General Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat’s name.
Category/Type: Some feats fit into more than one category, such as Teamwork or Channeling feats. While Teamwork feats are an official “category”, “Channeling” is not. Channeling feats are those which require the Channel Energy feat or class feature as a prerequisite. This category (or subcategory) is created by d20pfsrd.com editors simply for convenience in sorting feats and clustering them together along “like” themes etc.
Prerequisite: 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.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: 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.
Special: Additional unusual facts about the feat.
Feat Name | Prerequisites | Benefits |
---|---|---|
Amateur Gambler | You have no levels in a class that has the luck pool class feature. | You gain a small amount of luck pool and the ability to either reroll any single d20 roll for yourself with 1 luck point as an immediate action or take a swift action that does not count against your normal limit of one swift action per round. If used on an ability or skill, the ability/skill check cannot take more than 1 round. This does not increase the normal limit of one swift cast spell per turn. Your luck pool refills at the start of each day, and it contains one luck point. |
Augment Summoning | Spell Focus (Summoning) | 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. |
Body Fuel | — | As a swift action, you can recover 2 MP by taking 1 point of ability burn to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional MP for a proportional cost; for example, you could choose to recover 6 MP by taking 3 points of ability burn to Strength, Dexterity, and Constitution. |
Boon Companion | Companion (Animal, Mount, Automaton, Bone Commander, etc.) class feature or familiar class feature (or feat) | The abilities of your companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective class level from where you get your companion or familiar from equal to your character level. If you have more than one companion or familiar, choose one to receive this benefit. If you dismiss or lose a companion or familiar that has received this benefit, you can apply this feat to the replacement creature. |
Dark Focus | — | Add +1 to the Difficulty Class for all saving throws with dark spells, but a -1 to the light element. |
└- Greater Dark Focus | Dark Focus feat | Add +1 to the Difficulty Class for all saving throws with dark spells, but a -1 to the light element. This bonus and penalty stacks with the one from Dark Focus. |
└- Dark Penetration | Dark Focus feat | Any shadow resistance on a creature is considered 2 less when determining damage from a dark spell, but is considered 2 more with light spells. |
└-- Greater Dark Penetration | Dark Penetration feat | Dark spells you cast are harder to resist. Any shadow resistance on a creature is considered 2 less when determining damage from a dark spell, but is considered 2 more with light spells. This bonus and penalty stacks with the one from Dark Penetration. |
Dash | — | As a swift action, you double your movement speed for the round. You are fatigued for 1 round thereafter. |
Domain Focus | Domains class feature | Add +1 to the Difficulty Class for all saving throws against spells from your domains. This also increases the Difficult Class for saving throws against domain powers. |
└- Domain Mastery | Domains class feature and Domain Focus feat | Once a day, you can cast any domain spell without expending its use. In addition, you can use a higher level domain spell use to cast a domain spell of a lower level. So for example, a cleric could use his 3rd-level domain spell use to cast a 1st or 2nd level domain spell. |
Elemental Focus | — | Choose an element (earth, fire, ice, lightning, water, or wind). Add +1 to the Difficulty Class for all saving throws against spells from the element you select, but a -1 to that element's weakness. |
└- Greater Elemental Focus | Elemental Focus feat | Choose an element to which you already have applied the Elemental Focus feat. Add +1 to the Difficulty Class for all saving throws against spells from the element you select, but a -1 to that element's weakness. This bonus and penalty stacks with the one from Elemental Focus. |
Elemental Penetration | — | Choose an element (earth, fire, ice, lightning, water, or wind). Spells of the element you select are harder to resist. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select, but is considered 2 more with spells from its element's weakness. |
└- Greater Elemental Penetration | Elemental Penetration and Elemental Focus feats | Choose an element to which you already have applied the Elemental Focus feat. Spells of the element you select are harder to resist. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select, but is considered 2 more with spells from its element's weakness. This bonus and penalty stacks with the one from Elemental Penetration. |
Extra Limit Break | — | You can activate a limit break one additional time. |
Extra MP | Caster Level 1st. | When you take this feat for the first time, you gain 1 MP. For every 2 caster levels you possess you gain an additional +1 MP (such as when you gain a level in a spellcasting class). |
└-Clearer Mind | Caster Level 5th, Extra MP feat, Clear Mind class feature. | You benefit from your clear mind class feature during anytime that you’re conscious and not using any MP, regardless if you would be distracted, at the same rate as your feature. |
└-- Clearest Mind | Caster Level 5th, Extra MP, Clearer Mind, Clear Mind class feature. | You double the recovery of your clear mind class feature. |
Familiar | Caster Level 1st. Must be chosen at 1st level | A familiar is a magical pet that enhances the caster's skills and senses and can aid him in magic. See this link for more information on familiars: Familiars |
First Aid Training | — | When you make a Heal check to perform first aid on a creature, that creature gains temporary hit points equal to your Wisdom modifier plus your ranks in the Heal skill. These temporary hit points last for 1 minute or until lost. |
Gunsmithing | — | If you have access to a gunsmith’s kit, you can create and restore firearms/gunarms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms, gunarms and ammunition or to restore firearms. |
Improvisational Healer | Heal 1 | No penalty for not having a healer's kit, +2 circumstance when using a healer's kit. Treat Cure Potions as having your heal ranks as its caster level. |
Light Focus | Add +1 to the Difficulty Class for all saving throws with light spells, but a -1 to the dark element. | |
└- Greater Light Focus | Light Focus feat | Add +1 to the Difficulty Class for all saving throws with light spells, but a -1 to the dark element. This bonus and penalty stacks with the one from Light Focus. |
└- Light Penetration | Light Focus feat | Any holy resistance on a creature is considered 2 less when determining damage from a light spell, but is considered 2 more with dark spells. |
└-- Greater Light Penetration | Light Penetration feat | Light spells you cast are harder to resist. Any holy resistance on a creature is considered 2 less when determining damage from a light spell, but is considered 2 more with dark spells. This bonus and penalty stacks with the one from Light Penetration. |
Lucid Dreaming | Caster Level 5th, Clear Mind class feature. | You may recover additional MP through your Clear Mind class feature whilst sleeping of your own accord, though not if you’re forcible put to sleep as from the Sleep status effect. |
Martial Training | Base attack bonus +4, No levels in a class with Swordplay | Select a Swordplay Form (Dark Sword, Destroy Sword, Holy Sword, or Universal). You may select any two basic swordskills from the list, and you may ready one of your swordskills for use. You may recover one swordskill (gained by this feat) by expending a full round action to recover it. The damage inflicted by the swordskill is determined as though your sword saint level is equal to half of your character level. The DC is equal to 10 + half your character level + your Charisma modifier. |
└- Advanced Martial Training | Base attack bonus +11, Martial Training, No levels in a class with Swordplay | Select a Swordplay Form (Dark Sword, Destroy Sword, Holy Sword, or Universal). You may select any one master swordskill from the list, and you may ready an additional swordskill. You must meet the prerequisites for the master swordskill. The damage inflicted by the swordskill is determined as though your sword saint level is equal to half of your character level. The DC is equal to 10 + half your character level + your Charisma modifier. |
Mind Over Body | Con 13 | You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. |
Provoke | Intimidate 5 ranks, Antagonize feat | Your Intimidate skill check to Antagonize a creature requires only a move action to use. |
Spell Specialization | Int 13; Spell focus, Elemental Focus, Light Focus, or Dark Focus | Select one spell of a school for which you have taken the prerequisite feat. Treat your caster level as being two higher for all level-variable effects of the spell. |
Summon Weapon | MP Pool | The character may scribe a rune on a weapon. As long as that weapon is unattended, the character can spend 1 MP to call the weapon to his hand as a swift action. The character can prepare as many weapons as he wants, but cannot use this feat if his hands are full. The weapon must be within line of sight. |