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Combat 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
Arcane Shield Spellcaster, caster level 10thAs an immediate action, you can spend MP up to your caster level and gain a deflection bonus to AC equal to the MP you sacrificed for 1 round.
Armored Mage Armor Focus featWhile wearing armor in the weight class selected for Armor Focus, you avoid the chance for spell failure.
Armored Thief Armor Focus featWhile wearing armor in the weight class selected for Armor Focus, you reduce skill penalties and improve the maximum Dexterity bonus depending on the class of armor.
Armor Focus BAB +1, proficiency with armorSelect one weight class of armor (light, medium, heavy) that you are proficient with. When wearing armor in that weight class, you gain another +1 armor bonus to your AC.
Armor SpecializationBAB +6, Armor FocusWhen wearing armor in the weight class selected for Armor Focus, you gain DR 1/-. This stacks with any other damage reduction of the same type, such as the armor being made of adamantine, or granted by class abilities or racial traits.
BlockShield Focus, 5th-level warrior or BAB +8Whenever you are wielding a shield, as an immediate action, you can impose the Unlucky status effect on a physical attack made against you.
Double TapBAB +4, Weapon Focus (any Simple Firearms), proficiency with simple firearmsAs a standard action, you can take a single attack action to make a double-tap attack with a firearm. This attack gains a +1 bonus to the attack roll, and you gain a bonus to damage equal to your character level. The firmarm used cannot have any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from any other feats. Nor any class feature that alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability.
Elemental FistCon 13, Wis 13, Improved Unarmed Strike, BAB +8When you use Elemental Strike pick one of the following energy types: earth, fire, ice, lightning, water, or wind. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Empowered TouchInt 13 or Wis 13 or Cha 13You can choose to take a –1 penalty on all spell and supernatural touch attack rolls (including power rods and power staves) to gain a +2 bonus on all spell and supernatural touch damage rolls. When your caster level reaches 4th, and every 4 caster levels thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making a touch attack roll, and its effects last until your next turn. The bonus damage does not apply to effects that do not deal hit point damage.
Greater Armor Focus BAB +8, Armor FocusWhen wearing armor in the weight class selected for Armor Focus, you gain another +1 armor bonus to your AC that stacks with the bonus from Armor Focus. You also reduce the ACP by 1 after any other adjustments are made (such as the -3 ACP from armor made of mithral).
Greater Armor SpecializationBAB +8, Armor Focus, Armor Specialization, Greater Armor FocusWhen wearing armor in the weight class selected for Greater Armor Focus, the damage reduction from Armor Specialization increases to DR 3/-. This stacks with any other damage reduction of the same type, such as the armor being made of adamantine, or that granted by class abilities or racial traits. Also whenever an enemy makes a critical threat, your AC is treated as 4 points higher when rolling to confirm.
Greater BlockBlock, Shield Focus, 8th-level warrior or BAB +11Whenever you are wielding a shield, a number of times equal to your Dexterity modifier per round, as a free action (usable outside your turn), you can impose the Unlucky status effect on a number of physical attacks made against you.
Improved DodgeDodgeAs a standard action, you can enact this feat which causes all creatures that attack you to suffer the unlucky status effect for only attack rolls until the start of your next turn.
Improved Power WeaponsCaster Level 7thChoose an element (earth, fire, holy, ice, lightning, shadow, water, or wind). Upon a successful hit with your power weapon, it deals a status effect:

Earth: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Weighted status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Fire: Upon a successful hit, the creature make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Burning status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Holy: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Illuminated status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Ice: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Frozen status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Lightning: Upon a successful hit, the creature make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Static status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Shadow: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Dimmed status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Water: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Drenched status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
Wind: Upon a successful hit, the creature must make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Squalled status for 1 round per caster level. Each successful hit thereafter increases the duration by 1 round.
└- Advanced Power WeaponsCaster Level 13th, Improved Power Weapons featChoose an element (earth, fire, holy, ice, lightning, shadow, water, or wind). Upon a successful hit with your power weapon, it deals an additional effect:

Earth: If the creature you hit is under the status effect of Weighted, it is removed, and the creature is inflicted by the Entomb spell. If your caster level is 16th or higher, it is inflicted with Entombed II instead. If your caster level is 19th or higher, it is inflicted with Entombed III instead.
Fire: If the creature you hit is under the status effect of Burning, it is removed, and the creature is inflicted by the Detonate spell. If your caster level is 16th or higher, it is inflicted with Detonate II instead. If your caster level is 19th or higher, it is inflicted with Detonate III instead. If you’re within range of detonate, you are immune to the effects.
Holy: If the creature you hit is under the status effect of Illuminated, it is removed, and the creature is inflicted by the Brighten spell. If your caster level is 16th or higher, it is inflicted with Brighten II instead. If your caster level is 19th or higher, it is inflicted with Brighten III instead.
Ice: If the creature you hit is under the status effect of Frozen, it is removed, and the creature is inflicted by the Slick spell. If your caster level is 16th or higher, it is inflicted with Slick II instead. If your caster level is 19th or higher, it is inflicted with Slick III instead. If you’re within range of slick, you are immune to the effects.
Lightning: If the creature you hit is under the status effect of Static, it is removed, and the creature is inflicted by the Spark spell. If your caster level is 16th or higher, it is inflicted with Spark II instead. If your caster level is 19th or higher, it is inflicted with Spark III instead. If you’re within range of spark, you are immune to the effects.
Shadow: If the creature you hit is under the status effect of Dimmed, it is removed, and the creature is inflicted by the Obscure spell. If your caster level is 16th or higher, it is inflicted with Obscure II instead. If your caster level is 19th or higher, it is inflicted with Obscure III instead. If you’re within range of obscure, you are immune to the effects.
Water: If the creature you hit is under the status effect of Drenched, it is removed, and the creature is inflicted by the Engulf spell. If your caster level is 16th or higher, it is inflicted with Engulf II instead. If your caster level is 19th or higher, it is inflicted with Engulf III instead.
Wind: If the creature you hit is under the status effect of Squalled, it is removed, and the creature is inflicted by the Blast spell. If your caster level is 16th or higher, it is inflicted with Blast II instead. If your caster level is 19th or higher, it is inflicted with Blast III instead.
Improved Power Weapons WielderCaster Level 7thWith a full round action, you can use your power weapon a second time in a round at a -5 penalty. In addition, increases ranged power weapon's range to 45 feet.
└- Advanced Power Weapons WielderCaster Level 13th, Improved Power Weapons Wielder featWhen using the Improved Power Weapons feat, you may attack a third time at a -10 penalty. In addition, the range of your ranged power weapons increases to 60 feet.
Jecht Shot Mark IIIStr 13, Deadly Aim, Exotic Weapon Proficiency (Blitzball), BAB +1As a standard action, you can make a single ranged attack at your full base attack bonus against a foe within 5 increments of your blitzball. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is within 1 range increment of the first target as the blitzball bounces between them. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Mixed Martial ArtsCatch Off Guard, Improved Unarmed Strike, Kenki or Blitz Technique class feature, BAB +4Once per round, when you successfully hit with a Blitz or Kenki Technique, you can make an additional attack that can be an unarmed strike or weapon attack with an improvised weapon that is on your person (such as hitting an enemy with the strap of your backpack or with the scabbard of your weapon) with a -2 penalty. The improvised weapon can be drawn as a free action during the attack with your off-hand if it is free. If you hit with the additional attack, it deals unarmed strike damage or the appropriate damage of an improvised weapon of it's size +1. If you critically hit with the additional attack, the opponent is flat-footed until the start of it's next turn. This additional attack is still subject to the normal penalties of Two-Weapon Fighting. This additional attack does not stack with other sources that provide additional attacks (such as haste) but can be made in place of those additional attacks if the conditions to make the additional attack are met.
Opportune Technique (Combat)BAB +6You may use Blitz, Kenki, or similar techniques as attacks of opportunity.
Shield Ward Shield Focus feat, 8th-level warrior or BAB +11While wielding a shield, you apply your shield bonus to your touch AC.
Shielded Mage Proficient in at least one type of shieldWhile wielding a shield, you avoid the chance for spell failure.
Steal MP Sneak Attack class feature, MP poolIf you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal 1d4 MP from your target. For each die of sneak attack damage you forgo, the more die you steal from your opponent's MP.
Throw MoogleWield MoogleWhen you make a successful grapple check on an opponent at least one size smaller than yourself that you are already grappling, you may throw your opponent like a thrown splash weapon. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.
Ultimate Jecht ShotStr 13, Jecht Shot Mark III, Deadly Aim, Exotic Weapon Proficiency (Blitzball), BAB +4As a standard action, you can make a single ranged attack at your full base attack bonus against a foe within 5 increments of your blitzball. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is within 1 range increment of the first target as the blitzball bounces between them. If you hit, you can continue to make attacks against foes within 1 range increment of the previous foe. You cannot attack an individual opponent more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Wield MoogleStr 15, BAB +6When you make a successful grapple check on an opponent at least one size smaller than yourself that you are already grappling, you may swing your opponent like a club. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.