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Feats - Page Three
Investigator

Prerequisite(s): None

Infers a +3 bonus to all Search checks.


Iron Will

Prerequisite(s): None

Infers a +2 bonus to all Will saves.


Lightning Reflexes

Prerequisite(s): None

Infers a +2 bonus to all Reflex saves.


Martial Weapon Proficiency

Prerequisite(s): Barbarian Level 1, Fighter Level 1, Paladin Level 1, Psychic Warrior Level 1, Ranger Level 1

Allows the character to use all martial weapons without penalty, including the Battleaxe, Throwing Axe, Handaxe, Greataxe, Falchion, Scimitar, Longsword, Greatsword, Light Hammer, Warhammer, Greatclub, Flail, Heavy Flail, Light Pick, Heavy Pick, Kukri, Short Sword, Rapier, Glaive, Guisarme, Halberd, Lance, Ranseur, Trident, Shortbow, and Longbow.


Nimble Fingers

Prerequisite(s): None

Infers a +2 bonus to all Disable Device and Open Lock checks.


Point Blank Shot

Prerequisite(s): None

Infers a +1 bonus to all ranged attacks and damage within 30'.


Power Attack

Prerequisite(s): Minimum Strength 13

Allows the character to make power attacks in melee, trading attack bonus for damage. Up to 5 points of attack bonus can be traded for up to +5 extra damage.


Power Penetration

Prerequisite(s): Ability to manifest psionic powers

Infers a +4 bonus to defeat power resistance.


Precise Shot

Prerequisite(s): Point Blank Shot

Removes the -4 penalty for firing a ranged weapon into melee.


Psionic Dodge

Prerequisite(s): Minimum Dexterity 13, Dodge, Ability to manifest psionic powers

Infers a +1 dodge bonus to Armor Class.


Psionic Fist

Prerequisite(s): Minimum Strength 13, Ability to manifest psionic powers

Unarmed attacks or natural weapons deal an extra +2d6 damage.


Psionic Shot

Prerequisite(s): Point Blank Shot, Ability to manifest psionic powers

Ranged weapons deal an extra +2d6 damage.


Psionic Weapon

Prerequisite(s): Minimum Strength 13, Ability to manifest psionic powers

Melee weapons deal an extra +2d6 damage.


Quick Draw

Prerequisite(s): Base Attack Bonus +1

Draw your weapon as a free action.


Rapid Shot

Prerequisite(s): Minimum Dexterity 13, Point Blank Shot

Allows for one extra ranged attack each round when making a full-round attack.


Shield Proficiency

Prerequisite(s): None

Removes the AC check penalty on attack rolls when using a shield.


Silent Spell

Prerequisite(s): Ability to cast spells

Cast a spell with a verbal component silently. Spells such as Silence cannot stop the casting.


Simple Weapon Proficiency

Prerequisite(s): None

Allows the character to use all simple weapons without penalty, including the Dagger, Sickle, Club, Dart, Light Mace, Heavy Mace, Javelin, Morningstar, Longspear, Shortspear, Spear, Quarterstaff, Light Crossbow, Heavy Crossbow, and Sling.


Speed of Thought

Prerequisite(s): Minimum Wisdom 13

Grants the character a +10' bonus to speed in light or medium armor.


Spell Penetration

Prerequisite(s): Ability to cast spells

Infers a +2 bonus to all caster level checks to defeat spell resistance.


Spring Attack

Prerequisite(s): Base Attack Bonus +4, Dodge

The character can move before and after a melee attack. This feat cannot be used while wearing heavy armor.


Stealthy

Prerequisite(s): None

Infers a +2 bonus to all Hide and Move Silently checks.


Still Spell

Prerequisite(s): Ability to cast spells

Cast a spell with a somatic component without the need for gestures. Allows spellcasters to cast spells when their hands are full.


Stunning Fist

Prerequisite(s): Minimum Dexterity 13, Minimum Wisdom 13, Base Attack Bonus +8, Improved Unarmed Strike

Stun an opponent with an unarmed strike.


Toughness

Prerequisite(s): None

Infers a +3 bonus to the character's maximum Hit Points.