Feat Descriptions
Weapon Skill feats are feats that can be selected after a PC accomplishes certain acts. Weapon Skill 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 also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum BAB, 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 |
---|---|---|
Double Thrust | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful polearm attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special polearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals damage as normal + 2d6 points of damage. At 20 TP or more, you may spend all TP to deal + 4d6 points of damage. At 30 TP, you may spend all TP to deal + 6d6 damage. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your weapon attacks from the polearm weapon group deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Raiden Thrust | Double Thrust feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special polearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals damage as normal + 1d6 points of lightning damage and causes the target to make a Reflex save (DC 10 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Static condition for 1d6 rounds, adding half your character level instead of spell level to the Static damage. At 20 TP or more, you may spend all TP to deal + 3d6 points of lightning damage and causes the target to make a Reflex save (DC 12 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Static condition for 2d6 rounds. At 30 TP, you may spend all TP to deal + 5d6 points of lightning damage and causes the target to make a Reflex save (DC 14 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Static condition for 3d6 rounds. |
└-Leg Sweep | Raiden Thrust feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special polearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage + 1d6 points of damage, and the opponent must make a Fortitude save (DC 10 + half of your character level + your Strength or Dexterity modifier) or be forced prone and staggered for 1d4 rounds. At 20 TP or more, you may spend all TP to deal normal damage + 2d6 points of damage and force your target to make a Fortitude save (DC 12 + half of your character level + your Strength or Dexterity modifier) or be forced prone and staggered for 2d4 rounds. At 30 TP, you may spend all TP to deal normal damage + 3d6 points of damage and force your target to make a Fortitude save (DC 14 + half of your character level + your Strength or Dexterity modifier) or be forced prone and staggered for 3d4 rounds. |
└-Vorpal Thrust | Leg Sweep feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special polearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage, but doubles the passive damage increase of Double Thrust. This attack has its critical range increased by 2. This critical increase will stack with the effects of improved critical or the Keen weapon ability, adding after the double thrust range, but will otherwise not stack with effects that increase critical range. If this attack threatens a critical, it is automatically confirmed. This ability does not trigger critical effects. At 20 TP or more, you may spend all TP to increase the critical range by 4. At 30 TP, you may spend all TP to increase the critical range by 6. |
Fast Blade | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful heavy blade attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special heavy blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal + 2d6 points of damage. At 20 TP or more, you may spend all TP to deal + 4d6 points of damage. At 30 TP, you may spend all TP to deal + 6d6 damage. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your heavy blade attacks deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Burning Blade | Fast Blade feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special heavy blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal + 1d6 points of fire damage and causes the target to make a Reflex save (DC 10 + half of your character level + your Strength modifier) or be inflicted with Burning status for 1d6 rounds. At 20 TP or more, you may spend all TP to deal + 3d6 points of fire damage and causes the target to make a Reflex save (DC 12 + half of your character level + your Strength modifier) or be inflicted with Burning status for 2d6 rounds. At 30 TP, you may spend all TP to deal + 5d6 points of fire damage and causes the target to make a Reflex save (DC 14 + half of your character level + your Strength modifier) or be inflicted with Burning status for 3d6 rounds. |
└-Red Lotus Blade | Burning Blade feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special heavy blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and causes your heavy blade to light up with flames like a flaming weapon for 1 minute. At 20 TP or more, you may spend all TP to causes your heavy blade to light up with flames like a flaming burst weapon for 2 minutes. At 30 TP, you may spend all TP to cause your heavy blade attacks to inflict Burning status (DC 10 + half of your character level + your Strength modifier) for 1 minute. |
└-Flat Blade | Red Lotus Blade feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special heavy blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and the target must make a Fortitude save (DC 10 + half of your character level + your Strength modifier) or be stunned for 1 round. At 20 TP or more, you may spend all TP to cause the target must make a Fortitude save (DC 12 + half of your character level + your Strength modifier) or be stunned for 2 rounds. At 30 TP, you may spend all TP to cause the target must make a Fortitude save (DC 14 + half of your character level + your Strength modifier) or be stunned for 3 rounds. |
Flaming Arrow | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful bow attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special bow attack that takes the place of an attack in a full-attack or just a single attack. This attack deals damage as normal + 1d6 points of fire damage and causes the target to make a Reflex save (DC 10 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Burning condition for 1d6 rounds, adding half your character level instead of spell level to the Burning damage. At 20 TP or more, you may spend all TP to deal + 3d6 points of fire damage and causes the target to make a Reflex save (DC 12 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Burning condition for 2d6 rounds. At 30 TP, you may spend all TP to deal + 5d6 points of fire damage and causes the target to make a Reflex save (DC 14 + half of your character level + your Strength or Dexterity modifier) or be inflicted with the Burning condition for 3d6 rounds. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your bow attacks deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Piercing Arrow | Flaming Arrow feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special bow attack that takes the place of an attack in a full-attack or just a single attack. This attack is made targeting touch AC, and deals normal damage + 1d6 damage. At 20 TP or more, you may spend all TP to target touch AC and dealing normal damage + 3d6 damage. At 30 TP, you may spend all TP to target touch AC and dealing normal damage + 5d6 damage. |
└-Sidewinder | Piercing Arrow feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special bow attack that takes the place of an attack in a full-attack or just a single attack. This attack is made at a penalty of -5, and deals normal damage + 3d6. At 20 TP or more, you may spend all TP to make an attack at the same penalty, dealing normal damage adding + 6d6 to the damage. At 30 TP, you may spend all TP to make an attack at the same penalty, dealing normal damage + 9d6 damage. |
└-Blast Arrow | Sidewinder feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special bow attack that takes the place of an attack in a full-attack or just a single attack. This attack must be made within your normal reach. This attack is a ranged attack and targets the target’s CMD, but does not provoke attacks of opportunity. This attack deals normal damage, and doubles the passive damage bonus you receive from Flaming Arrow. If the attack roll beats the target’s CMD, they are pushed back 15 feet. The target must make a Fortitude save (DC 10 + half of your character level + your Strength or Dexterity modifier) or be Dazed for 1 round. At 20 TP or more, you may spend all TP to attempt to push the target back, and force the target to make a Fortitude save (DC 12 + half of your character level + your Strength or Dexterity modifier) or be Dazed for 2 rounds. At 30 TP, you may spend all TP to attempt to push the target back, and force the target to make a Fortitude save (DC 14 + half of your character level + your Strength or Dexterity modifier) or be Dazed for 3 rounds. |
Seraph Strike | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful blunt weapon attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may expend all TP to make a special blunt weapon attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage + 1d6 points of holy damage, and the target must make a Will save (DC 10 + half of your character level + your Strength modifier) or be inflicted with the Illuminated status for 1d6 rounds. At 20 TP or more, you may expend all TP to make a special hammer attack that deals + 3d6 points of holy damage and forces the target to make a Will save (DC 12 + half of your character level + your Strength modifier) or be inflicted with the Illuminated status effect for 2d6 rounds. At 30 TP, you may expend all TP to make a special hammer attack that deals + 5d6 points of holy damage and forces the target to make a Will save (DC 14 + half of your character level + your Strength modifier) or be inflicted with the Illuminated status effect for 3d6 rounds. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your weapon attacks from the hammer and flail weapon groups deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Brainshaker | Seraph Strike feat, BAB +5 | At 10 TP or more, you may expend all TP to make a special blunt weapon attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage, and the opponent must make a Fortitude save (DC 10 + half of your character level + your Strength modifier) or take 2 ability damage to each of their mental scores. At 20 TP or more, you may expend all TP to make an attack and your opponent must make a Fortitude save (DC 12 + half of your character level + your Strength modifier) or take 4 ability damage to each of their mental scores. At 30 TP, you may expend all TP to make an attack and your opponent must make a Fortitude save (DC 14 + half of your character level + your Strength modifier) or take 6 ability damage to each of their mental scores. This ability damage cannot lower an opponent's mental score below 1. |
└-Moonlight | Brainshaker feat, BAB +7 | At 10 TP or more, you may expend all TP to make a special blunt weapon attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage, and if they have a MP pool, you deal 1d4 MP damage and you and your allies within 30 feet gain the same amount of MP. At 20 TP or more, you may expend all TP to deal 2d4 MP damage and you and your allies within 30 feet gain the same amount. At 30 TP, you may expend all TP to deal 3d4 MP damage and you and your allies within 30 feet gain the same amount. |
└-Judgment | Moonlight feat, BAB +9 | At 10 TP or more, you may expend all TP to make a special blunt weapon attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage, but doubles the passive damage you receiieve from Seraph Strike. This attack deals an additional + 2d6 damage. For a number of rounds equal to your Strength modifier, creatures treat this additional damage as continuous damage. Additionally, creatures take a penalty to their concentration checks equal to the passive damage bonus you receive from Seraph Strike while they are afflicted by this effect. At 20 TP or more, you may expend all TP to deal 4d6, treating this as continuous and penalizing their concentration checks by your passive damage bonus + 2. At 30 TP, you may expend all TP to deal + 6d6 damage, treating this as continuous damage and penalizing their concentration checks by your passive damage bonus + 4. |
Shield Break | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful axe attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may expend all TP to make a special axe attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage + 1d6 bleed damage. This bleed damage can be healed with a Heal check (DC 10 + half your character level + Strength modifier) or by magical healing that totals at least your character level. While the opponent is suffering from this bleed damage, they take a -1 penalty to AC. At 20 TP or more, you may spend all TP to deal normal damage + 2d6 bleed damage, and increase the AC penalty to -2 AC. At 30 TP, you may spend all TP to deal normal damage + 3d6 bleed damage, and increase the AC penalty to -3. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your weapon attacks from the axe weapon group deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Smash Axe | Shield Break feat, BAB +5 | At 10 TP or more, you may expend all TP to make a special axe attack that takes the place of an attack in a full attack or a single attack. This attack deals normal damage + 1d6, and forces the target to make a Fortitude save (DC 10 + half of your character level + your Strength modifier) or be stunned for 1 round. At 20 TP or more, you may spend all TP to deal normal damage + 2d6 and make an attack that forces the target to make a Fortitude save (DC 12 + half of your character level + your Strength modifier) or be stunned for 2 rounds. At 30 TP, you may spend all TP to deal normal damage + 3d6 and make an attack that forces the target to make a Fortitude save (DC 14 + half of your character level + your Strength modifier) or be stunned for 3 rounds. |
└-Sturmwind | Smash Axe feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special axe attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage + 2d6 points of damage. At 20 TP or more, you may spend all TP to deal + 4d6 points of damage. At 30 TP, you may spend all TP to deal + 6d6 damage. |
└-Weapon Break | Sturmwind feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special axe attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage, but adds double the passive damage bonus you receive from Shield Break. This attack deals an additional + 1d6 bleed damage. This bleed damage can be healed with a Heal check (DC 10 + half your character level + Strength modifier) or by magical healing that totals at least character level. While the opponent is suffering from this bleed damage they reduce the amount of damage they deal by the extra damage you receive from Shield Break. Their damage cannot be reduced below 1. At 20 TP or more, you may spend all TP to deal + 2d6 bleed damage, and decrease the amount of damage dealt by the opponent by twice the damage bonus you receive from Shield Break. At 30 TP, you may spend all TP to deal + 3d6 bleed damage, and decrease the amount of damage dealt by the opponent by three times the damage bonus you receive from Shield Break. |
Shoulder Tackle | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful unarmed strike you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special unarmed strike that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and the target must make a Fortitude save (DC 10 + half of your character level + your Wisdom modifier) or be stunned for 1 round. At 20 TP or more, you may spend all TP to cause the target must make a Fortitude save (DC 12 + half of your character level + your Wisdom modifier) or be stunned for 2 rounds. At 30 TP, you may spend all TP to cause the target must make a Fortitude save (DC 14 + half of your character level + your Wisdom modifier) or be stunned for 3 rounds. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your unarmed strikes deal an additional point of damage for each weapon skill feat in this line that you have. |
└-One Ilm Punch | Shoulder Tackle feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special unarmed strike that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and ignores 3 points of armor bonus or natural armor bonus to AC and 2 points of damage reduction or hardness. At 20 TP or more, you may spend all TP to ignore 6 points of armor bonus or natural armor bonus to AC and 4 points of damage reduction or hardness. At 30 TP, you may spend all TP to ignore 9 points of armor bonus or natural armor bonus to AC and 6 points of damage reduction or hardness. |
└-Backhand Blow | One Ilm Punch feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special unarmed strike that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and your critical hit range and multiplier increases by 1 (apply after all other features that modify critical hit range and multiplier, to a maximum of 4x). At 20 TP or more, you may spend all TP to increase your critical hit range and multiplier by 2 (apply after all other features that modify critical hit range and multiplier, to a maximum of 4x). At 30 TP, you may spend all TP to increase your critical hit range and multiplier by 3 (apply after all other features that modify critical hit range and multiplier, to a maximum of 5x). |
└-Raging Fists | Backhand Blow feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special unarmed strike that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal + 2d6 points of damage. At 20 TP or more, you may spend all TP to deal + 4d6 points of damage. At 30 TP, you may spend all TP to deal + 6d6 damage. |
Sniper Shot | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful crossbow or firearm attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special crossbow or firearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals damage as normal + 2d6 damage, and negates the penalty for firing into your second range increment. At 20 TP or more, you may spend all TP to deal normal damage + 4d6 damage, and negates the penalty for firing into the third range increment. At 30 TP, you may spend all TP to deal normal damage + 6d6 damage, and negates the penalty for firing into the fourth range increment. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your crossbow or firearm attacks deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Detonator | Sniper Shot feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special crossbow or firearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage, and lodges a payload into the target. This payload is delayed for 1 round and will explode for 1d6 fire damage. Successful ranged or melee attacks against the target increase the amount of damage the payload deals by +1d6, reaching a maximum of 3d6 fire damage. When the payload reaches the maximum amount of damage, it will immediately explode. This only affects the target. At 20 TP or more, you may spend all TP to lodge a payload that is delayed for 2 rounds, starting at 1d6 fire damage, increasing by + 1d6, to a maximum of 6d6 fire damage. At 30 TP or more, you may spend all TP to lodge a payload that is delayed for 3 rounds, starting at 1d6 fire damage, increasing by + 1d6, to a maximum of 9d6 fire damage. |
└-Numbing Shot | Detonator feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special crossbow or firearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage, and the target must make a Fortitude save (DC 10 + half of your character level + your Dexterity modifier) or be Paralyzed for 1 round. At 20 TP or more, you may spend all TP to force the target must make a Fortitude save (DC 12 + half of your character level + your Dexterity modifier) or be Paralyzed for 2 rounds. At 30 TP, you may spend all TP to force the target must make a Fortitude save (DC 14 + half of your character level + your Dexterity modifier) or be Paralyzed for 3 rounds. |
└-Coronach | Numbing Shot feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver a special crossbow or firearm attack that takes the place of an attack in a full-attack or just a single attack. This attack deals normal damage but doubling the damage you receive from Sniping Shot. Compare your attack roll to a DC of 10 + the target’s Hit Dice + the target’s Wisdom modifier or ranks in Sense Motive. If you beat this DC, the target cannot attack you for 2 rounds. If you attack the target again before these 2 rounds are up, they may target you normally. Once you have used this ability on a creature, they cannot be targeted again for 1 day. At 20 TP or more, you may spend all TP to perform the same check, but the target cannot attack you for 4 rounds. At 30 TP, you may spend all TP to perform the same check, but the target cannot attack you for 6 rounds. |
Wasp Sting | Weapon Focus feat, BAB +3 | You gain a TP Pool, which begins at 0 and maximizes at 30. For each successful light blade attack you make or get struck by a melee or ranged attack, you gain 1 TP. At 10 TP or more, you may spend all TP to deliver a special light blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and the target must make a Fortitude save (DC 10 + half of your character level + your Dexterity modifier) or be poisoned for 1d6 rounds that deals 1d6 points of non-elemental damage per round. At 20 TP or more, you may spend all TP to cause the target must make a Fortitude save (DC 12 + half of your character level + your Dexterity modifier) or be poisoned for 2d6 rounds that deals 2d6 points of non-elemental damage per round. At 30 TP, you may spend all TP to cause the target must make a Fortitude save (DC 14 + half of your character level + your Dexterity modifier) or be poisoned for 3d6 rounds that deals 3d6 points of non-elemental damage per round. This TP Pool lasts until you sleep for the night, in the morning, it empties out. In addition, your light blade attacks deal an additional point of damage for each weapon skill feat in this line that you have. |
└-Gust Slash | Wasp Sting feat, BAB +5 | At 10 TP or more, you may spend all TP to deliver a special light blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal + 2d6 points of wind damage. At 20 TP or more, you may spend all TP to deal + 4d6 points of wind damage. At 30 TP, you may spend all TP to deal + 6d6 points of wind damage. |
└-Shadowstitch | Gust Slash feat, BAB +7 | At 10 TP or more, you may spend all TP to deliver a special light blade attack that takes a place of an attack of a full-attack or just a single attack. This attack deals damage as normal and causes the target to make a Fortitude save (DC 10 + half of your character level + your Dexterity modifier) or be immobilized for 1d6 rounds. At 20 TP or more, you may spend all TP to cause the target to make a Fortitude save (DC 12 + half of your character level + your Dexterity modifier) or be immobilized for 2d6 rounds. At 30 TP, you may spend all TP to cause the target to make a Fortitude save (DC 14 + half of your character level + your Dexterity modifier) or be immobilized for 3d6 rounds. |
└-Viper Bite | Shadowstitch feat, BAB +9 | At 10 TP or more, you may spend all TP to deliver two special light blade attacks (at half your STR or DEX modifier if you use DEX for damage) that takes a place of an attack of a full-attack or just a single attack. These attacks deal damage as normal and cause the target to make a Fortitude save (DC 10 + half of your character level + your Dexterity modifier) or be sapped for 1d4 rounds that deals 2d4 points of non-elemental damage. At 20 TP or more, you may spend all TP to cause the target to make a Fortitude save (DC 12 + half of your character level + your Dexterity modifier) or be sapped for 2d4 rounds that deals 4d4 points of non-elemental damage+ half of your character level + your Dexterity modifier) or be sapped for 3d4 rounds that deals 6d4 points of non-elemental damage. |