Feats

A feat is a special feature that either gives your character a new capability or improves one he or she already has. For example, Yoriko Obato, a Fast hero, chooses to start with the Improved Initiative and Combat Martial Arts feats at 1st level. Improved Initiative adds a +4 circumstance bonus to her initiative checks, and Combat Martial Arts allows her to deal more damage when she gets into a fight and uses her martial arts training. She gains a new feat at 3rd level and chooses Dodge. This feat allows Yoriko to more easily avoid the attacks of an opponent she selects, improving her Defense against that opponent.
Unlike a skill, a feat has no ranks. A character either has the feat or doesn’t have it.

Acquiring Feats

Unlike skills, feats are not bought with points. You simply choose them for your character. All available feats are listed and described in the table below. Each character gets two feats when the character is created (at 1st level). At 3rd, 6th, 9th, 12th, 15th, and 18th level, he or she gains another feat (see Experience and Level Dependent Benefits). For multiclass characters, feats are gained according to character level, not by individual class levels.
Additionally, some starting occupations offer bonus feats, and many classes get extra class-related feats to chose from special lists (see the class descriptions in Characters).

Prerequisites

Some feats have prerequisites. A character must have the indicated ability score, feat, ranks in a skill, and/or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains all the prerequisites. For example, a 2nd-level Strong hero who already has the Brawl feat accumulates enough experience points to attain 3rd level as a Strong hero. His base attack bonus goes up from +2 to +3. He now qualifies for the Improved Brawl feat, because the prerequisites are the Brawl feat (which he had already) and a base attack bonus of +3 (which he just obtained).
A prerequisite that contains a numerical value is a minimum; any value higher than the one given also meets the prerequisite. For instance, the prerequisites for the Frightful Presence feat are Charisma 15 and Intimidate 9 ranks. Any character with a Charisma score of 15 or higher and at least 9 ranks in Intimidate meets the prerequisites.
You can’t use a feat if you’ve lost a prerequisite. For example, if your Strength temporarily drops below 13 because you are fatigued, you can’t use the Power Attack feat until your Strength score returns to 13 or higher.

Feat Descriptions

Here is the format for feat descriptions.

Feat Name

Description of what the feat does or represents in plain language, with no game mechanics.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.
Benefit: What the feat enables your character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.
Special: Additional facts about the feat that may help you decide whether to select it.

FeatPrerequisiteBenefit
Acrobatic+2 on Jump and Tumble checks
Aircraft Operation *Pilot 4 ranksNo -4 penalty on Pilot checks or attack rolls with selected class of aircraft
Alertness+2 on Listen and Spot checks
Animal Affinity+2 on Handle Animal and Ride checks
Arcane SkillsConcentration, Craft (Chemical), Spellcraft, and Use Magic Device are class skills
Archaic Weapons ProficiencyProficient in swords, bows, etc.
Armor Proficiency (Light)Add equipment bonus for armor type to your Defense; no armor penalty for skill checks
Armor Proficiency (Medium)Armor Proficiency (Light)Add equipment bonus for armor type to your Defense; no armor penalty for skill checks
– – Armor Proficiency (Heavy)Armor Proficiency (Light, Medium)Add equipment bonus for armor type to your Defense; no armor penalty for skill checks
Athletic+2 on Climb and Swim checks
Attentive+2 on Investigate and Sense Motive checks
Blind-fightReroll miss chance
Brawl+1 on unarmed attacks, 1d6 + Str bonus nonlethal damage
Improved BrawlBrawl, base attack bonus +3+2 on unarmed attacks, 1d8 + Str bonus nonlethal damage
Improved GrappleBrawl, Dex 13+4 bonus on grapple check.
Knockout PunchBrawl, base attack bonus +3Nonlethal unarmed attack is automatically critical hit
– – Improved Knockout PunchBrawl, Knockout Punch, base attack bonus +6Nonlethal unarmed critical hit deals triple damage
StreetfightingBrawl, base attack bonus +2+1d4 damage once per round with unarmed attack or light melee weapon
– – Improved FeintInt 13, Brawl, Streetfighting+2 on Bluff checks to feint; feint as move action
Builder+2 on any two of Craft (Chemical, Electronic, Mechanical, Structural) check
Cautious+2 on Demolition and Disable Device checks
Combat ExpertiseInt 13Reduce attack bonus by up to -5, increase Defense bonus by up to +5
Improved DisarmInt 13, Combat ExpertiseDisarm does not provoke attack of opportunity
Improved TripInt 13, Combat ExpertiseTrip opponent and make an immediate melee attack
Whirlwind AttackDex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4One melee attack at each opponent within 5 feet
Combat Martial ArtsBase attack bonus +1 ld4 + Str lethal or nonlethal damage, considered armed
Improved Combat Martial ArtsCombat Martial Arts, base attack bonus +4Unarmed strike threatens critical hit on 19 or 20
– – Advanced Combat Martial ArtsCombat Martial Arts, Improved Combat Martial Arts, base attack bonus +8Unarmed strike critical hit deals x3 damage
Combat ReflexesAdditional attacks of opportunity
Confident+2 on Gamble and Intimidate checks
Creative+2 on any two of Craft (Visual Art, Writing), or
Perform checks
Deceptive+2 on Bluff and Disguise checks
Defensive Martial Arts+1 dodge bonus to Defense against melee attacks
Combat ThrowDefensive Martial Arts+2 to Str, Dex on trips and grapples
– – Improved Combat ThrowDefensive Martial Arts, Combat Throw, base attack bonus +3Free trip attack when opponent misses you
Elusive TargetDex 13, Defensive Martial Arts-4 on ranged attacks against you while engaged in melee combat
Unbalance OpponentDefensive Martial Arts, base attack bonus +6 Opponent receives no Str bonus to attack. only to damage
DodgeDex 13+1 dodge bonus against selected opponent
Agile RiposteDex 13, DodgeMake one attack of opportunity when your designated target fails a melee attack against you
MobilityDex 13, Dodge+4 dodge bonus against attacks of opportunity
– – Spring AttackDex 13, Dodge, Mobility, base attack bonus +4Move before and after melee attack
Drive-By AttackNo speed penalty when attacking from moving vehicle
Educated *+2 on any two Knowledge checks
Empower TurningAbility to turn/rebuke, Cha 13Turn/rebuke more creatures than normal.
Endurance+4 on certain Swim and Con checks, some Fort saves
Exotic Melee Weapon Proficiency *Base attack bonus +1Proficient in specific exotic melee weapon
Extra turning **Ability to turn/rebukeMay turn/rebuke more times per day.
Far ShotMultiply range increments by 1.5 (2 for thrown weapons)
Dead AimWìs 13, Far Shot+2 on ranged attack if full round spent aiming
Focused+2 on Balance and Concentration checks
Frightful PresenceCha 15, Intimidate 9 ranksLower-level foes are shaken (Will save negates)
Gearhead+2 on Computer Use and Repair checks
Great Fortitude+2 on Fortitude saves
Guide+2 on Navigate and Survival checks
Heroic SurgeExtra move or attack action
Improved Damage Threshold **Massive damage threshold = Con +3 instead of Con
Improved Initiative+4 on initiative checks
Improved Natural HealingFort save bonus +5Recover hit points at twice normal rate
Improved TurningAbility to turn/rebuke+2 bonus on turn/rebuke checks
Iron Will+2 on Will saves
Lightning Reflexes+2 on Reflex saves
Low ProfileReduce Reputation bonus by 3
Magical Affinity+2 bonus on Spellcraft and Use Magic Device checks.
Medical Expert+2 on Craft (Pharmaceutical) and Treat Injury checks
Meticulous+2 on Forgery and Search checks
Nimble+2 on Escape Artist and Sleight of Hand checks
Personal Firearms ProficiencyProficient in use of personal firearms
Advanced Firearms ProficiencyPersonal Firearms ProficiencyNo -4 penalty for autofire
– – Burst FireWis 13, Personal Firearms Proficiency, Advanced Firearms Proficiency-4 on attack. +2 dice damage
– – Exotic Firearms Proficiency *Personal Firearms Proficiency, Advanced Firearms ProficiencyProficient in specific class of exotic firearms
– – StrafePersonal Firearms Proficiency, Advanced Firearms ProficiencyAutofire area 5 by 20 ft. instead of 10 by 10 ft.
Point Blank Shot+1 on attack and damage up to 30 ft.
Double TapDex 13, Point Blank Shot-2 on attack, +1 die damage
Precise ShotPoint Blank ShotNo -4 penalty for shooting into melee
– – Skip shotPoint Blank Shot, Precise ShotIgnore cover, -2 on attack. -1 die damage
Shot on the RunDex 13, Point Blank Shot, Dodge, MobilityMove before and after ranged attack
Power AttackStr 13Subtract from melee attack to add to melee damage roll
CleaveStr 13, Power AttackExtra attack after dropping target to 0 hp
– – Great CleaveStr 13, Power Attack, Cleave, base attack bonus +4No limit to Cleave in a round
Improved Bull RushStr 13, Power AttackNo attack of opportunity for bull rush
Improved OverrunStr 13, Power Attack+4 bonus on overrun checks
SunderStr 13, Power Attack+4 on attack, no attack of opportunity when striking weapon
Power CritBase attack bonus +10, proficiency with weaponAutomatically threaten a critical hit on a successful hit
Precise StrikeBase attack bonus +5Full round of attacks made against an opponent’s touch Defense
Psionic SkillsAutohypnosis, Concentration, and Psicraft are class skills.
Quick DrawBase attack bonus +1You can draw a weapon as a free action
Quick ReloadBase attack bonus +1Reloading a firearm with an already filled box magazine or speed loader is a free action.
RenownYour Reputation bonus increases by +3.
RunMove up to 5 times normal speed, +2 on running Jump checks
Fleet of FootRunMay turn while running and charging.
Signature SpellSpell MasteryMay convert spell to chosen spell
Simple Weapons ProficiencyProficient with clubs, knives, etc.
Spell Focus+1 bonus to DC for chosen school of magic
Greater Spell FocusSpell Focus, caster level 6+2 bonus to DCs with chosen school of magic
Spell Penetration+2 bonus to caster level checks with spells
Great Spell PenetrationSpell Penetration+4 bonus to caster level checks with spells
SpellslingerInt 13 (arcane spellcasters) or Wis 13 (divine spellcasters)Increase number of bonus spells per day.
Stealthy+2 on Hide and Move Silently checks
Studious+2 on Decipher Script and Research checks
Supernatural StrikeBase attack bonus +2May score critical hits against creatures that are normally immune
Surface Vehicle Operation *Drive 4 ranksNo -4 penalty on Drive check or attack rolls with selected class of vehicle
SurgeryTreat Injury 4 ranksNo -4 penalty for performing surgery
Toughness **+3 hit points
TrackUse Survival skill to track
Trustworthy+2 on Diplomacy and Gather Information checks
Two-Weapon FightingDex 13Lessen two-weapon penalties by 2
Improved Two-Weapon FightingDex 13, Two-Weapon Fighting, base attack bonus +6Extra attack with off-hand weapon
– – Advanced Two-Weapon FightingDex 13, Two-Weapon-Fighting, Improved
Two-Weapon Fighting, base attack bonus +11
Third attack with off-hand weapon
Vehicle Expert+2 on Drive and Pilot checks
Force StopDrive 4 ranks, Vehicle ExpertForce a surface vehicle to stop
Vehicle DodgeDex 13, Drive 6 ranks, Vehicle Expert+1 dodge bonus to Defense
Weapon Finesse *Proficient with weapon, base attack bonus +1Use Dex modifier instead of Str modifier with melee weapon
Weapon Focus *Proficient with weapon, base attack bonus +1+1 on attack rolls with selected weapon
Wild Talent0-level psionic power, usable three times per day.
Windfall **+3 Wealth bonus increase, +1 on Profession checks
* A character can take this feat multiple times, each time it applies to a different skill, type of equipment, or weapon.
^ See description for more details