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General Feats

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 NamePrerequisitesBenefits
Advanced Martial TrainingBase attack bonus +11, Martial TrainingSelect 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, stacking with any sword saint levels you may have. The DC is determined by adding your Charisma modifier to half of your character level, with a total no higher than your character level, and then dividing that in half before adding 10 + your Charisma modifier.
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.
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 CompanionThe 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.
DeterDiplomacy 5 ranksYour diplomacy skill to convince an opponent to not attack you requires only a move action to use.
Elemental Focus Add +1 to the Difficulty Class for all saving throws against spells from the element you select, but a -1 to its opposing element.
Elemental Penetration 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 opposing element.
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 2 MP. For every caster level you possess beyond 2, you gain an additional +1 MP (such as when you gain a level in a spellcasting class).
Familiar Caster Level 1st. Must be chosen at 1st levelA 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 TrainingWhen 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.
Greater Elemental Focus Elemental Focus featAdd +1 to the Difficulty Class for all saving throws against spells from the element you select, but a -1 to its opposing element. This bonus and penalty stacks with the one from Elemental Focus.
Greater Elemental Penetration Elemental Penetration featSpells 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 opposing element. This bonus and penalty stacks with the one from Elemental Penetration.
Gunsmithing If you have access to a gunsmith’s kit, you can create and restore firearms/gun arms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms, gun arms, and ammunition or to restore firearms/gun arms.
Improved DeterDeter, Diplomacy 10 ranksYour diplomacy skill to convince an opponent to not attack you requires only a swift action to use.
Improved ProvokeProvoke, Intimidate 10 ranksYour intimidate skill to antagonize requires only a swift action to use.
Martial TrainingBase attack bonus +5Select 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, stacking with any sword saint levels you may have. The DC is determined by adding your Charisma modifier to half of your character level, with a total no higher than your character level, and then dividing that in half before adding 10 + your Charisma modifier.
Mind Over Body Con 13You 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.
ProvokeIntimidate 5 ranksYour intimidate skill to antagonize requires only a move action to use.
Shielded Mage Shield FocusWhile wielding a shield, you avoid the chance for spell failure.
Summon Weapon MP PoolThe 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.