A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | ||
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1 | Feat | Type | Prereq | Description | Evil Lincoln | Black_Lantern | doctor wu | Blue_the_Wolf | Pawlik | Mattastrophic | Rasmus Wagner | Helaman | Kriskras | Axl | Joyd | Hayato | Asurendra | |||
2 | Ability Focus | Monster | Special attack. | +2 bonus to DC for saving throws against a monsters special ability. | 6 | 6 | 7 | 9 on monsters | 8 | 8 on monsters | 7 | 7 | 7 | |||||||
3 | Acrobatic | General | - | +2 bonus on Acrobatics and Fly checks | 8 | 7 | 6 | 6 | 5 | 5 | 5 | 6 | 5 | 6 | 3 | 5 | ||||
4 | Acrobatic Steps | General | Dex 15, Nimble Moves | Ignore 20 feet of difficult terrain when you move | 5 | 6 | 8 | 5 | 1 (due to APG's Feather Step) | 7 | 7 | 6 | 6 | 5 | 6 | |||||
5 | Agile Maneuvers | Combat | - | Use your Dex bonus when calculating your CMB | 7 | 7 | 7 | 6 | 0 (merge with Weapon Finesse) | 0 (weapon finesse) | 5 | 0 (merge with weapon finesse) | 2 | make free | 2 | |||||
6 | Alertness | General | - | +2 bonus on Perception and Sense Motive checks | 8 | 8 | 7 | 8 | 5 | 7 | 7 | 7 | 7 | 3 | 6 | |||||
7 | Alignment Channel | General | Channel energy class feature | Channel energy can heal or harm outsiders | 7 | 8 | 6 | 6 | 5 | 7 | 5 | 6 | 5 | |||||||
8 | Arcane Armor Mastery | Combat | Arcane Armor Training, Armor Proficiency, Medium, caster level 7th | Reduce your arcane spell failure chance by 20% | 5 | 5 | 6 | 4 | 5 | 6 | 7 | 4 (shouldn't be a swift action) | 6 | 6 | ||||||
9 | Arcane Armor Training | Combat | Armor Proficiency, Light, caster level 3rd | Reduce your arcane spell failure chance by 10% | 4 | 4 | 4 | 5 | 6 | 5 | 4 (shouldn't be a swift action) | 7 | 6 | |||||||
10 | Animal Affinity | General | - | +2 bonus on Handle Animal and Ride checks | 6 | 4 | 5 | 5 | 5 | 6 | 5 | 5 | 5 | |||||||
11 | Arcane Strike | Combat | Ability to cast arcane spells | +1 damage and weapons are considered magic | 8 | 7 | 8 | 9 | 10 | 8 | 8 | 6 | 7 | 8 | ||||||
12 | Armor Proficiency, Heavy | General | Armor Proficiency, Medium | No penalties on attack rolls while wearing heavy armor | 7 | 7 | 2 | 4 | 7 | 7 | 6 | 6 | ||||||||
13 | Armor Proficiency, Light | General | - | No penalties on attack rolls while wearing light armor | 6 | 5 | 2 | 1 | 5 | 1 | 2 | 4 | ||||||||
14 | Armor Proficiency, Medium | General | Armor Proficiency, Light | No penalties on attack rolls while wearing medium armor | 7 | 5 | 2 | 2 | 7 | 4 | 4 | 5 | ||||||||
15 | Athletic | General | - | +2 bonus on Climb and Swim checks | 8 | 6 | 5 | 4 | 5 | 5 | 1 | 5 | 5 | 6 | 3 | 5 | ||||
16 | Augment Summoning | General | Spell Focus (conjuration) | Summoned creatures gain +4 Str and Con | 10 | 9 | 10 | 9 | 10 | 10 | 10 | 9 | 9 | 10 | 7 | 8 | ||||
17 | Awesome Blow | Monster | Str 25, Power Attack, Improved Bull Rush, size Large or larger. | Knock an opponent 10 feet away and prone. | 4 | 5 | 3 | 3 | 8 | 5 | 9 | 7 | 7 | 7 | ||||||
18 | Bleeding Critical | Critical | Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target takes 2d6 bleed | 6 | 6 | 8 | 8 | 5 | 6 | 7 | 6 | 6 | 7 | ||||||
19 | Blind-Fight | Combat | - | 10 | 7 | 8 | 6 | 8 | 8 | 8 | 8 | 6 | 7 | |||||||
20 | Blinding Critical | Critical | Critical Focus, base attack bonus +15 | Whenever you score a critical hit, the target is blinded | 6 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 8 | |||||||
21 | Brew Potion | Item Creation | Caster level 3rd | Create magic potions | 6 | 7 | 7 | 3 | 2 | 7 | 3 | 5 | 5 | |||||||
22 | Catch Off-Guard | Combat | - | No penalties for improvised melee weapons | 9 | 6 | 5 | 1 | 6 | 5 | 4 | 4 | ||||||||
23 | Channel Smite | Combat | Channel energy class feature | Channel energy through your attack | 7 | 6 | 6 | 5 | 6 | 5 | ||||||||||
24 | Cleave | Combat | Power Attack | Make an additional attack if the first one hits | 7 | 5 | 6 | 7 | 4 | 0 (change wording to that of Cleaving Finish instead) | 4 | 7 (and fix cleaving finish) | 7 | 7 | 7 | |||||
25 | Combat Casting | General | - | +4 bonus on concentration checks for casting defensively | 6 | 7 | 4 (mostly useless since 5 foot step allows you to essentially cast freely in combat in most situations) | 5 | 6 | 2 | 6 | 7 | 9 | 5 | ||||||
26 | Combat Expertise | Combat | Int 13 | Trade attack bonus for AC bonus | 6 | 8 | 6 | 1 (merge with fighting defensively) | 5 (only ever taken as a prereq) | 7 but should be just a combat option | 2 | 6 | ||||||||
27 | Combat Reflexes | Combat | - | Make additional attacks of opportunity | 9 | 10 | 8 | 6 | 7 | 9 | 7 | 9 | 6 | 8 | ||||||
28 | Command Undead | General | Channel negative energy class feature | Channel energy can be used to control undead | 5 | 7 | 7 | 8 | 6 | 9 | 7 | 7 | 8 | |||||||
29 | Craft Construct | Monster | Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item. | You can create any construct whose prerequisites you meet. | 5 | 5 | 5 | 5 | 4 | 7 | 6 | 6 | ||||||||
30 | Craft Magic Arms and Armor | Item Creation | Caster level 5th | Create magic armors, shields, and weapons | 6 | 8 | 7 | 10 | 5 | 7 | 6 | 8 | ||||||||
31 | Craft Rod | Item Creation | Caster level 9th | Create magic rods | 6 | 6 | 6 | 8 | 8 | 7 | 6 | 7 | ||||||||
32 | Craft Staff | Item Creation | Caster level 11th | Create magic staves | 6 | 6 | 5 | 6 | 6 | 7 | 6 | 7 | ||||||||
33 | Craft Wand | Item Creation | Caster level 5th | Create magic wands | 7 | 6 | 8 | 6 | 8 | 7 | 6 | 7 | ||||||||
34 | Craft Wondrous Item | Item Creation | Caster level 3rd | Create magic wondrous items | 9 | 10 | 10 | 10 | 10 | 7 | 6 | 10 | ||||||||
35 | Critical Focus | Combat | Base attack bonus +9 | +4 bonus on attack rolls made to confirm critical hits | 7 | 6 | 6 | 5 | 5 | 5 | 7 | 7 | ||||||||
36 | Critical Mastery | Combat | Any two critical feats, 14th-level fighter | Apply two effects to your critical hits | 5 | 5 | 5 | 9 | 7 | 6 | ||||||||||
37 | Dazzling Display | Combat | Weapon Focus | Intimidate all foes within 30 feet | 7 | 6 | 8 | 6 | 7 | 8 | 7 (great for charismatic characters) | 6 | ||||||||
38 | Deadly Aim | Combat | Dex 13, base attack bonus +1 | Trade ranged attack bonus for damage | 10 | 10 | 8 | 10 | 15 (overpowered) | 9 | 9 | 10 | 9 | |||||||
39 | Deadly Stroke | Combat | Greater Weapon Focus, Shatter Defenses, base attack bonus +11 | Deal double damage plus 1 Conbleed | 7 | 8 | 8 | 8 | 7 | |||||||||||
40 | Deafening Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is deafened | 5 | 5 | 5 | 4 (deaf is a near-useless debuff) | 6 | 5 | 6 | |||||||||
41 | Deceitful | General | - | +2 bonus on Bluff and Disguise checks | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 5 | ||||||||
42 | Defensive Combat Training | Combat | - | Use your total Hit Dice as your base attack bonus for CMD | 6 | 6 | 5 | 6 | 5 | 8 | 7 | |||||||||
43 | Deflect Arrows | Combat | Dex 13, Improved Unarmed Strike | Avoid one ranged attack per round | 6 | 6 | 7 | 6 | 5 | 8 | 6 | 8 | 6 | |||||||
44 | Deft Hands | General | - | +2 bonus on Disable Device and Sleight of Hand checks | 6 | 6 | 6 | 5 | 4 | 6 | 6 | 5 | ||||||||
45 | Diehard | General | Endurance | Automatically stabilize and remain conscious below 0 hp | 5 | 4 | 5 | 4 | 5 | 4 | 6 | |||||||||
46 | Disruptive | Combat | 6th-level fighter | Increases the DC to cast spells adjacent to you | 7 | 7 | 8 | 8 | 8 | 8 | 8 | |||||||||
47 | Dodge | Combat | Dex 13 | +1 dodge bonus to AC | 8 | 8 | 8 | 7 | 8 | 8 | 7 | 8 | 8 | |||||||
48 | Double Slice | Combat | Two-Weapon Fighting | Add your Str bonus to off-hand damage rolls | 7 | 8 | 8 | 8 | 8 | 6 | 7 | 7 | ||||||||
49 | Elemental Channel | General | Channel energy class feature | Channel energy can harm or heal elementals | 6 | 5 | 5 | 4 | 5 | 4 | 3 | |||||||||
50 | Empower Spell | Metamagic | - | Increase spell variables by 50% | 6 | 6 | 10 | 6 | 8 | 7 | 8 | |||||||||
51 | Empower Spell-Like Ability | Monster | Spell-like ability at caster level 6th or higher. | Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). | 6 | 5 | 9 (on monsters) | 9 | 7 | 8 | 9 | |||||||||
52 | Endurance | General | - | +4 bonus on checks to avoid nonlethal damage | 5 | 4 | 4 | 1 | 1 | 5 | 3 | 1 | ||||||||
53 | Enlarge Spell | Metamagic | - | Double spell range | 3 | 4 | 1 | 4 | 7 | 4 | 4 | |||||||||
54 | Eschew Materials | General | - | Cast spells without material components | 4 | 4 | highly GM dependent as most GMS just make this an effectivly free feat | 4 | 1 | 1 , also, components are a stupid joke rule in the first place | 6 | 1 | 2 | |||||||
55 | Exhausting Critical | Combat | Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted | 5 | 6 | 5 | 4 | 7 | 5 | 6 | |||||||||
56 | Exotic Weapon Proficiency | Combat | Base attack bonus +1 | No penalty on attacks made with one exotic weapon | 6 | 5 | 6 | 5 | 1 | 8 | 5 | 5 | 5 | |||||||
57 | Extend Spell | Metamagic | - | Double spell duration | 8 | 7 | 9 | 9 | 7 | 7 | 6 | |||||||||
58 | Extra Channel | General | Channel energy class feature | Channel energy two additional times per day | 6 | 7 | 5 | 6 | 6 | 7 | 7 | 7 | ||||||||
59 | Extra Ki | General | Ki pool class feature | Increase your ki pool by 2 points | 6 | 6 | 6 | 6 | 5 | 6 | 5 | 6 | ||||||||
60 | Extra Lay On Hands | General | Lay on hands class feature | Use lay on hands two additional times per day | 6 | 7 | 6 | 6 | 6 | 6 | 5 | 7 | ||||||||
61 | Extra Mercy | General | Mercy class feature | Your lay on hands benefits from one additional mercy | 6 | 5 | 6 | 6 | 6 | 5 | 6 | |||||||||
62 | Extra Performance | General | Bardic performance class feature | Use bardic performance for 6 additional rounds per day | 5 | 5 | 5 | 6 | 4 | 6 | 6 | 5 | ||||||||
63 | Extra Rage | General | Rage class feature | Use rage for 6 additional rounds per day | 6 | 7 | 5 | 6 | 5 | 6 | 6 | 7 | ||||||||
64 | Far Shot | Combat | Point Blank Shot | Decrease ranged penalties by half | 5 | 6 | 3 few games ever use range beyond 100 or 200 feet. most GMS rarely allow combat out that far except in very specific situations | 5 | 5 | 4 | 5 - extree range is rarely a factor | 5 | 4 | |||||||
65 | Fleet | General | - | Your base speed increases by 5 feet | 7 | 6 | 6 | 5 | 0 (maybe if it were +10') | 4 | 5 | 4 | 2 | |||||||
66 | Flyby Attack | Monster | Fly speed. | When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. | 7 | 7 | 9 on appropriate monsters | 9 | 7 | 8 | 9 | |||||||||
67 | Forge Ring | Item Creation | Caster level 7th | Create magic rings. | 6 | 6 | 8 | 6 | 7 | 6 | 7 | |||||||||
68 | Gorgon's Fist | Combat | Scorpion Style, base attack bonus +6 | Stagger a foe whose speed is reduced | 3 | 2 | 2 | 7 | 3 | 3 | ||||||||||
69 | Great Cleave | Combat | Cleave, base attack bonus +4 | Make an additional attack after each attack hits | 6 | 5 | 4 | 5 | 0 | 0 | 6 | 5 | 5 | |||||||
70 | Great Fortitude | General | - | +2 on Fortitude saves | 7 | 7 | 7 | 6 | 7 | 6 | 6 | 9 | ||||||||
71 | Greater Bull Rush | Combat | Improved Bull Rush, base attack bonus +6 | Enemies you bull rush provoke attacks of opportunity | 4 | 5 | 0 (merge with Improved Bull Rush) | 8 | 7 | 7 | 6 | |||||||||
72 | Greater Disarm | Combat | Improved Disarm, base attack bonus +6 | Disarmed weapons are knocked away from your enemy | 5 | 6 | 0 (merge with Improved Disarm) | 1 | 7 - If mered with improved disarm | 6 | 2 | |||||||||
73 | Greater Feint | Combat | Improved Feint, base attack bonus +6 | Enemies you feint lose their Dex bonus for 1 round | 4 | 6 | 0 (feint rules need revision) | 1 | 7 | 5 | 6 | |||||||||
74 | Greater Grapple | Combat | Improved Grapple, base attack bonus +6 | Maintain your grapple as a move action | 5 | 6 | 6 | 9 | 7 | 7 | 7 | |||||||||
75 | Greater Overrun | Combat | Improved Overrun, base attack bonus +6 | Enemies you overrun provoke attacks of opportunity | 3 | 5 | 0 (merge with Improved Overrun) | 1 | 7 | 6 | 1 | |||||||||
76 | Greater Penetrating Strike | Combat | Penetrating Strike, 16th-level fighter | Your attacks ignore 10 points of damage reduction | 6 | 7 | 5 | 1 | 6 | 7 | 5 | |||||||||
77 | Greater Shield Focus | Combat | Shield Focus, 8th-level fighter | Gain a +1 bonus to your AC when using a shield | 5 | 5 | 5 | 1 | 6 | 6 | 4 | |||||||||
78 | Greater Spell Focus | General | Spell Focus | +1 bonus on save DCs for one school | 7 | 6 | 6 | 8 | 7 | 7 | 8 | |||||||||
79 | Greater Spell Penetration | General | Spell Penetration | +2 bonus on level checks to beat spell resistance | 7 | 7 | 7 | 7 | 7 | 7 | 9 | |||||||||
80 | Greater Sunder | Combat | Improved Sunder, base attack bonus +6 | Damage from sunder attempts transfers to your enemy | 6 | 7 | 0 (merge with Improved Sunder, if at all) | 1 | 7 if merged with improved sunder | 6 | 2 | |||||||||
81 | Greater Trip | Combat | Improved Trip, base attack bonus +6 | Enemies you trip provoke attacks of opportunity | 9 | 8 | 8 | 10 | 9 | 9 | 9 | |||||||||
82 | Greater Two-Weapon Fighting | Combat | Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 | Gain a third off-hand attack | 6 | 6 | 5 | 7 | 9 | 1 | 5 | |||||||||
83 | Greater Vital Strike | Combat | Improved Vital Strike, base attack bonus +16 | Deal four times the normal damage on a single attack | 6 | 5 | 5 | 5 | 7 | 1 | 5 | |||||||||
84 | Greater Weapon Focus | Combat | Weapon Focus, 8th-level fighter | +1 bonus on attack rolls with one weapon | 8 | 7 | 6 | 5 | 7 | 7 | 7 | 7 | ||||||||
85 | Greater Weapon Specialization | Combat | Weapon Specialization, 12th-level fighter | +2 bonus on damage rolls with one weapon | 8 | 6 | 7 | 5 | 5 | 7 | 7 | 9 | ||||||||
86 | Heighten Spell | Metamagic | - | Treat spell as a higher level | 5 | 4 | 5 | 6 | 0 (only EVER used for cheating prereqs) | 5 | 1 | 3 | ||||||||
87 | Hover | Monster | Fly speed. | This creature can hover in place with ease and can kick up clouds of dust and debris. | 10 for monsters | 10 on appropriate monsters | 9 | 8 | 8 | 8 | ||||||||||
88 | Improved Bull Rush | Combat | Power Attack | +2 bonus on bull rush attempts, no attack of opportunity | 5 | 5 | 5 | 4 | 7 | 7 | 5 | |||||||||
89 | Improved Channel | General | Channel energy class feature | +2 bonus on channel energy DC | 4 | 5 | 5 | 2 | 6 | 5 | 4 | |||||||||
90 | Improved Counterspell | General | - | Counterspell with spell of the same school | 6 | 3 | 3 (counter spell is poorly implemented in the game at this time. feats based on it do little to make it better) | 4 | 0 (change counterspelling to an immediate action first) | 0 | 5 | 1 | 2 | |||||||
91 | Improved Critical | Combat | Proficiency with weapon, base attack bonus +8 | Double the threat range of one weapon | 8 | 7 | 8 | 8 | 8 | 8 | 10 | 8 | 9 | 9 | ||||||
92 | Improved Disarm | Combat | Combat Expertise | +2 bonus on disarm attempts, no attack of opportunity | 7 | 7(depends on how many things use weapons | 7 | 8 | 5 | 7 * this is how the Improved combat feats should be / +2 and no AoO | 7 | 2 | ||||||||
93 | Improved Familiar | General | Ability to acquire a familiar, see feat | Gain a more powerful familiar | 7 | 8 | 7 | 5 | 7 | 7 | 7 | 8 | ||||||||
94 | Improved Feint | Combat | Combat Expertise | Feint as a move action | 7 | 7 | 7 | 0 (revise feint rules) | 5 | 7 | 6 | 5 | ||||||||
95 | Improved Grapple | Combat | Dex 13, Improved Unarmed Strike | +2 bonus on grapple attempts, no attack of opportunity | 8 | 8 | 8 | 8 | 7 | 8 | 8 | |||||||||
96 | Improved Great Fortitude | General | Great Fortitude | Once per day, you may reroll a Fortitude save | 8 | 7 | 5 | 5 | 6 | 7 | 6 | |||||||||
97 | Improved Initiative | Combat | - | +4 bonus on initiative checks | 10 | 10 | 9 (only so good because of the flat footed rule which I think is silly | 10 | 10 | 9 | 8 | 9 | 8 | |||||||
98 | Improved Iron Will | General | Iron Will | Once per day, you may reroll a Will save | 8 | 8 | 8 | 5 | 7 | 6 | 7 | 6 | ||||||||
99 | Improved Lightning Reflexes | General | Lightning Reflexes | Once per day, you may reroll a Reflex save | 7 | 6 | 7 | 5 | 4 | 6 | 6 | 6 | ||||||||
100 | Improved Natural Armor | Monster | Natural armor, Con 13. | The creature's natural armor bonus increases by +1. | 6 | 6 | 5 | 8 on appropriate monsters | 5 | 6 | 5 | 5 |