expertise combat options, and so on.
Prerequisites: Character level 2nd, poor base attack bonus and poor base Reflex Defense.
Weapon Finesse: With a light weapon or whip made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
In addition, when using a weapon that can be used with the Weapon Finesse feat, you may
choose to add ½ your Dexterity modifier to your damage rolls in place of your Strength modifier.
Special: Natural weapons are always considered light weapons.
Weapon Mastery: You are particularly skilled with one group of weapons. (You might say that
you are some kind of “master” with that type of weaponry.) Choose a group of weapons from
the following list. When wielding a weapon from that group, you gain a +2 bonus on attack rolls
and a +2 bonus on damage rolls. At fifth level, this damage bonus improves to +5.
Axes and Hammers: any type of axe, hammer, pick, or club.
Blades: any type of sword or dagger, including the scythe, sickle, kama, and kukri.
Bows: any type of bow or crossbow.
Close: any gauntlet or shield, including the sap and unarmed strike1.
Double: any double weapon.
Flails: any flail, including the morningstar, nunchaku, and whip.
Magic: any type of ray or magical touch attack2, be it from a spell, a spell-like ability, or a
supernatural ability. The bonus damage only applies if the ray or touch attack does hit point
damage.
Monk: any monk weapon, including the unarmed strike1.
Pole Arms and Spears: any reach weapon or spear, including the quarterstaff, javelin, lance, and
trident, but not including the whip.
Thrown: any thrown weapon or melee weapon with a range increment, including the sling and net.
1. The bonus on attack rolls for unarmed strikes also applies to all magical touch attacks, but the bonus damage only applies if the magical touch
attack does hit point damage.
2. The touch attack must be done by the spellcaster himself.
Copyright © 2008 by T. VanderLaan
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