Feats in Pathfinder: Wrath of the Righteous are special capabilities that characters can acquire through various methods. Feats represent Abilities outside of the normal scope of a character's Race and Class. Many of them alter or enhance class abilities or loosen class restrictions, while others may apply bonuses to statistics, or grant the ability to take actions otherwise prohibited by the rules.
Please see Mythic Feats for the Mythic level feats.
Below you can find a list with all Feats in Pathfinder: Wrath of the Righteous.
All Feats in Pathfinder: Wrath of the Righteous
Quick Search of All Feats
Name |
Effects |
Requirements |
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Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. | Bomb or Arcane Bombs |
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Add +2 to the DC for all saving throws against the bombs. | Bomb or Arcane Bombs |
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Gives an additional 1d6 sneak attack. | Sneak Attack |
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You've learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus. |
Bull Rush or Dirty Trick or Disarm or Trip |
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You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the bonus increases to +4. | N/A |
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You gain +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist. | Dexterity: 13, Dodge, Proficiencies: Dueling Sword, Weapon Focus (Dueling Sword) |
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With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks made to overcome spell resistance. |
N/A |
Arcane Armor Mastery (Combat) |
You have mastered the ability to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. |
Arcane Armor Training |
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You have learned how to cast spells while wearing armor .Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. |
N/A |
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Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. | Arcane Spellcasting |
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Gain +1 on AC bonus on the selected armor type. | Base Attack Bonus 1 |
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You become proficient with Light Armor. | N/A |
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You become proficient with Medium Armor. | Armor Proficiency (Light Armor) |
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You become proficient with Heavy Armor. | Armor Proficiency (Medium Armor) |
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Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. | Spell Focus - Conjuration |
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Your ally's eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. |
Perception: 3 |
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You follow a powerful blow from your weapon with an opportunistic bash from your shield. Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. |
Proficiencies: Light Shield Proficiency Heavy Shield, Shield Bash, Two-Weapon, Base Attack Bonus: 11. Shield Master |
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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. 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. |
N/A |
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Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. |
Critical Focus, Base Attack Bonus: 15 |
Blood Drinker (Dhampir) |
Three times per day you can drink blood from unconcious, helpless, sleeping or paralyzed living creatures. You can also drink blood from corpses of living creatures. Whenever you drink blood from such a creature you gain 5 temporary hitpoints plus 5 for every three Hit Dice you have and a +1 bonus on Fortitude saving throws. The effects last 1 hour. | Dhampir |
Blood Feaster (Dhampir) |
Whenever you use the Blood Drinker feat, you gain a +2 bonus on damage rolls and a +1 bonus on Athletics checks. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice. | |
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Your bond with your animal companion is unusually close. The abilities of your animal companion are calculated as though your class was 4 levels higher, to a maximum effective level equal to your character level. | Animal Companion |
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Allows you to brew potions of spells up to level 3 during camping. | |
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This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. |
Power Attack, Stength 13 |
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When fighting defensively, your dodge bonus to AC increases by 2. | Halfling |
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As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a โ2 penalty to your Armor Class until your next turn. | Power Attack, Strength 13 |
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If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. | Power Attack, Cleave, Strength 13 |
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You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction. |
Point-Blank Shot, Precise Shot, Base Action Bonus 6 |
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You are adept at spellcasting when threatened or distracted. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability. | N/A |
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You can choose to take a โ1 penalty on melee attack rolls and [Combat] maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by โ1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. | Intelligence 13 |
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You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Dodege bonusesstack with each other, unlike most types of bonuses |
Dexterity 13, Dodge |
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You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. | N/A |
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Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally. | N/A |
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You are skilled at working with your allies to perform dangerous combat maneuvers,. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive +2 competence bonus of all combat maneuver checks. This bonus increases to +4 when attempting to break free from grapple. |
N/A |
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When you damage an opponent with a Power Attack, you may make an immediate Persuasion (intimidate) check as a free action to attempt to demoralize your opponent. | Persuasion 6, Power Attack |
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You take only -1 attack penalty on attack rolls for fighting defensively. Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the enemy provokes an AoO. |
Crane Wing, Monk level 7 or Base Attack Bonus 8 |
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You take only -2 penalty on attack rolls for fighting defensively and gain +1 dodge bonus to AC when fighting defensively with this style. | Dodge, Improved Unarmed Strike, Monk level 1 or Base Attack Bonus 2 |
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When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. | Crane Style, Monk 5 or Base Attack Bonus 5 |
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You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. | Base Attack Bonus 9 |
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When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt. |
Fighter level: 14, Critical Focus, Has one of the following features: Blinding Critical, Exhausting Critical, Sickening Critical, Staggering Critical, Tiring Critical |
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You can make a Stunning Fist attempt as a full-round action. Instead of stunning the target, the attack reduces the target's AC by your WIsdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow | Improved Unarmed Strike, Stunning Fist |
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Your skill with your favored weapon can frighten enemies.Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see your display. | Weapon Focus |
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You can choose to take a โ1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by โ1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
Dexterity 13, Base Attack Bonus 1 |
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You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | N/A |
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You excel at defending yourself from all manner of combat maneuvers. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. |
N/A |
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You must have at least one hand free ( holding nothing) to use this feat. Once per round when you normally be hit with an attack from a ranged weapon, you may deflect it is so that you take no damage from it. You must be aware of the attack not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. | Improved Unarmed Strike Dexterity 13 |
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You get a +2 bonus on all Trickery and Use Magic Device skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | N/A |
Destructive Dispel |
When you successfully make a targeted dispel check against an opponent, the opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn. | N/A |
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You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately fall unconscious. | N/A |
Discerning Eye |
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Use Magic Device skill checks. | Half-Elf |
Dispel Synergy |
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells for one round. | N/A |
Disruptive (Combat) |
The DC to cast spells defensively increases by +4 for all enemies that are within 10 feet of you. | Fighter 6 or Arcane |
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This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened. |
Intelligence 13, Combat Expertise or Kinetic Warrior |
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This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver and a +2 bonus to CMD when defending against it. You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional round. |
Intelligence 13, Combat Expertise or Kinetic Warrior |
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Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponentโs CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity. Normal: You must perform a disarm combat maneuver to disarm an opponent. Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll. |
Disarm, Intelligence 13, Base Attack Bonus 9 |
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You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. | Dexterity 13 |
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Your off-hand weapon while dual-wielding strikes with greater power. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. |
Dexterity: 15, Two-Weapon Fighting |
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You attack with the strength of a dragon, your telling blows striking feat into your enemies. While using Dragon Style, increase your bonus on unarmed strike damage rolls to a total of double your Strength bonus on first strike and 1-1/2 times your Strength bonus on other attacks. On a successful critical hit or Stunning Fist attempt, the opponent is also shaken for a number of rounds equal to 1d4+ your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an oppenent while using this style, that opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. |
Improved Unarmed Strike, Mobility 5, Strength 15, Dragon Style, Stunning Fist |
Dragon Roar |
The spirit of the dragon wells up inside you and bursts forth in a mighty roar. Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken. |
Improved Unarmed Strike, Mobility 8, Strength 15, Dragon Style, Stunning Fist |
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You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first unarmed strike on a given round. |
Improved Unarmed Strike, Mobility 3, Strength 15 |
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Slaying an enemy demoralizes your other nearby foes. Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. |
Power Attack, Dazzling Display, Strength 15, Base Attack Bonus 11 |
Echoes of Stone |
You gain a +4 racial bonus on Perception checks and a +2 bonus on Initiative rolls underground. | Oread |
Elemental Fist (Combat) |
Benefit: When you use Elemental Fist pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round. | Improved Unarmed Strike, Constitution 13, Wisdom 13, Base Attack Bonus 8 |
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Your spells of a certain element are more difficult to resist. Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. | -- |
Elven Spirit |
Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Knowledge: Arcana checks made to identify the properties of magic items. | Half-Elf |
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Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued. | N/A |
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When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat. |
Critical Focus, Tiring Critical, Base Attack Bonus 15 |
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Choose one type of exotic weapon. such as the dueling sword or sai. You understand how to use that type of exotic weapons in combat, and can utilize any special. tricks or qualities that exotic weapon might follow. | Base Attack Bonus, Martial Weapon Proficiency Doesn't have the following proficiencies: Bastard Sword Dueling Sword Dwarven War Axe Elven Curve Blade Estoc Falcata Fauchard Kama Sai Tongi Sling Staff Double Axe Double Sword Urgrosh Hooked ammer |
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You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each time you take this feat. | Arcane Pool or Eldritch Pool |
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You can use inquisitor's bane weapon ability for 3 additional rounds per day. | Bane |
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You can throw four extra bombs per day. | Bomb |
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You can channel energy two additional times per day. | Channel Energy |
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Benefit: You can use your lay on hands ability two additional times per day. Special: You can gain Extra Lay On Hands multiple times. Its effects stack. |
Lay on Hands |
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You can use bardic performance for 6 additional rounds per day. | Deadly Performance |
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Benefit: You can rage for 6 additional rounds per day. Special: You can gain Extra Rage multiple times. Its effects stack. |
Rage |
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Benefit: The barbarian unlocks a new ability to use while raging. To gain one additional rage power he or she must meet all of the prerequisites for this rage power. Special: This feat can be taken multiple times. |
Rage Power |
Fast Learner |
You gain one additional skill point per level. | Human |
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Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes. Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. |
Dexterity: 13, Weapon Focus, Weapon Finesse |
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You can use strength and agility to send foes crashing to the ground. Benefit: When making a trip attack, add your Dexterity bonus to your CMB. |
Trip |
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As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a โ2 penalty to your Armor Class until your next turn. | Cleave, Strength 13 |
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You get a +2 bonus on all Fortitude saving throws. | -- |
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Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. 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. |
Perception 15, Improved Blind Fight |
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You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. | Bull Rush, Strength: 13, Power Attack, Base Attack Bonus: 6 |
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You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. | Dirty Trick, Intelligence 13, Combat Expertise, Base Attack Bonus 6 |
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You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. | Disarm, Intelligence 13, Combat Expertise, Base Attack Bonus 6 |
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Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist. Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus. | Elemental Focus |
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Attacks made with Weapon Focus weapons ignore up to 10 points of damage reduction. | Fighter level 16, Weapon Focus, Penetrating Strike |
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You are skilled at deflecting blows with your shield. Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. |
Proficiencies: |
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You threaten an additional 5 feet with Snap Shot. Additionally, whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20. | Point-Blank Shot, Improved Snap Shot, Base Attack Bonus 12, Dexterity 17 |
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Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Benefit: 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. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat. |
Spell Focus |
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Your spells break through spell resistance much more easily than most. 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. |
Spell Penetration |
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You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. | Sunder Armor, Strength: 13, Power Attack, Base Attack Bonus: 6 |
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You can make free attacks on foes that you knock down. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. Normal: Creatures do not provoke attacks of opportunity from being tripped. |
Combat Expertise, Intelligence 13, Trip, Base Attack Bonus 6 |
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You get a third attack with your off-hand weapon, albeit at a โ10 penalty. | Dexterity 19, Improved Two-Weapon Fighting |
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You can make a single attack that deals incredible damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. |
BAB 16, Improved Vital Strike |
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Choose one type of weapon (including unarmed strike) for which you have already selected Weapon Focus. You are a master at your chosen weapon. Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. Special: 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. |
Fighter level 8, Weapon Focus |
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Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization. Special: 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. |
Fighter 12, Weapon Specialization |
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You repeatedly strike the same location, causing increasing amounts of damage. Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit. |
Base Attack Bonus 6 |
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Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. 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. | Perception 10, Blind Fight |
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You can use Cleaving Finish any number of times per round. | Cleave, Strength: 13, Power Attack, Great Cleave, Cleaving Finish, Base Attack Bonus: 6 |
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Choose one type of weapon. When using the weapon you selected, your threat range is doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon. |
Base Attack Bonus 8 |
Improved Elven Immunities |
You become even more resistant to enchantment spells, gaining an additional +2 bonus on saving throws against them. Additionally, the DC of enchantment spells you cast increases by 1. |
Elf or Half-elf |
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Gives +2 to fortitude saves. | Great Fortitude |
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Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. | N/A |
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Gives +2 to will saves. | Iron Will |
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Gives +2 to reflex saves. | Iron Will |
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Your ranged attacks ignore anything but total concealment and cover. Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment. Total concealment provides their normal benefits against your ranged attacks. |
Precise Shot, Base Attack Bonus 11, Point-Blank Shot, Precise Shot |
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You threaten an additional 5 feet with Snap Shot. | Point-Blank Shot, Snap Shot, Base Attack Bonus 9, Rapid Shot |
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You get a second attack with your off-hand weapon, albeit at a โ5 penalty. | DEX 17, Two-Weapon Fighting, Base Attack Bonus: 6 |
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You are considered to be armed even when unarmed โ you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small). | N/A |
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You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. |
Base Attack: 11 |
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Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponentโs attack. | Intelligence 3, Mobility 5 |
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Your physical might is intimidating to others.Benefit: Add your Strength modifier to Persuasion (intimidate) checks in addition to your Charisma modifier. | N/A |
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You get a +2 bonus on all Will saving throws. | N/A |
Ironguts |
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all poisons. | Dwarf or Half-Orc |
Ironhide |
You gain a +1 natural armor bonus to AC due to your unusually tough hide. | Dwarf or Half-Orc |
Life-Dominant Soul (Dhampir) |
You are healed by both the channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands. | Dhampir |
Light Armor Focus (Combat) |
The AC bonus granted by any light armor that you equip increases by 1. | N/A |
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Gives +2 to reflex saves. | N/A |
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The effects of your bardic performance carry on, even after you have stopped performing. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. |
N/A |
Lunge (Combat) |
You can increase the reach of your melee attacks by 5 ft until the end of your turn by taking -2 AC penalty until your next turn. | Base Attack Bonus 6 |
Magical Tail (Kitsune) |
You gain a new spell-like ability, each usable twice per day, from the following list, in order:
For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as |
Kitsune |
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When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow. | Rapid Shot, Base Attack Bonus 6 |
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You become proficient with all Martial Weapons. | Doesn't have the following proficiencies: Hand Axe, Kukri, Light Hammer Light Pick, Short Sword, Spiked Light Shield Bash, Starknife, Light Shield Bash, Battle Axe, Flail, Heavy Pick, Longsword, Rapier, Scimitar, |
Medium Armor Focus (Combat) |
The AC bonus granted by any medium armor that you equip increases by 1. | N/A |
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You make your spells deal additional area of effect damage, while making them stronger. |
N/A |
Metamagic (Empower) |
You can increase the power of your spells, causing them to deal more damage. Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level.) |
N/A |
Metamagic (Extend) |
You can make your spell last twice as long, using a spell slot 1 level higher than usual. | N/A |
Metamagic (Heighten) |
You can cast spells as if they were a higher level. Benefit: 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 lesser globe of invulnerability) are calculated according to the heightened level. Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level. |
N/A |
Metamagic (Maximize) |
You can cast spells with their numeric variables maximized, using a spell slot 3 levels higher than usual. | N/A |
Metamagic (Persistent) |
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. |
N/A |
Metamagic (Quicken) |
You can cast your spell as a swift action, using a spell slot 4 levels higher than usual. | N/A |
Metamagic (Reach) |
You can increase the range of your spell by one range category. | N/A |
Metamagic (Selective) |
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. |
N/A |
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You must be using a shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed. | Shield Focus, Dexterity 13 |
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Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponentโs attack roll. | Mobility 1 |
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You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mountโs AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat. | Mounted Combat, Shield Focus |
Murmurs of Earth |
You become aware of all creatures within 15 feet that are in contact with the ground. | Oread, Echoes of Stone, Character level 9 |
Natural Charmer (Dhampir) |
Once per day you can take 20 on your next Persuasion skill check. | Dhampir, Charisma 17 |
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You can cast spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. | Wild Shape, Wisdom 13 |
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Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. | Base Attack Bonus: 4 |
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You can choose to take a โ1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (โ50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by โ1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
N/A |
Penetrating Strike (Combat) |
Attacks made with Weapon Focus weapons ignore up to 5 points of damage reduction. | Fighter level 12, Weapon Focus |
Perfect Strike (Combat) |
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round. Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. |
Improved Unarmed Strike, Dexterity 13, Wisdom 13, Base Attack Bonus 8 |
Persuasive |
You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | N/A |
Piranha Strike (Combat) |
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can choose to take a โ1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (โ50%) if you are making an attack with an off-hand weapon or secondary natural weapon. |
Dexterity 13, Weapon Finesse |
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You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | Fighter 4, Weapon Specialization (Appropriate Weapon) |
Point Blank Master (Combat) |
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity. |
Fighter level: 4 |
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You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (โ50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by โ1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
Strength 13 |
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You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard โ4 penalty on your attack roll. | Point-Blank Shot |
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Whenever you and an ally with this feat are flanking the same opponent, you deal an additional 1d6 damage with each successful melee attack. | Dexterity 13, Base Attack Bonus 1 |
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When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you attempt a trip combat maneuver check as a free action. | Pummeling Style, Trip, Improved Unarmed Strike, Base Attack Bonus: 9 or Monk level: 5 |
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Your charge ends with a mighty haymaker. Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target. |
Pummeling Style, Base Attack Bonus: 12 or Monk level: 8 |
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When you use a full attack action or flurry of blows, total the damage from all hits before applying damage reduction. | Improved Unarmed Style, Flurry of Blows or Base Attack Bonus 6 |
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When making a full-attack action with a ranged weapon, you can fire one extra time at your highest bonus. All your attack rolls take -2 penalty while using Rapid Shot. | N/A |
Ray Shield (Combat) |
You must be using a light, heavy, or tower shield to use this feat. You add your shield bonus (not including any enchantment bonuses) to your touch AC | Dexterity: 15, Missile Shield |
Razortusk |
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. Youโre considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus โ5, and adds half your Strength modifier to damage. | Half-Orc |
Scribe Scrolls |
Allows you to craft scrolls during camping. | |
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When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. | Combat Reflexes |
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Whenever you channel positive energy to heal the living or channel negative energy to heal the undead, you do not affect enemies. When you channel positive energy to damage undead or channel negative energy to damage living, you do not affect allies. | Channel Energy, Charisma 13 |
Shadowplay |
Characters with this feat cast shadow spells at +2 caster level. | Gnome |
Shaitan Earthblast |
Benefit: While using the Shaitan Style, as a standard action, you can spend two Elemental Fist attempts to unleash a column of acid that has a 10-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Reflex save DC= 10 + half your character level + your Wisdom modifier) reduces the damage by half and prevents the target from being staggered. | Improved Unarmed Strike, Shaitan Style, Shaitan Skin, Constitution 15, Wisdom 17, Base Attack Bonus 13, Monk 13 |
Shaitan Skin |
Benefit: You gain one additional Elemental Fist attempt per day. While using the Shaitan Style, you gain acid resistance equal to your base attack bonus. Creatures that take acid damage from your Elemental Fist attack must succeed at a Reflex save (DC = 10 + half your character level + your Wisdom modifier) or be staggered for 1 round. |
Improved Unarmed Strike, Shaitan Style, Constitution 15, Wisdom 15, Base Attack Bonus 11, Monk 9 |
Shaitan Style |
You gain one additional Elemental Fist attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target. | Improved Unarmed Strike, Constitution 13, Wisdom 13, Base Attack Bonus 9, Monk 5 |
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When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). | N/A |
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Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised. Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round. |
Base Attack Bonus: 6 |
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Your allies cover you while you cast complicated spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. |
N/A |
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Increases the AC bonus granted by any shield by 1. | Doesn't have the following proficiencies: Buckler Proficiency Light Shield Proficiency Heavy Sheild Proficiency |
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You become proficient with bucklers, light shields, and heavy shields. | Doesn't have the following proficiencies: Buckler Proficiency Light Shield Proficiency Heavy Sheild Proficiency |
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You may attack weapons with light and heavy shields. This incurs standart penalties for two weapon fighting if you have a weapon in your other hand. Light Shield deals 1d3 damage and is considered Light Weapon. Heavy shield deals 1d4 damage and is considered one-handed weapon. |
Doesn't have the following proficiencies: Buckler Proficiency Light Shield Proficiency Heavy Sheild Proficiency |
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Your mastery of the shield allows you to fight with it without hindrance. Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus. |
Proficiencies: Base Attack Bonus: 11 |
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Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield. |
Shield Proficiency with Bucklers, Light, and Heavy Shields |
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Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. |
Base Attack Bonus: 11 |
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You become proficient with all Simpl Weapons | Doesn't have the following proficiencies: Dagger Light Mace Punching Dagger Sickle Club Heavy Mace Shortspear Dart Heavy Crossbow Javelin Light Crossbow Sling Greatclub Longspear Quarterstaff Spear |
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Gain +3 on all checks involving the chosen skill. | N/A |
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Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. | N/A |
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You can stab your enemies with your sword or another slashing weapon. Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. |
Dexterity 13 |
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While wielding a ranged weapon, you threaten squares within your melee reach. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. | Point-Blank Shot, Precise Shot, Base Attack Bonus 6 |
Spell Specialization |
Select one spell. You cast that spell with greater than normal power. Benefit: Select one spell. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell. |
Spell Focus |
Spell Penetration |
Your spells break through spell resistance more easily than most. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. |
N/A |
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When mounted and using the charge action, you deal double damage with melee weapons. | Mounted Combat |
Staggering Critical (Combat) |
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack.Additional hits instead add to the duration. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. |
Base Attack Bonus 13, Critical Focus |
Stealthy |
You get a +2 bonus on all Mobility and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | N/A |
Steel Soul |
You are especially resistant to magic. Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf's Hardy racial trait. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities. |
Dwarf, Hardy |
Stony Step |
You gain +2 racial bonus on Mobility checks and ignore difficult terrain underground. | Oread |
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You know just where to strike to temporarily stun a foe. You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a โ2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. |
Improved Unarmed Strike |
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This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to dislodge a piece of armor worn by your opponent. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. |
Strength: 13 |
Superior Summoning |
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | Augment Summoning |
Tandem Trip (Teamwork) |
You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. |
Trip |
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Gives +1 bonus on attack rolls with thrown splash weapons. | Alchemist(Automatic) |
Tiring Critical (Combat) |
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. |
Critical Focus, Base Attack Bonus 13 |
Tower Shield Proficiency |
You become proficient with Tower Shields. | Shield Proficiency |
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You gain the ability to trample enemies while riding your mount. If the trample is successful, your mount deals damage to the target knocked prone by the trample as if it was hit with one natural attack. | Mounted Combat |
Toughness |
Gain +3 HP and +1 HP for each hit die you possess beyond 3. If you have more than 3 HD, you gain +1 HP whenever you gain a HD. | N/A |
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Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a โ6 penalty with your regular attack or attacks with your primary hand and a โ10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. |
Dexterity 15 |
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You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone.If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creaturesโsuch as oozes, creatures without legs, and flying creaturesโcannot be tripped. | Intelligence 13 |
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You make a single attack that deals significantly more damage than normal. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. |
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Volley Fire (Teamwork) |
You have trained to work in ranks of archers to rain arrows down upon your foes.Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. | N/A |
Vulpine Pounce |
When you change shape into your kitsune form and use the charge action in the same round, you can make a full attack against your opponent. | Kitsune |
Warrior Priest |
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks. | Domain Selection or Domain or Mystery or Ability to cast divine spells |
Weapon Finesse (Combat) |
With a light weapon, elven curve blade, estoc, rapier or spiked chain, you may use you Dexterity modifier instead of Strength on attack rolls. | N/A |
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Choose one type of weapon. You can also choose unarmed strike (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. |
Base Attack Bonus 1 |
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You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike) for which you have already Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. (Focus)Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. |
Fighter 4 Weapon Focus |
Weapon Proficiency (Combat) |
You become proficient with selected weapon and can use them as a weapon. | Martial Weapons Proficiency |
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You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | Aasimar, level 10 |
Quicken Spell |
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | Draconic Bloodline |
Extended Aspects |
You can invoke your aspect's minor form longer than most. Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your shifter aspect ability to assume a minor form. | Shifter class |
Shifter's Rush |
You use the momentum of your movement to focus and awaken your inner beast. Once per round, when you move at least 10 feet or when you charge, you can use your wild shape ability as a free action. | Shifter class |
Energized Wild Shape |
Your wild shape form gains the benefits of one energy type for both offensive and defensive purposes. Benefit: When you assume a wild shape form, choose one of the following energy types: acid, cold, electricity, or fire. You gain resistance 10 to that energy type. Also, your natural attacks deal an additional 1d6 points of damage of the chosen energy type. If you assume a wild shape form that already has energy resistance of the same type you choose, it increases by 5 instead. If you assume a wild shape form that deals damage of the same energy type you choose, the energy damage your wild shape form deals increases by one damage die category (for example, a 1d6 becomes a 1d8) in addition to the extra damage. | Shifter class |
Frightful Shape |
When you use wild shape, it is supernaturally ferocious and disquieting in appearance, such that when you attack a creature, you can use this ferocity to frighten observers. Whenever you make an attack, enemies within 30 feet of you must succeed at a Will save (DC 10 + half your character level + your Charisma modifier) to resist being affected by your frightful shape. On a failed save, creatures with fewer HD than you become shaken, or frightened if they have 4 HD or fewer; in either case, the effect lasts for a number of rounds equal to your character level. Creatures that succeed on their saving throw are immune to your frightful shape for 24 hours. This is a mind-affecting fear effect. | Shifter class |
Raking Claws |
Your claws cause bleeding wounds. Whenever you deal piercing or slashing damage with your natural weapons, in addition to the damage dealt by the attack your opponent takes 1d6 points of bleed damage at the start of their turn each round. Bleed damage can be stopped with any magical healing. | Shifter class |
Shifter's Edge |
You use your shape-changing powers to make your natural attacks especially lethal. Whenever you use the Weapon Finesse feat to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage. | Weapon Finesse Dexterity: 13 No Weapon Finesse (Mythic) Has Infernal Claws or Shifter Claws |
Mythic Feats are unique and exclusive Feats characters can earn in Pathfinder: Wrath of the Righteous. These types of Feats can be earned by leveling up your mythic level.
Mythic characters gain Mythic Feats every even Mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat.
Most Mythic Feats require a non-mythic feat as a prerequisite. These Mythic Feats enhance the benefis of their prerequisite feats, making them trule awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when she gains a Mythic Feat, they can wait to select a Mythic Feat until the next time she gains a mythic rank or level.
Mythic Feats in Pathfinder: Wrath of the Righteous
Quick Search of All Mythic Feats
Name |
Effects |
Prerequisite |
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Destiny Beyond Birth |
You no longer suffer your racial penalty to an ability score. Only races with a penalty to an ability score can take this ability. | |
Destructive Shockwave |
Whenever you miss with a melee attack, the target still takes damage equal to your Strength bonus. This damage cannot be increased by any other means. |
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When your shots hit the target, they do truly devastating damage. Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2. |
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Emergency Potion |
You can drink a potion as a swift action. |
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Expanded Arsenal (Magic School) |
Select one school of magic. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too. |
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Extra Feat |
You gain a bonus ability. |
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Extra Mythic Ability |
You gain a bonus Mythic ability, you can only take this mythic feat once. |
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Flawless Attacks |
You only suffer a -4 penalty on your iterative attacks, instead of -5 penalty. |
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Your critical strikes with your chosen weapon are deadlier than most. Benefit: Your critical multiplier with your chosen weapon is increased by 1. |
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Improved Unarmed Strike (Mythic) |
Your unarmed strikes are more powerful than others. Benefit: you can add half your mythic rank to your damage with unarmed strikes. |
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Mythic Resolve |
You get a +1 bonus to all saving throws. You also get additional hit points, their number equal to your mythic rank. |
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Mythic Sneak Attacker |
Your sneak attack deals an additional 1d6 damage. |
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Your attacks are truly vicious. Benefit: When you use Piranha Strike, you gain a +3 bonus on damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on damage rolls increases by +3 rather than +2. |
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Your accuracy with ranged attacks is unmatched at point-blank range. Benefit: The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. |
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You can fire many times each round with amazing precision. Benefit: When using Rapid Shot you ignore the feat's -2 penalty on attack rolls. |
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School Mastery |
Select one school of magic. All Spells you cast that belong to this school have their caster level increased by 1. |
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Sorcerous Reflex |
You can cast the first spell after an initiative roll as a swift action if that spell is either of a 1st level or is at least two levels lower than the maximum level of spells you can cast. |
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You have mythical resilience and durability. Benefit: Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. |
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You're an expert with weapons that rely on your agility. Benefit: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. |
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You're a legendary master of one type of weapon. Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. |
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The damage you deal with your chosen weapon is truly awesome to behold. Benefit: When using your chosen weapon, you gain a bonus equal to half your mythic rank on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization. |
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You push foes around with amazing ease. Benefit: You gain a bonus equal to half your mythic rank on checks to Bull Rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted by non-mythic Greater Bull Rush. Furthermore, you can make an attack of opportunity against any creature that attempts to bull rush you, unless it also has this feat. |
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You can quickly deter others with your martial mastery. Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a -5 penalty on your Intimidate check, as a move action with a -10 penalty, or as a swift action with a -20 penalty. |
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Your defensive capabilities in combat are unmatched. Benefit: Add half your mythic rank to your CMD. |
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You're a master of down-and-dirty fighting. Benefit: You gain a bonus equal to half your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on you. These bonuses stack with those granted by Greater Dirty Trick. Furthermore, you can make an attack of opportunity against any creature that attempts a Dirty Trick maneuver against you, unless it also has this feat. |
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You're expert at knocking your enemies' weapons away. Benefit: You gain a bonus equal to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted by Greater Disarm. Furthermore, you can make an attack of opportunity against any creature that attempts to disarm you, unless it also has this feat. |
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When focused, you become nearly impossible to strike. Benefit: The bonus to AC from Dodge increases by 1. |
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Your fortitude is unmatched. Benefit: Whenever you roll a Fortitude saving throw, roll twice and take the higher result. |
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You leap into the fray with speed and confidence. Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank. |
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Your will is incorruptible. Benefit: Whenever you roll a Will saving throw, roll twice and take the higher result. |
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Your reflexes are superhuman. Benefit: Whenever you roll a Reflex saving throw, roll twice and take the higher result. |
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Whether you channel energy to heal or kill, it's especially potent. Benefit: When you channel energy, the damage you heal or deal increased by a number of points equal to twice your Charisma bonus. |
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Your attacks are truly devastating. Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. This bonus to damage is increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1.5 times your Strength modifier on damage rolls. |
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You're a master of using your shield for protection. Benefit: Add your shield bonus and your shield's enhancement bonus to your touch AC. |
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Your magical specialities are particularly effective. Benefit: Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. |
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Your mythic magical power breaches your enemies' defenses. Benefit: Add half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full mythic rank instead. |
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With greater potency and frequency, your fists stun those who stand against you. Benefit: The DC of your Stunning Fist increases by half your mythic rank. |
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Your mighty smashing blows demolish armor. Benefit: You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses stack with those granted by Greater Sunder Armor. Furthermore, you can make an attack of opportunity against any creature that attempts to sunder an armor used by you, unless it also has this feat. |
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You're expert at knocking your foes down. Benefit: You gain a bonus equal to half your mythic rank on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted by Trip. Furthermore, you can make an attack of opportunity against any creature that attempts to trip you, unless it also has this feat. |
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With weapons in both hands, your deft strikes make you twice as deadly. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2. |
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You can strike your foes with incredible force. Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage, you also multiply your Strength bonus, weapon's enhancement bonus and other bonuses that would normally be multiplied on a critical hit by the same number. Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat. |
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Allows you to craft potions up to level 6 during camping. |
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You mastery with this skill is unmatched, even in difficult situations. Benefit: You can always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful skill check. |
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Mythic Armor Focus (Heavy Armor) - Assult |
You become adept at fighting in armor fitted with sharp blades. While wearing heavy armor, whenever you hit a target with a melee attack, you deal additional slashing damage equal to 1d6+ your armor's AC. | Heavy Armor Focus |
Mythic Armor Focus (Heavy Armor) - Avoidance |
While wearing heavy armor, you add half your Strength bonus to your AC instead of your Dexterity bonus. This bonus is not limited by the maximum Dexterity bonus allowed by your armor. | Heavy Armor Focus |
Mythic Armor Focus (Heavy Armor) - Endurance |
While wearing heavy armor, you gain DR N/-, where N is equal to half your armor's AC. This DR stacks with other sources of damage reduction. | Heavy Armor Focus |
Mythic Armor Focus (Light Armor) - Assault |
You have perfected the design of your light armor to fit your fighting style. While wearing light armor and wielding a melee weapon that can be used with Weapon Finesse, you gain an equipped armor bonus on attack rolls with this weapon equal to half your armor's AC. | Light Armor Focus |
Mythic Armor Focus (Light Armor) - Avoidance |
While wearing light armor, you add your mythic rank to the maximum Dexterity bonus allowed by your armor, and all attacks made against you suffer a 5% miss chance. At 4th, 7th, and 10th mythic ranks, this chance increases by 5%. | Light Armor Focus |
Mythic Armor Focus (Light Armor) - Endurance |
While wearing light armor, you gain spell resistance equal to your armor's AC. This spell resistance stacks with other sources of spell resistance. | Light Armor Focus |
Mythic Armor Focus (Medium Armor) - Assault |
You become adept at fighting in armor fitted with spikes. While wearing medium armor, whenever you hit a target with a melee attack, you deal additional piercing damage equal to 1d6 + your armor's AC. | Medium Armor Focus |
Mythic Armor Focus (Medium Armor) - Avoidance |
While wearing medium armor, you add your COnstitution modifier (minimum 0) to the maximum Dexterity bonus allowed by your armor. | Medium Armor Focus |
Mythic Armor Focus (Medium Armor) ยท Endurance |
While wearing medium armor, you gain an equipped armor bonus to AC equal to half your armor's AC. Medium armor also no longer reduces your speed. | Medium Armor Focus |
Mythic Buckler - Flying Shield Style |
You have learned to make deep lunges with a shield around the battlefield in such a way that it deflects attacks made against allies. While using a buckler, all allies within 15 feet gain a shield bonus to AC equal to your shield's AC. | Shield Focus |
Mythic Tower Shield - Fortress |
While using a tower shield, you masterfully block incoming physical damage, gaining DR N/-, where N is equal to half your shield's AC. This DR stacks with other sources of damage reduction. | Shield Focus |
Mythic Heavy Shield - Aggressive Block |
While you are using a heavy shield, whenever an enemy hits you with a melee weapon without reach, a natural weapon, or an unarmed strike, you deal bludgeoning damage to that enemy equal to your shield's AC + your Strength bonus. | Shield Focus |
Mythic Light Shield - Deflection |
While using a light shield, you gain a shield bonus to Reflex saving throws equal to your shield's AC. | Shield Focus |
- Anonymous
weapon mastery doesn't appear under your abilities or feats. it works about 30% of the time according to my testing. i thought maybe i just encountered a buggy enemy that was immune to critical attacks, but forgot to list it as an ability it has. then when fighting a dragon type enemy, the crit auto confirmed on attack 3 and did not on attack 6. both were in the critical range.
- Anonymous
The armor master mythic feat listed here does not appear to actually be in the game.
The prereqs for Point Blank shot are wrong.
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