Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.
Unlike skills, feats are not bought with points. A player simply chooses them for his or her character. Each character gets one feat upon creation. At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), he or she gains another feat (PH 22). Feats are gained according to character level, regardless of individual class levels. Additionally, members of some classes get bonus feats as class features. These feats may be chosen from special lists (see Types of Feats, below, and the individual class descriptions for details). A human or half-elf character also gets a bonus feat at 1st level, chosen by the player. This feat can be of any feat for which the character qualifies.
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.A character can’t use a feat if he or she has lost a prerequisite. For example, if your character’s Strength drops below 13 because of a ray of enfeeblement spell, he or she can’t use the Power Attack feat until the prerequisite is once again met.
Feats can fall into the following categories.
<php>echo “<b>General Feats:</b>”;</php> The majority of feats fall under this category. General feats tend to have little to no prerequisites, and their uses are applicable to the majority of characters.
<php>echo “<b>Combat Feats:</b>”;</php> Combat feats improve upon or expand a character’s options in combat.
<php>echo “<b>Crafting Feats:</b>”;</php> A crafting feat allows a character create a certain type of magic item.
<php>echo “<b>Divine Feats:</b>”;</php> Divine feats grant alternate or improved uses for the channel energy feature gained by clerics, paladins, and other divine-based classes.
<php>echo “<b>Ki Feats:</b>”;</php> Ki feats grant alternate or improved uses for the ki class feature gained by monks, ninjas, and samurai.
<php>echo “<b>Magic Feats:</b>”;</php> Magic feats improve upon or expand a character’s spellcasting abilities.
<php>echo “<b>Maneuver Feats:</b>”;</php> Maneuver feats are special combat techniques that can be used each encounter. A character can use any combination of maneuvers he knows a number of times per encounter equal to the amount of maneuver feats he possesses.
<php>echo “<b>Metamagic Feats:</b>”;</php> Metamagic feats allow spellcasters to augment and enhance their spells in specific ways. Applying a metamagic feat to a spell increases its effective spell level by an amount dependent of the metamagic feat applied.
<php>echo “<b>Racial Feats:</b>”;</php> Racial feats enhance and add upon the features of a particular race.
<php>echo “<b>Regional Feats:</b>”;</php> Regional feats highlight special skills and abilities a character can acquire from his or her native region.
<php>echo “<b>Skill Feats:</b>”;</php> Skill feats grant characters new ways to use skills, and can allow then to synergize with other skills or abilities.
The following format is used for all feat descriptions.
<php>echo “<b>Feat Name:</b>”;</php> The feat’s name also indicates what subcategory the feat belongs to, and is followed by a basic description of what the feat does.
<php>echo “<b>Prerequisites:</b>”;</php> A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
<php>echo “<b>Benefit:</b>”;</php> What the feat enables the character to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
<php>echo “<b>Normal:</b>”;</php> What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
<php>echo “<b>Special:</b>”;</php> Additional unusual facts about the feat.
Feat | Prerequisite | Benefit |
---|---|---|
Ability Focus | Special attack or spell-like ability | +2 on save DC for one special attack or spell-like ability |
Antagonize | Ability to mark creatures | Attack penalty from your mark increases to -4 |
Back to the Wall | - | +1 on attack, damage, and AC when adjacent to a wall |
Companion Spellbond | Animal Companion | Share spells with companion at greater range |
Dash | - | Speed increased by 5 ft. in light or no armor |
Destructive Rage | Rage | Gain a bonus to break doors and objects while raging |
Endurance | - | +4 on checks to avoid nonlethal damage |
Diehard | Endurance | Automatically stabilize and remain conscious below 0 HP |
Extend Rage | Rage | Rage lasts an additional 5 rounds |
Extra Channeling | Channel Energy | Gain 3 additional uses of channel energy per day |
Extra Inspiration | Inspiration | Gain 3 additional inspiration points per day |
Extra Ki | Ki | Gain 3 additional ki points per day |
Extra Rage | Rage | Gain 2 additional uses of rage per day |
Extra Terrain Magic | Favored Terrain | Use favored terrain spell-like abilities an extra 2/day |
Force of Personality | Cha 13 | Use Cha modifier instead of Wis modifier for Will saves |
Good Fortune | - | Gain a +2 bonus on all rerolls |
Great Fortitude | - | +2 on Fortitude saves |
Greater Holy Aura | Holy Aura | Extends the range of your holy aura by 15 ft. |
Improved Initiative | - | +4 bonus on initiative checks |
Danger Sense | Wis 13, Improved Initiative | Roll twice for initiative and choose the result |
Instantaneous Rage | Rage | Rage as an immediate action |
Iron Will | - | +2 on Will saves |
Jack of All Trades | Int 13 | Use any skill untrained |
Lightning Reflexes | - | +2 on Reflex saves |
Magical Aptitude | Use Magic Device | Gain a +3 bonus on Use Magic Device checks |
Maximize Spell-Like Ability | Spell-like ability at caster level 6th or higher | Maximize spell-like ability’s variable numeric effects up to 3/day |
Marking Quarry | Quarry | Targets of your quarry ability can also be marked |
Martial Weapon Proficiency | - | No penalty on attacks made with a group of martial weapons |
Mental Agility | Int 13 | Use Int modifier instead of Dex modifier for Reflex saves |
Natural Spell | Wis 13, Wild Shape | Cast spells while using wild shape |
Quicken Spell-Like Ability | Spell-like ability at caster level 10th or higher | Use spell-like ability as a swift action up to 3/day |
Resilient Might | Str 13 | Use Str modifier instead of Con modifier for Fortitude saves |
Second Wind | - | Recover HP once per day as a swift action |
Shield Proficiency | - | No penalty on attack rolls when using a shield |
Tower Shield Proficiency | Shield Proficiency | No penalty on attack rolls when using a tower shield |
Simple Weapon Proficiency | - | No penalty on attacks made with simple weapons |
Skill Focus | - | +3 bonus on chosen skill |
Skill Training | - | Gain an additional class skill |
Toughness | - | Gain hit points equal to 3 + you HD |
Feat | Prerequisite | Benefit |
---|---|---|
Agile Maneuvers | - | Use your Dex bonus when calculating your CMB |
Always Armed | BAB +1 | No penalties for using improvised weapons |
Blind-Fight | - | Reroll miss chance for concealment |
Bloodthirsty | BAB +1 | +2 on melee damage rolls against bloodied foes |
Close-Quarters Fighting | BAB +3 | Use counterattack to resist grapple |
Combat Defense | Int 13, BAB +1 | Trade melee attack bonus for damage reduction |
Combat Expertise | Int 13, BAB +1 | Trade melee attack bonus for AC bonus |
Follow-Through | Combat Expertise, Power Attack | Deal damage with successful disarm, sunder or trip attack |
Improved Disarm | Combat Expertise | +4 bonus on disarm attempts; no attack of opportunity |
Improved Feint | Combat Expertise | Feint in combat as a move action |
Improved Trip | Combat Expertise | +4 bonus on trip attempts; no attack of opportunity |
Combat Reflexes | Dex 13 | Grants additional attacks of opportunity |
Vexing Flanker | Combat Reflexes | +4 bonus on attacks when flanking |
Adaptable Flanker | Vexing Flanker, BAB +4 | Flank foe from adjacent square |
Whirlwind Attack | Combat Reflexes, Spring Attack, BAB +4 | Make one melee attack against each opponent within reach |
Combo Attack | Weapon Specialization (Martial Arts) | Extra attack on critical hit with martial arts weapon |
Concussive Blow | Weapon Mastery (Maces) | Make stunning attack with a mace as a standard action |
Critical Focus | BAB +5 | +4 on attack rolls made to confirm critical hits |
Dastardly Finish | Sneak Attack +5d6 | Deliver coup de grace to cowering or stunned target |
Deadly Force | Weapon Specialization (Guns) | +4 on damage with guns against foes within 30 ft. |
Deathblow | Improved Initiative, BAB +3 | Perform a coup de grace as a standard action |
Deep Cut | Str 15, Weapon Mastery (Heavy Blades) | Make bleeding attack with a heavy blade as a standard action |
Defensive Combat Training | - | Use your total HD as your base attack bonus for CMD |
Distance Thrower | Weapon Specialization (Thrown) | Double range increment of all thrown weapons |
Dizzying Barrage | Weapon Mastery (Thrown) | Stagger foe on successive hits with a thrown weapon |
Dodge | Dex 13 | Gain a +1 dodge bonus to AC |
Mobility | Dodge | +4 AC against attacks of opportunity from movement |
Sidestep | Dex 15, Acrobatics 5 ranks, Mobility | Gain 5-foot step after making attack of opportunity |
Spring Attack | Mobility, BAB +4 | Move before and after melee attack |
Domination | Weapon Mastery (Flails) | Free attack with flail weapon on foe who is tripped or disarmed |
Driving Thrust | Weapon Specialization (Spears) | Push foe back 10 ft. on critical hit with spear |
Ensnare Weapon | Weapon Specialization (Flails) | Free trip or disarm attempt on critical hit with flail |
Executioner | Weapon Specialization (Axes) | +4 bonus on rolls to confirm critical hits and extra damage on criticals with axes |
Exotic Weapon Proficiency | BAB +1 | No penalty on attacks made with one exotic weapon |
Forward Assault | Weapon Mastery (Martial Arts) | Push foe on each attack with a martial arts weapon |
Hack and Bash | Weapon Specialization (Shields) | Free shield bash on critical hit with main hand weapon |
Impale | Weapon Mastery (Spears) | Deal double damage and Con damage with a spear as a standard action |
Improved Critical | Proficiency with weapon, BAB +8 | Double the threat range of weapons in chosen group |
Improved Shield Bash | Proficiency with shield, BAB +1 | Keep your shield bonus to AC when shield bashing |
Shield Charge | Improved Shield Bash, BAB +3 | Free trip attack with shield when charging |
Shield Sling | Improved Shield Bash, BAB +9 | Use shield as a thrown weapon |
Improved Unarmed Strike | - | Always considered armed, even when unarmed |
Deflect Arrows | Dex 13, Improved Unarmed Strike | Deflect one ranged attack per round |
Snatch Arrows | Dex 15, Deflect Arrows | Catch one ranged attack per round |
Flying Kick | Str 13, Dex 13, Athletics 5 ranks, Improved Unarmed Strike | Gain bonus damage equal to Athletics ranks on unarmed attacks when charging |
Improved Grapple | Dex 13, Improved Unarmed Strike | +4 bonus on grapple attempts; no attack of opportunity |
Mighty Swing | Weapon Mastery (Axes), BAB +16 | Make one attack that deals triple damage with an axe |
Penetrating Strike | Weapon Specialization, BAB +8 | Your attacks ignore 5 points of damage reduction |
Improved Penetrating Strike | Penetrating Strike, Weapon Mastery, BAB +16 | Your attacks ignore 10 points of damage reduction |
Piercing Bolt | Dex 15, Weapon Mastery (Crossbows) | Make ranged touch attack with crossbow as a standard action |
Polearm Sweep | Weapon Mastery (Polearms) | Force foes to move back or provoke attack as a standard action with a polearm |
Point Blank Shot | - | +1 bonus on ranged attack and damage within 30 ft. |
Far Shot | Point Blank | Shot Increases increment of ranged weapons |
Precise Shot | Point Blank Shot | Ignore -4 penalty for shooting into melee |
Improved Precise Shot | Dex 19, Point Blank Shot, Precise Shot, BAB +11 | Ignore less than total cover/concealment on ranged attack |
Rapid Shot | Dex 13, Point Blank Shot | One extra ranged attack each round |
Improved Rapid Shot | Dex 15, Point Blank Shot, Rapid Shot | Ignore -2 penalty when using Rapid Shot |
Manyshot | Dex 17, Point Blank Shot, Rapid Shot, BAB +6 | Shoot two or more arrows simultaneously |
Shot on the Run | Dex 13, Dodge, Mobility, Point Blank Shot, BAB +4 | Move before and after ranged attack |
Power Attack | Str 13, BAB +1 | Trade melee attack bonus for damage |
Cleave | Power Attack | Gain extra melee attack after dropping foe |
Great Cleave | Cleave, BAB +4 | No limit to cleave attacks |
Improved Bull Rush | Power Attack | +4 bonus on bull rush attempts; no attack of opportunity |
Improved Overrun | Power Attack | +4 bonus on overrun attempts; no attack of opportunity |
Improved Sunder | Power Attack | +4 bonus on sunder attempts; no attack of opportunity |
Leap Attack | Athletics 5 ranks, Power Attack | Doubles damage from Power Attack when charging |
Power Draw | Str 13, Weapon Specialization (Bows) | Can use Str for attack and damage rolls with bows, and can use Power Attack with bows |
Precision Strike | Dex 13, Weapon Specialization (Light Blades) | Add Dex to damage with light blade against flat-footed or flanked foes |
Prime Shot | - | +1 bonus on ranged attack and damage against isolated enemies |
Punishing Block | Weapon Mastery (Shields) | Shield bash foe who misses you in melee |
Quick Draw | BAB +1 | Draw weapon as a free action |
Rapid Reload | Proficient with any crossbow | Reload crossbow or gun more quickly or gun |
Reckless Attack | Str 13, BAB +1 | Trade AC for bonus damage |
Retaliation | Weapon Mastery (Close-Quarters) | Attack foe who hits you in melee with close-quarters weapon |
Scatter Shot | Weapon Mastery (Guns) | Attack all in 30 ft. cone with a gun |
Shield Focus | Proficiency with shield | Increases shield bonus by +1 |
Block Missiles | Dex 13, Shield Focus | Deflect one ranged attack per round with a shield |
Shield Ward | Shield Focus | Gain shield bonus to touch AC and CMD |
Smash | Weapon Specialization (Maces) | Degrade armor on critical hit with mace |
Steady Shot | Dex 13, Weapon Specialization (Crossbows) | +4 on damage with crossbows when standing still |
Sweeping Blade | Str 13, Weapon Specialization (Heavy Blades) | Deal damage equal to Str modifier to adjacent foe on hit with heavy blade |
Swift Strikes | Dex 15, Weapon Mastery (Light Blades) | Make two attacks at a -2 penalty with a light blade as a standard action |
Two-Weapon Fighting | Dex 15 | Reduce penalties for two-weapon fighting |
Improved Two-Weapon Fighting | Dex 17, Two-Weapon Fighting, BAB +6 | Gain second off-hand attack |
Greater Two-Weapon Fighting | Dex 19, Improved TwoWeapon Fighting, BAB +11 | Gain third off-hand attack |
Oversized Two-Weapon Fighting | Str 13, Two-Weapon Fighting | Treat one-handed weapon in off-hand as if light weapon |
Two-Weapon Defense | Two-Weapon Fighting | Gain +1 shield bonus to AC while fighting with two weapons |
Improved Two-Weapon Defense | Dex 17, Two-Weapon Defense, BAB +6 | Gain +2 shield bonus to AC while fighting with two weapons |
Greater Two-Weapon Defense | Dex 19, Improved Two-Weapon Defense, BAB +11 | Gain +3 shield bonus to AC while fighting with two weapons |
Two-Weapon Opportunist | Combat Reflexes, Two-Weapon Fighting, BAB +6 | Gain off-hand attack when making attack of opportunity |
Two-Weapon Pounce | Two-Weapon Fighting, BAB +6 | Attack with both weapons when charging |
Two-Weapon Rend | Two-Weapon Fighting, BAB +11 | Gain bonus damage if you hit with both weapons |
Versatile Grip | Weapon Specialization (Polearms) | Threaten additional squares with polearm |
Vise Grip | Weapon Specialization (Close-Quarters) | Free grapple attempt on critical hit with closequarters weapon |
Vorpal Arrow | Str 15, Weapon Mastery (Bows) | Attack all in a 60 ft. line with a bow |
Weapon Finesse | - | Use Dex instead of Str on attack rolls with light or finesse weapons |
Weapon Focus | Proficiency with weapon, BAB +1 | +1 bonus on attack and damage rolls with weapon group |
Feat | Prerequisite | Benefit |
---|---|---|
Disciple of the Sun | Channel Energy, Turn Undead, access to the Sun Domain | Spend two uses of channel energy to destroy undead instead of turn them |
Divine Armor | Channel Energy, divine caster level 5th | Expend channel energy as immediate action to gain DR 5/- |
Divine Defiance | Channel Energy, divine caster level 3rd | Counter enemy’s spell as an immediate action |
Divine Fortune | Channel Energy, divine caster level 5th | Expend channel energy as immediate action to gain +4 on next save |
Divine Justice | Channel Energy | Expend channel energy and choose a foe, deal your damage or his |
Goza’s Deception | Channel Energy, must worship Goza | Spend a use of channel energy to grant allies invisibility for one round |
Hylas’ Mercy | Channel Energy, must worship Hylas | Spend a use of channel energy to heal bloodied allies in a 30 ft. burst |
Illuminati’s Brilliance | Channel Energy, must worship Illuminati | Spend a use of channel energy to blind foes in a 30 ft. burst |
Leo’s Revelation | Channel Energy, must worship St. Leo | Spend a use of channel energy to grant allies true seeing for one round |
Luxar’s Exaltation | Channel Energy, must worship Luxar | Spend a use of channel energy to grant allies a free saving throw |
Quicken Turning | Turn Undead or Rebuke Undead | Turn or rebuke undead as a swift action |
Sagus’ Epiphany | Channel Energy, must worship Sagus | Spend a channel energy as an immediate action to gain +4 bonus to a single roll |
Feat | Prerequisite | Benefit |
---|---|---|
Elemental Ki | Wis 13, Improved Unarmed Strike, Ki, BAB +2 | Spend ki to deal +1d6 damage of chosen energy type with unarmed attacks for one round |
Ki Surge | Wis 13, Improved Unarmed Strike, Ki, BAB +6 | Spend ki to deal +1d6 damage with unarmed attacks for one round |
Ki Blast | Wis 15, Ki Surge, BAB +10 | Spend ki to attack with a ball of ki energy |
Stunning Ki Blast | Ki Blast, Stunning Fist, BAB +10 | Stun foe hit by your ki blast for 1 round |
Ki Defense | Wis 15, Ki Surge | Spend ki as immediate action to gain DR equal to Wis modifier |
Ki Weapon | Wis 13, Weapon Focus, Ki Strike | Apply ki strike class feature to weapons |
Feat | Prerequisite | Benefit |
---|---|---|
Arcane Mastery | Ability to cast arcane spells or spell-like abilities | Take 10 on caster level checks |
Arcane Strike | 3rd-level arcane spells, BAB +4 | Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell |
Bane Magic | - | Spells deal +2d6 damage against a specific creature type |
Combat Casting | - | +4 on Concentration checks to cast defensively |
Energy Focus | - | +1 bonus on save DCs for one energy type |
Greater Energy Focus | Energy Focus | +1 bonus on save DCs for one energy type |
Practiced Spellcaster | Caster level 1st Increase caster level for chosen spellcasting class by +4 | |
Spell Focus | - | +1 bonus on save DCs for one school of magic |
Augment Summoning | Spell Focus (Conjuration) | Summoned creatures gain +4 Str and Con |
Diviner’s Delving | Spell Focus (Divination) | +2 bonus on caster level checks with divinations |
Greater Spell Focus | Spell Focus | +1 bonus on save DCs for one school of magic |
Spell Defense | Spell Focus | +3 bonus on saves against a specific school of magic |
Spell Penetration | - | +2 on caster level checks to beat spell resistance |
Greater Spell Penetration | Spell Penetration | +2 on caster level checks to beat spell resistance |
Feat | Prerequisite | Benefit |
---|---|---|
Action Before Thought | Concentration 3 ranks | Use a Concentration check in place of a Reflex save |
Aimed Shot | BAB +1 | Make powerful ranged attack that deals extra damage |
Crippling Shot | Dex 13, Aimed Shot, BAB +5 | Ranged attack reduces target’s land speed |
Disarming Shot | Dex 13, Aimed Shot, BAB +3 | Ranged attack that also disarms target |
Arrow Storm | Dex 15, Point Blank Shot, Rapid Shot, BAB +11 | Make a ranged attack against each foe within your weapon’s range increment |
Blade Storm | Dex 15, Two-Weapon Fighting, BAB +11 | Make main and off-hand attacks against all foes in your threatened area |
Combat Alacrity | Dex 15, Int 15, BAB +11 | Gain an additional move action on your turn |
Decisive Blow | BAB +1 | Make powerful melee attack that deals extra damage |
Daunting Blow | Intimidate 5 ranks, Decisive Blow, BAB +5 | Attack renders foe shaken for 1 minute |
Staggering Blow | Str 13, Decisive Blow, BAB +3 | Attack staggers foe for 1d4 rounds |
Stunning Blow | Str 15, Staggering Blow, BAB +9 | Attack stuns foe for 1 round |
Eviscerate | Dex 15, Two-Weapon Fighting, BAB +9 | Attack with two weapons, causing opponent to bleed if both hit |
Finishing Move | BAB +13 | Strong attack that deals extra damage to bloodied foes |
Focus Beyond Influence | Concentration 3 ranks | Use a Concentration check in place of a Will save |
Hail of Arrows | Rapid Shot, BAB +7 | Attack all in a 20 ft. radius area with a bow |
Mind Over Body | Concentration 3 ranks | Use a Concentration check in place of a Fortitude save |
Quick Strike | Dex 13, Combat Reflexes, BAB +3 | Make melee attack with a light or one-handed weapon as a swift action |
Expeditious Strike | Dex 15, Quick Strike, BAB +11 | Make melee attack with a light or one-handed weapon as an immediate action |
Recovery Swing | BAB +5 | Reroll a missed melee attack as an immediate action |
Refocus Shot | BAB +5 | Reroll a missed ranged attack as an immediate action |
Shield Block | Shield Focus, BAB +3 | Grant an AC bonus to yourself or an adjacent ally with a shield as an immediate action |
Shield Counter | Improved Shield Bash, Shield Focus, BAB +13 | Cancel foe’s attack with a shield bash |
Shield Slam | Improved Shield Bash, BAB +5 | Daze foe with a powerful shield bash |
Stopping Power | Point Blank Shot, BAB +5 | Make a ranged attack against an approaching foe, stopping their movement on a hit |
Trick Attack | Cha 13, Deception 3 ranks, BAB +3 | Make foe flat-footed for a single attack |
Feat | Prerequisite | Benefit |
---|---|---|
Adamantine Body | Warforged (Constructor, Defender, or Vanguard) | Built-in armor plating is adamantine |
Childlike | Cha 13, Halfling | +2 on Deception checks to pass as a human child; take 10 on Deception checks |
Eclectic | Human | Gain an additional favored class |
Elven Accuracy | Elf | Reroll miss chance due to concealment when using a bow |
Gnome Trickster | Cha 13, Gnome | Use silent image and ventriloquism once per day |
Hard-Headed | Dwarf | Take reduced damage from a critical hit once per day, +2 on saves against stagger and stun effects |
Iron Skin | Con 15, Dwarf | Gain damage reduction 1/- |
Lucky Halfling | Halfling | You may roll saving throw for ally once per day |
Mithril Body | Warforged (Constructor, Defender, or Vanguard) | Built-in armor plating is mithril |
Resistant Scales | Dragonborn | Gain energy resistance 5 to same type as your breath attack |
Feat | Prerequisite | Benefit |
---|---|---|
Acrobatic Backstab | Acrobatics 10 ranks | Move through foe’s space to render it flatfooted |
Arcane Appraisal | Arcana 2 ranks | Use Arcana to identify magic items |
Augment Healing | Heal 2 ranks | Healing spells heal an additional 2 per spell level |
Bounce Back | Acrobatics 10 ranks | Stand up from prone as an immediate action |
City Rat | Streetwise 2 ranks | Use Streetwise to forage for food and coin in an urban environment |
Clarity of Vision | Perception 14 ranks | Use Perception to see invisible creatures |
Denounce the Dead | Religion 6 ranks, Turn Undead or Rebuke Undead | Use Religion to gain a bonus when turning or rebuking undead |
Escape Attack | Acrobatics 6 ranks | Make an attack with a light weapon when you escape a grapple |
Great Leap | Athletics 2 ranks | Don’t double DC for standing jumps; +4 bonus on running jumps |
Group Fake-Out | Deception 6 ranks | Feint against multiple foes simultaneously |
Masterful Articulation | Linguistics 6 ranks | Use Linguistics to gain a bonus on any social skill check |
Moral Assessment | Insight 6 ranks | Use Insight to discern a creature’s alignment |
Never Outnumbered | Intimidate 6 ranks | Demoralize multiple foes in combat simultaneously |
Nimble Climber | Athletics 6 ranks | Move at half speed while climbing without penalty |
Quick Sneak | Stealth 2 ranks | Move at full speed while stealthed without penalty |
Rapid Focus | Concentration 10 ranks | Maintain concentration on spell as a move action |
Uncanny Focus | Concentration 14 ranks, Rapid Focus | Maintain concentration on spell as a swift action |
Shadow Stride | Stealth 6 ranks | Stay hidden when moving from one hiding spot to another |
Speed Crawl | Athletics 2 ranks | Can crawl up to half normal speed |
Sure-Footed | Acrobatics 6 ranks | Use Acrobatics to ignore difficult terrain when moving |
Track | Survival 2 ranks | Use Survival to follow tracks |
Trapfinding | Perception 2 ranks, Thievery 2 ranks | Can find and disable complex and magical traps |
Urban Prowler | Streetwise 6 ranks | Gain +4 bonus on Stealth checks in urban environments |