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Feat Descriptions

Class 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 NamePrerequisitesBenefits
Aspect of the BeastBeast shape class featureYour bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.

• Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
• Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). If your beast shape already has claws, then it improves by 1 size larger (1d6 medium, 1d4 small, for example).
• Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
• Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Azure Knowledge Blue Mage 5Add to your spells known one additional blue magic spell of any level up to one level lower than the highest-level spell you can cast. For example, an 8th-level blue mage gains either a new 1st, 2nd, or 3rd-level blue magic spell.
Elemental ClawsCon 13, Wis 13, beast shape class featureWhen you attack with a natural weapon, select one of the following elemental types: earth, fire, ice, lightning, water, or wind. If you hit, the attack deals its normal damage plus 1d6 points of damage of the chosen elemental type. You must declare that you are using this feat before you make your attack roll (a failed attack roll ruins the attempt). You can attempt one elemental claws attack per day for every 4 levels you have, and no more than once per round.
Energized Beast ShapeCon 19, beast shape class featureWhen you assume a beast shape form, choose one of the following element types: earth, fire, ice, lightning, water or wind. You gain resistance 10 to that element type. Also, one of your natural attacks deals an additional 1d6 points of damage of the chosen element type.
Extra Acrobatic Talent Acrobatic talent class featureYou gain one additional acrobatic talent. You must meet all of the prerequisites for this acrobatic talent.
Extra Alchemical MixtureAlchemical mixture class featureYou can prepare 2 more mixtures per day.
Extra Analysis Analysis class featureYou can analyze two additional times per day.
Extra Arcane Pool Arcane Pool class featureYour arcane pool increases by 2.
Extra Arcane Reservoir Arcane Reservoir class featureYour arcane reservoir increases by 3.
Extra Archery Talent Archery talent class featureYou gain one additional archery talent. You must meet all of the prerequisites for this archery talent.
Extra Astrology Secret Astrology secret class featureYou gain one additional astrology secret. You must meet all of the prerequisites for this astrology secret.
Extra Azure TalentAzure Talent class featureYou gain one additional azure talent. You must meet all of the prerequisites for this azure talent.
Extra Battle Dance Battle Dance class featureYou can use battle dance for 6 additional rounds per day.
Extra Beastmaster TrickBeastmaster Trick class featureYou gain one additional beastmaster trick. You must meet all the prerequisites for this beastmaster trick.
Extra BlessingLay on hands, Blessing class featuresSelect one additional blessing for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this blessing.
Extra BushidoBushido Pool class featureYour bushido pool increases by 2.
Extra Bushido ArtsBushido Arts class featureYou gain one additional bushido. You must meet all of the prerequisites for this bushido.
Extra Cantrips or Jingles Ability to cast cantrips or jinglesAdd two cantrips to your cantrips known or two jingles to your jingles known.
Extra ChallengeChallenge class featureYou can challenge two additional times per day.
Extra Combo Finisher Combo Finisher/Finishing Move class featureYou gain one additional combo finisher/finishing move. You must meet all of the prerequisites for this combo discovery.
Extra Commander's Aura Commander's Aura class featureYou can use your commander’s aura for an additional 6 rounds per day.
Extra Convert Convert class featureYou can use your convert ability two additional times per day.
Extra Dark PoolDark Pool class featureYour dark pool increases by 2.
Extra Defensive StanceDefensive stance class featureYou can enter a defensive stance for 6 additional rounds per day.
Extra Defile Harm touch class feature, defile class featureSelect one additional defile for which you qualify. When you use harm touch to deal damage to one target, it also receives the additional effects of this defile.
Extra Discovery Discovery class featureYou gain one additional discovery. You must meet all of the prerequisites for this discovery.
Extra Dissonance Dissonance class featureYou can use your dissonance ability two additional times per day.
Extra Dragon BloodBlood of the Dragon class featureYour blood of the dragon pool increases by 2.
Extra Dragoon Talent Dragoon Talent class featureYou gain one additional dragoon talent. You must meet all of the prerequisites for this dragoon talent.
Extra Draw Draw class featureYou can use your draw ability two additional times per day.
Extra Engineer Trick Engineer Trick class featureYou gain one additional engineer trick. You must meet all of the prerequisites for this engineer trick.
Extra Faith Talent Faith Talent class featureYou gain one additional faith talent. You must meet all of the prerequisites for this faith talent.
Extra Gambler Gambit Gambler Gambits class featureYou gain one additional gambler gambit. You must meet all of the prerequisites for this gambler gambit.
Extra GeomancyGeomancy class featureYou can use your geomancy ability two additional times per day.
Extra Geomancy TrickGeomancy Trick class featureYou gain one additional geomancy trick. You must meet all of the prerequisites for this geomancy trick.
Extra GF AbilityCha 14, SeeD Operative 2.The SeeD Operative may choose either the 2nd or 4th level ability, and a utility ability from their Guardian Force at 2nd level.
Extra Gunbreaker Talent Gunbreaker Talent class featureYou gain one additional gunbreaker talent. You must meet all of the prerequisites for this gunbreaker talent.
Extra Gun Arm Technique Gun Arm Technique class featureYou gain one additional gun arm technique. You must meet all of the prerequisites for this gun arm technique.
Extra Gunnery TalentGunnery talent class featureYou gain one additional gunnery talent. You must meet all of the prerequisites for this gunnery talent.
Extra Harm Touch Harm Touch class featureYou can use your harm touch ability two additional times per day.
Extra Holy PoolHoly Pool class featureYour holy pool increases by 2.
Extra Injections Injections class featureYou can prepare two additional injections per day.
Extra Ki Ki pool class featureYour ki pool increases by 2.
Extra Ki Power Ki power class featureYou gain one additional ki power. You must meet all of the prerequisites for this ki power.
Extra Knight Talent Knight Talent class featureYou gain one additional knight talent. You must meet all of the prerequisites for this knight talent.
Extra Lay on Hands Lay on Hands class featureYou can use your lay on hands ability two additional times per day.
Extra Luck Pool Luck Pool class featureYour luck pool increases by 2.
Extra Lunge TechniqueLunge Technique class featureYou gain one additional lunge technique. You must meet all of the prerequisites for this lunge technique.
Extra Mage Talent Mage Talent class featureYou gain one additional mage talent. You must meet all of the prerequisites for this mage talent.
Extra Master TechniqueMaster Technique class featureYou gain one additional master technique. You must meet all of the prerequisites for this master technique.
Extra Medical PracticeMedical Practice class featureYou learn a new medical practice. You must meet the prerequisites for this practice as normal.
Extra Monk Talent Monk Talent class featureYou gain one additional monk talent. You must meet all of the prerequisites for this monk talent.
Extra Motes Motes of Time class featureYour pool of motes increases by 2.
Extra Mounted TalentMounted talent class featureYou gain one additional mounted talent. You must meet all of the prerequisites for this mounted talent.
Extra Mystic Dance Mystic Dance class featureYou gain one additional mystic dance. You must meet all of the prerequisites for this mystic dance.
Extra Necromancy TalentNecromancy Talent class featureYou gain one additional necromancy talent. You must meet all of the prerequisites for this necromancy talent.
Extra Ninja Trick Ninja Tricks class featureYou gain one additional ninja trick. You must meet all of the prerequisites for this ninja trick.
Extra Ninjutsu Ninjutsu class featureYou gain one additional ninjutsu. You must meet all of the prerequisites for this ninjutsu.
Extra Performance Bardic Performance class featureYou can use bardic performance for 6 additional rounds per day.
Extra Psychic TalentPsychic Talent class featureYou gain one additional psychic talent. You must meet all of the prerequisites for this psychic talent.
Extra Rage Rage class featureYou can rage for 6 additional rounds per day.
Extra Rage Power Rage Power class featureYou gain one additional rage power. You must meet all of the prerequisites for this rage power.
Extra Repair Repair class featureYou can use your repair ability two additional times per day.
Extra Ruby Arcana Ruby Arcana class featureYou gain one additional ruby arcana. You must meet all the prerequisites for this ruby arcana.
Extra Scholar Exploit Scholar exploit class featureYou gain one additional scholar exploit. You must meet all of the prerequisites for this scholar exploit.
Extra Song TalentSong talent class featureYou gain one additional song talent. You must meet all of the prerequisites for this song talent.
Extra Stamina Pool Stamina pool class featureYour stamina pool increases by 2.
Extra Summon TalentSummon talent class featureYou gain one additional summon talent. You must meet all of the prerequisites for this summon talent.
Extra Summons Ability to cast summon monster as a spell-like ability, summoner 1stYou gain 1 additional use of your summon monster spell-like ability per day.
Extra Sword Saint Talent Sword Saint talent class featureYou gain one additional sword saint talent. You must meet all of the prerequisites for this sword saint talent.
Extra Swordskill Swordskill class featureYou gain one additional swordskill. You must meet all of the prerequisites for this swordskill.
Extra Temporal Talent Temporal Talent class featureYou gain one additional temporal talent. You must meet all of the prerequisites for this temporal talent.
Extra Thief Talent Thief Talent class featureYou gain one additional thief talent. You must meet all of the prerequisites for this thief talent.
Extra TriageTriage class featureYou can triage two additional times per day.
Extra Veil Pool Veil pool class featureYour veil pool increases by 2.
Extra Veil Power Veil power class featureYou gain one additional veil power. You must meet all of the prerequisites for this veil power.
Extra Warrior Talent Warrior Talent class featureYou gain one additional warrior talent. You must meet all of the prerequisites for this warrior talent.
Extra Weaponskill Weaponskill class featureYou gain one additional weaponskill. You must meet all the prerequisites for this weaponskill.
Frightful ShapeCon 19, beast shape class featureWhen you use beast shape, it is supernaturally ferocious and disquieting in appearance, such that when you attack a creature, you can use this ferocity to frighten observers. Opponents within 30 feet of you when you attack must succeed at a Will save (DC = 10 + half your character level + your Charisma modifier) to resist being affected by your frightful shape. On a failed save, creatures with fewer Hit Dice than you become shaken, or panicked if they have 4 Hit Dice or fewer; in either case, the effect lasts for a number of rounds equal to your character level. An opponent that succeeds at its saving throw is immune to your frightful shape for 24 hours. This is a mind-affecting fear effect.
Greater BlessingCha 13, lay on hands class feature, blessing class featureWhen you use your lay on hands ability and the target of that ability does not have any conditions your blessings can remove, it instead heals an additional +1d6 points of damage.
Greater DefileCha 13, harm touch class feature, defile class featureWhen you use your harm touch ability and the target of that ability is immune to any conditions your defiles can inflict, it instead deals an additional +1d6 points of damage.
Greater Weapon ShiftImproved Weapon Shift, Weapon Shift, beast shape class featureWhen you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain an enhancement bonus on attack and damage rolls equal to the enhancement bonus (if any) of the weapon.
Improved AuraAura class featureThe radius of your auras are increased by double.
Improved DarksideDark Knight level 5th, Darkside class featureReduce the hit points you sacrifice every turn while in Darkside by your Charisma modifier. This cannot reduce the hit points sacrificed lower than half of your dark knight level.
Improved Soul EaterSoul Eater class featureYour Soul Eater ability only deals 10 damage to you if the attack misses.
Improved Weapon ShiftWeapon Shift, beast shape class featureWhen you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain the weapon special abilities of the weapon, such as the flaming special ability. Improved Weapon Shift does not apply the dancing special ability or any special abilities limited to thrown or ranged weapons, and it does not apply the weapon’s enhancement bonuses to your attacks.
Mutated ShapeCon 19, beast shape class featureWhen you use beast shape, you grow an additional appendage of your choice that can be used to make one of the following attacks: bite, claw, gore, slam, sting, or talons. The appendage can be used as part of a full attack using your highest base attack bonus, and it deals damage as described in Table: Mutated Shape Appendage Attacks. This appendage lasts for as long as you stay in the same form with this use of beast shape.
Perceive WeaknessScan class featureIf you have already successfully identified a monster with the appropriate Knowledge skill check, you may make a Perception skill check to determine an additional weakness of that monster as a move action. The DC for this check is the same as that of the Knowledge check. If you succeed, you automatically learn one more of the monster’s weaknesses, regardless of your original Knowledge skill check result. You may only benefit from this feat once per monster.
Planar Beast ShapeBeast shape class feature, Knowledge (planes) 5 ranksWhen you use beast shape to take the form of an animal, you can add the celestial template or fiendish template to your animal form. (Good beastmasters must use the celestial template, while evil beastmasters must use the fiendish template, neutral beastmasters can choose either). If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.
Powerful ShapeBeast shape class featureWhen in beast shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
SeeD's Bottomless WellCha 16, SeeD Operative 4You may draw from the same creature twice in a 24-hour span. If several creatures have this feat, only one may draw a second time from the same creature.
SeeD Quick Para-DrawCha 14, SeeD Operative 2When using the Draw class feature of seed operative you may use a move action instead of a standard action. After using a move action to draw a spell you may use your standard to immediately cast it, as long as it takes 1 full-round action or less.
Startling Beast ShapeDazzling Display, beast shape class featureYou abruptly change shape, startling those who aren’t prepared for your reveal. Whenever you use your beast shape ability to assume your beast form or return to your true form, you can also use Dazzling Display as a free action. Reduce the result of your Intimidate check by 5 against opponents who know that you can beast shape. When using Dazzling Display in this manner, you can use the feat without needing a weapon in hand.
Ultimate BlessingCha 19, Greater Blessing, lay on hands class feature, blessing class featureYou can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise spell with a caster level equal to your holy knight level. You must choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Ultimate DefileCha 19, Greater Defile, harm touch class feature, defile class featureYou can expend 10 uses of harm touch to afflict dead creatures you touch back to unlife as an animate dead spell with a caster level equal to your dark knight level. You must choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Weapon ShiftBeast shape class featureWhen you use your beast shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.
Wild VigorBeast shape class featureA number of times per day equal to your Constitution bonus (minimum 1), when you use beast shape, you can gain a number of temporary hit points equal to your base attack bonus. These temporary hit points last for the duration of the beast shape or until they are lost.
Wily Strike Technique (Combat)Base Attack Bonus of +5, Sneak Attack (4d6+), Sleight of Hand 5 ranks, Quick DrawAs a full-round action, you can make a special Sneak Attack roll. During the attack, you can make a Sleight of Hand check in place of a Bluff check to feint your opponent as a free action. Upon a success, the target is flat-footed against you until the start of their next turn. Afterwards, you suffer a -4 penalty to AC for 1 round. You can use this feat once per day, plus an additional time per day for every 6 character levels you have.