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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=windows-1250" http-equiv="content-type" />
<link rel="shortcut icon" href="favicon.ico" />
<title>
SRD - Feats General
</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="http://www.google-analytics.com/urchin.js" type="text/javascript">
</script>
<script type="text/javascript">
_uacct = "UA-239947-2";
urchinTracker();
</script>
</head>
<body>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td style="width: 170px; text-align: right">
<img alt="d20 Logo" src="d20.jpg" />
</td>
<td style="width: 30px"></td>
<td colspan="3" id="title">
System Reference Document v3.5
</td>
<td rowspan="3" style="background-color: #8B2323; width: 15px"></td>
</tr>
<tr>
<td colspan="3" style="height: 15px"></td>
<td rowspan="2" style="width: 15px"></td>
</tr>
<tr valign="top">
<td>
<!-- left-hand navigation / menu -->
<table width="170px">
<tr><td style="width: 100%; background-color: #8b2323">
<div class="menu2">
<ul>
<li><a href="home.html">SRD Home</a>
<ul>
<li><a href="tips.html">Tips and Stuff</a></li>
<li><a href="siteMap.html">Site Map</a></li>
</ul>
</li>
<li><a href="legal.html">Legal Information</a></li>
<li><a href="tools.html">Tools</a>
<ul>
<li><a href="toolsScreen.html">DM Screen</a></li>
<li><a href="#" onclick="
var w = window.open('anchorSearch.html', 'anchor_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Site Search</a></li>
<li><a href="#" onclick="
var w = window.open('spellSearch.html', 'spell_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Spell Search</a></li>
<li><a href="#" onclick="
var w = window.open('powerSearch.html', 'power_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Power Search</a></li>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="toolsSpellIndex.html">Spell Index</a></li>
<li><a href="toolsPowerIndex.html">Power Index</a></li>
<li><a href="toolsMonsterIndex.html">Monster Index</a></li>
<li><a href="toolsMagicItemIndex.html">Wondrous Item Index</a></li>
<li><a href="#" onclick="
var w = window.open('toolsDiceSage.html', 'dicesage', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=300px,height=500px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
DiceSage</a></li>
</ul>
</li>
<li><a href="basics.html">Basics & Ability Scores</a></li>
<li><a href="description.html">Alignment & Description</a></li>
<li><a href="races.html">Races</a></li>
<li><a href="classes.html">Character Classes</a>
<ul>
<li><a href="barbarian.html">Barbarian</a></li>
<li><a href="bard.html">Bard</a></li>
<li><a href="cleric.html">Cleric</a></li>
<li><a href="druid.html">Druid</a></li>
<li><a href="fighter.html">Fighter</a></li>
<li><a href="monk.html">Monk</a></li>
<li><a href="paladin.html">Paladin</a></li>
<li><a href="ranger.html">Ranger</a></li>
<li><a href="rogue.html">Rogue</a></li>
<li><a href="sorcerer.html">Sorcerer</a></li>
<li><a href="wizard.html">Wizard</a></li>
</ul>
</li>
<li><a href="skills.html">Skills</a>
<ul>
<li><a href="skillsAll.html">In Alphabetical Order</a></li>
<li><a href="skillsStr.html">Strength-Based</a></li>
<li><a href="skillsDex.html">Dexterity-Based</a></li>
<li><a href="skillsCon.html">Constitution-Based</a></li>
<li><a href="skillsInt.html">Intelligence-Based</a></li>
<li><a href="skillsWis.html">Wisdom-Based</a></li>
<li><a href="skillsCha.html">Charisma-Based</a></li>
<li><a href="skillsTro.html">Trained Only</a></li>
<li><a href="skillsAcp.html">With Armor Check Penalty</a></li>
</ul>
</li>
<li><a href="feats.html">Feats</a></li>
<li><a href="featsAll.html"><div style="margin-left: 10px">In Alphabetical Order</div></a></li>
<li class="selected"><a href="featsGen.html"><div style="margin-left: 10px">General</div></a></li>
<li><a href="featsFtb.html"><div style="margin-left: 10px">Fighter Bonus</div></a></li>
<li><a href="featsItc.html"><div style="margin-left: 10px">Item Creation</div></a></li>
<li><a href="featsMtm.html"><div style="margin-left: 10px">Metamagic</div></a></li>
<li><a href="featsList.html"><div style="margin-left: 10px">Compiled</div></a></li>
<li><a href="equipment.html">Equipment</a>
<ul>
<li><a href="weapons.html">Weapons</a></li>
<li><a href="armor.html">Armor</a></li>
<li><a href="goodsAndServices.html">Goods & Services</a></li>
</ul>
</li>
<li><a href="specialMaterials.html">Special Materials</a></li>
<li><a href="combat.html">Combat</a>
<ul>
<li><a href="initiativeAndAoO.html">Initiative & Attacks of Opportunity</a></li>
<li><a href="actionsInCombat.html">Actions In Combat</a></li>
<li><a href="injuryAndDeath.html">Injury & Death</a></li>
<li><a href="movement.html">Movement, Position, & Distance</a></li>
<li><a href="combatModifiers.html">Combat Modifiers</a></li>
<li><a href="specialAttacks.html">Special Attacks</a></li>
<li><a href="initiativeActions.html">Special Initiative Actions</a></li>
</ul>
</li>
<li><a href="abilitiesAndConditions.html">Special Abilities & Conditions</a></li>
<li><a href="npcClasses.html">NPC Classes</a></li>
<li><a href="prestigeClasses.html">Prestige Classes</a>
<ul>
<li><a href="arcaneArcher.html">Arcane Archer</a></li>
<li><a href="arcaneTrickster.html">Arcane Trickster</a></li>
<li><a href="archmage.html">Archmage</a></li>
<li><a href="assassin.html">Assassin</a></li>
<li><a href="blackguard.html">Blackguard</a></li>
<li><a href="dragonDisciple.html">Dragon Disciple</a></li>
<li><a href="duelist.html">Duelist</a></li>
<li><a href="dwarvenDefender.html">Dwarven Defender</a></li>
<li><a href="eldritchKnight.html">Eldritch Knight</a></li>
<li><a href="hierophant.html">Hierophant</a></li>
<li><a href="horizonWalker.html">Horizon Walker</a></li>
<li><a href="loremaster.html">Loremaster</a></li>
<li><a href="mysticTheurge.html">Mystic Theurge</a></li>
<li><a href="shadowdancer.html">Shadowdancer</a></li>
<li><a href="thaumaturgist.html">Thaumaturgist</a></li>
</ul>
</li>
<li><a href="epicLevels.html">Epic Levels</a>
<ul>
<li><a href="epicClasses.html">Epic Classes</a></li>
<li><a href="epicSkills.html">Epic Skills</a></li>
<li><a href="epicFeats.html">Epic Feats</a></li>
<li><a href="epicPrestigeClasses.html">Epic Prestige Classes</a>
<ul>
<li><a href="agentRetriever.html">Agent Retriever</a></li>
<li><a href="cosmicDescryer.html">Cosmic Descryer</a></li>
<li><a href="divineEmissary.html">Divine Emissary</a></li>
<li><a href="epicInfiltrator.html">Epic Infiltrator</a></li>
<li><a href="guardianParamount.html">Guardian Paramount</a></li>
<li><a href="highProselytizer.html">High Proselytizer</a></li>
<li><a href="legendaryDreadnought.html">Legendary Dreadnought</a></li>
<li><a href="perfectWight.html">Perfect Wight</a></li>
<li><a href="unionSentinel.html">Union Sentinel</a></li>
</ul>
</li>
<li><a href="epicSpells.html">Epic Spells</a>
<ul>
<li><a href="epicSpellDevelopment.html">Developing</a></li>
</ul>
</li>
<li><a href="epicMagicItems.html">Epic Magic Items</a>
<ul>
<li><a href="epicMagicItemsOther.html">Other Items</a></li>
<li><a href="epicArtifacts.html">Intelligent Items and Artifacts</a></li>
</ul>
</li>
<li><a href="epicMonsters.html">Epic Monsters</a>
<ul>
<li><a href="epicNonAbominations.html">Non-Abominations</a></li>
</ul>
</li>
<li><a href="epicObstacles.html">Epic Obstacles</a></li>
</ul>
</li>
<li><a href="magicOverview.html">Magic Overview</a>
<ul>
<li><a href="magicSchools.html">Schools of Magic</a></li>
<li><a href="arcaneSpells.html">Arcane Magic</a></li>
<li><a href="divineSpells.html">Divine Magic</a></li>
<li><a href="specialAbilities.html">Special Abilities</a></li>
</ul>
</li>
<li><a href="spellList.html">Spell List</a>
<ul>
<li><a href="#" onclick="var w = window.open('spellSearch.html', 'spell_search',
'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10');
w.focus(); return false">Spell Search</a></li>
<li><a href="bardSpells.html">Bard Spells</a></li>
<li><a href="clericSpells.html">Cleric Spells</a></li>
<li><a href="clericDomains.html">Cleric Domains</a></li>
<li><a href="druidSpells.html">Druid Spells</a></li>
<li><a href="paladinSpells.html">Paladin Spells</a></li>
<li><a href="rangerSpells.html">Ranger Spells</a></li>
<li><a href="wizardSpells.html">Sorcerer/Wizard Spells</a></li>
<li><a href="spellsAtoZ.html">Spells A to Z</a>
<ul>
<li><a href="spellsAtoB.html">Acid Arrow — Burning Hands</a></li>
<li><a href="spellsC.html">Call Lightning — Curse Water</a></li>
<li><a href="spellsDtoE.html">Dancing Lights — Eyebite</a></li>
<li><a href="spellsFtoG.html">Fabricate — Gust of Wind</a></li>
<li><a href="spellsHtoL.html">Hallow — Lullaby</a></li>
<li><a href="spellsMtoO.html">Mage Armor — Owl's Wisdom</a></li>
<li><a href="spellsPtoR.html">Passwall — Rusting Grasp</a></li>
<li><a href="spellsS.html">Sanctuary — Sympathy</a></li>
<li><a href="spellsTtoZ.html">Telekinesis — Zone of Truth</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="magicItems.html">Magic Items</a>
<ul>
<li><a href="magicItemsCreation.html">Creating Magic Items</a></li>
<li><a href="magicItemsAW.html#armor">Armor</a></li>
<li><a href="magicItemsPRR.html#potions">Potions</a></li>
<li><a href="magicItemsPRR.html#rings">Rings</a></li>
<li><a href="magicItemsPRR.html#rods">Rods</a></li>
<li><a href="magicItemsSSW.html#scrolls">Scrolls</a></li>
<li><a href="magicItemsSSW.html#staffs">Staffs</a></li>
<li><a href="magicItemsSSW.html#wands">Wands</a></li>
<li><a href="magicItemsAW.html#weapons">Weapons</a></li>
<li><a href="magicItemsWI.html">Wondrous Items</a></li>
<li><a href="magicItemsICA.html">Intelligent, Cursed, & Artifacts</a></li>
</ul>
</li>
<li><a href="monsters.html">Monsters</a>
<ul>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="monstersAtoZ.html">Monsters A to Z</a>
<ul>
<li><a href="monstersA.html">Aboleth — Azer</a></li>
<li><a href="monstersBtoC.html">Barghest — Couatl</a></li>
<li><a href="monstersDtoDe.html">Dark Mantle — Devourer</a></li>
<li><a href="monstersDitoDo.html">Digester — Doppleganger</a></li>
<li><a href="monstersDrtoDw.html">Dragon — Dwarf</a></li>
<li><a href="monstersEtoF.html">Eagle — Fungus</a></li>
<li><a href="monstersG.html">Gargoyle — Grimlock</a></li>
<li><a href="monstersHtoI.html">Hag — Invisible Stalker</a></li>
<li><a href="monstersKtoL.html">Kobold — Lycanthrope</a></li>
<li><a href="monstersMtoN.html">Magmin — Nymph</a></li>
<li><a href="monstersOtoR.html">Ogre — Rust Monster</a></li>
<li><a href="monstersS.html">Sahuagin — Swarm</a></li>
<li><a href="monstersTtoZ.html">Tarrasque — Zombie</a></li>
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<!-- main contents -->
<a id="feats-general"></a><h2>Feats</h2><br />
<h2 style="margin-top: -40px; margin-bottom: 0px"><span class="subtitle">General</span>
</h2>
<h5>ACROBATIC [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all Jump
checks and Tumble checks.</p>
<h5>AGILE [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Balance checks and Escape Artist checks.</p>
<h5>ALERTNESS [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Listen checks and Spot checks.</p>
<p><b>Special</b>: The master of a familiar gains the benefit of
the Alertness feat whenever the familiar is within arm’s reach.</p>
<h5>ANIMAL AFFINITY [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Handle Animal checks and Ride checks.</p>
<h5>ARMOR PROFICIENCY (HEAVY) [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Armor Proficiency
(light), Armor Proficiency (medium).</p>
<p><b>Benefit</b>: See Armor Proficiency (light).</p>
<p><b>Normal</b>: See Armor Proficiency (light).</p>
<p><b>Special</b>: Fighters, paladins, and clerics automatically
have Armor Proficiency (heavy) as a bonus feat. They need not select it.</p>
<h5>ARMOR PROFICIENCY (LIGHT) [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: When you wear a type of armor
with which you are proficient, the armor check penalty for that armor
applies only to Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble checks.</p>
<p><b>Normal</b>: A character who is wearing armor with which she
is not proficient applies its armor check penalty to attack rolls and
to all skill checks that involve moving, including Ride.</p>
<p><b>Special</b>: All characters except wizards, sorcerers, and
monks automatically have Armor Proficiency (light) as a bonus feat.
They need not select it.</p>
<h5>ARMOR PROFICIENCY (MEDIUM) [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Armor Proficiency (light).</p>
<p><b>Benefit</b>: See Armor Proficiency (light).</p>
<p><b>Normal</b>: See Armor Proficiency (light).</p>
<p><b>Special</b>: Fighters, barbarians, paladins, clerics,
druids, and bards automatically have Armor Proficiency (medium) as a
bonus feat. They need not select it.</p>
<h5>ATHLETIC [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Climb checks and Swim checks.</p>
<h5>AUGMENT SUMMONING [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Spell Focus (conjuration).</p>
<p><b>Benefit</b>: Each creature you conjure with any summon
spell gains a +4 enhancement bonus to Strength and Constitution for the
duration of the spell that summoned it.</p>
<h5>BLIND-FIGHT [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: In melee, every time you miss
because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.</p>
<p>An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus to Armor
Class, and the attacker doesn’t get the usual +2 bonus for being
invisible. The invisible attacker’s bonuses do still apply for ranged
attacks, however.</p>
<p>You take only half the usual penalty to speed for being unable
to see. Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half.</p>
<p><b>Normal</b>: Regular attack roll modifiers for invisible
attackers trying to hit you apply, and you lose your Dexterity bonus to
AC. The speed reduction for darkness and poor visibility also applies.</p>
<p><b>Special</b>: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell.</p>
<p>A fighter may select Blind-Fight as one of his fighter bonus
feats.</p>
<h5>CLEAVE [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Str 13, Power Attack.</p>
<p><b>Benefit</b>: If you deal a creature enough damage to make
it drop (typically by dropping it to below 0 hit points or killing it),
you get an immediate, extra melee attack against another creature
within reach. You cannot take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus
as the attack that dropped the previous creature. You can use this
ability once per round.</p>
<p><b>Special</b>: A fighter may select Cleave as one of his
fighter bonus feats.</p>
<h5>COMBAT CASTING [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +4 bonus on
Concentration checks made to cast a spell or use a spell-like ability
while on the defensive or while you are grappling or pinned.</p>
<h5>COMBAT EXPERTISE [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Int 13.</p>
<p><b>Benefit</b>: When you use the attack action or the full
attack action in melee, you can take a penalty of as much as –5 on your
attack roll and add the same number (+5 or less) as a dodge bonus to
your Armor Class. This number may not exceed your base attack bonus.
The changes to attack rolls and Armor Class last until your next action.</p>
<p><b>Normal</b>: A character without the Combat Expertise feat
can fight defensively while using the attack or full attack action to
take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor
Class.</p>
<p><b>Special</b>: A fighter may select Combat Expertise as one
of his fighter bonus feats.</p>
<h5>COMBAT REFLEXES [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You may make a number of
additional attacks of opportunity equal to your Dexterity bonus.</p>
<p>With this feat, you may also make attacks of opportunity while
flat-footed.</p>
<p><b>Normal</b>: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of opportunity
while flat-footed.</p>
<p><b>Special</b>: The Combat Reflexes feat does not allow a
rogue to use her opportunist ability more than once per round.</p>
<p>A fighter may select Combat Reflexes as one of his fighter
bonus feats.</p>
<p>A monk may select Combat Reflexes as a bonus feat at 2nd level.</p>
<h5>DECEITFUL [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Disguise checks and Forgery checks.</p>
<h5>DEFLECT ARROWS [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Dex 13, Improved Unarmed
Strike.</p>
<p><b>Benefit</b>: You must have at least one hand free (holding
nothing) to use this feat. Once per round when you would normally be
hit with a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flatfooted. Attempting
to deflect a ranged weapon doesn’t count as an action. Unusually
massive ranged weapons and ranged attacks generated by spell effects
can’t be deflected.</p>
<p><b>Special:</b>A monk may select Deflect Arrows as a bonus
feat at 2nd level, even if she does not meet the prerequisites.</p>
<p>A fighter may select Deflect Arrows as one of his fighter
bonus feats.</p>
<h5>DEFT HANDS [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Sleight of Hand checks and Use Rope checks.</p>
<h5>DIEHARD [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Endurance.</p>
<p><b>Benefit</b>: When reduced to between –1 and –9 hit points,
you automatically become stable. You don’t have to roll d% to see if
you lose 1 hit point each round.</p>
<p>When reduced to negative hit points, you may choose to act as
if you were disabled, rather than dying. You must make this decision as
soon as you are reduced to negative hit points (even if it isn’t your
turn). If you do not choose to act as if you were disabled, you
immediately fall unconscious.</p>
<p>When using this feat, you can take either a single move or
standard action each turn, but not both, and you cannot take a full
round action. You can take a move action without further injuring
yourself, but if you perform any standard action (or any other action
deemed as strenuous, including some free actions, such as casting a
quickened spell) you take 1 point of damage after completing the act.
If you reach –10 hit points, you immediately die.</p>
<p><b>Normal</b>: A character without this feat who is reduced to
between –1 and –9 hit points is unconscious and dying.</p>
<h5>DILIGENT [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Appraise checks and Decipher Script checks.</p>
<h5>DODGE [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Dex 13.</p>
<p><b>Benefit</b>: During your action, you designate an opponent
and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action.</p>
<p>A condition that makes you lose your Dexterity bonus to Armor
Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses
stack with each other, unlike most other types of bonuses.</p>
<p><b>Special</b>: A fighter may select Dodge as one of his
fighter bonus feats.</p>
<h5>ENDURANCE [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You gain a +4 bonus on the
following checks and saves: Swim checks made to resist nonlethal
damage, Constitution checks made to continue running, Constitution
checks made to avoid nonlethal damage from a forced march, Constitution
checks made to hold your breath, Constitution checks made to avoid
nonlethal damage from starvation or thirst, Fortitude saves made to
avoid nonlethal damage from hot or cold environments, and Fortitude
saves made to resist damage from suffocation. Also, you may sleep in
light or medium armor without becoming fatigued.</p>
<p><b>Normal</b>: A character without this feat who sleeps in
medium or heavier armor is automatically fatigued the next day.</p>
<p><b>Special</b>: A ranger automatically gains Endurance as a
bonus feat at 3rd level. He need not select it.</p>
<h5>ESCHEW MATERIALS [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You can cast any spell that
has a material component costing 1 gp or less without needing that
component. (The casting of the spell still provokes attacks of
opportunity as normal.) If the spell requires a material component that
costs more than 1 gp, you must have the material component at hand to
cast the spell, just as normal.</p>
<h5>EXOTIC WEAPON PROFICIENCY [GENERAL]</h5>
<p class="initial">Choose a type of exotic weapon. You understand
how to use that type of exotic weapon in combat.</p>
<p><b>Prerequisite</b>: Base attack bonus +1 (plus Str 13 for
bastard sword or dwarven waraxe).</p>
<p><b>Benefit</b>: You make attack rolls with the weapon normally.</p>
<p><b>Normal</b>: A character who uses a weapon with which he or
she is not proficient takes a –4 penalty on attack rolls.</p>
<p><b>Special</b>: You can gain Exotic Weapon Proficiency
multiple times. Each time you take the feat, it applies to a new type
of exotic weapon. Proficiency with the bastard sword or the dwarven
waraxe has an additional prerequisite of Str 13.</p>
<p>A fighter may select Exotic Weapon Proficiency as one of his
fighter bonus feats.</p>
<h5>EXTRA TURNING [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Ability to turn or rebuke
creatures.</p>
<p><b>Benefit</b>: Each time you take this feat, you can use your
ability to turn or rebuke creatures four more times per day than normal.</p>
<p>If you have the ability to turn or rebuke more than one kind
of creature each of your turning or rebuking abilities gains four
additional uses per day.</p>
<p><b>Normal</b>: Without this feat, a character can typically
turn or rebuke undead (or other creatures) a number of times per day
equal to 3 + his or her Charisma modifier.</p>
<p><b>Special</b>: You can gain Extra Turning multiple times. Its
effects stack. Each time you take the feat, you can use each of your
turning or rebuking abilities four additional times per day.</p>
<h5>FAR SHOT [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Point Blank Shot.</p>
<p><b>Benefit</b>: When you use a projectile weapon, such as a
bow, its range increment increases by one-half (multiply by 1-1/2).
When you use a thrown weapon, its range increment is doubled.</p>
<p><b>Special</b>: A fighter may select Far Shot as one of his
fighter bonus feats.</p>
<h5>GREAT CLEAVE [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Str 13, Cleave, Power
Attack, base attack bonus +4.</p>
<p><b>Benefit</b>: This feat works like Cleave, except that there
is no limit to the number of times you can use it per round.</p>
<p><b>Special</b>: A fighter may select Great Cleave as one of
his fighter bonus feats.</p>
<h5>GREAT FORTITUDE [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +2 bonus on all
Fortitude saving throws.</p>
<h5>GREATER SPELL FOCUS [GENERAL]</h5>
<p class="initial">Choose a school of magic to which you already
have applied the Spell Focus feat.</p>
<p><b>Benefit</b>: Add +1 to the Difficulty Class for all saving
throws against spells from the school of magic you select. This bonus
stacks with the bonus from Spell Focus.</p>
<p><b>Special</b>: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new
school of magic to which you already have applied the Spell Focus feat.</p>
<h5>GREATER SPELL PENETRATION [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Spell Penetration.</p>
<p><b>Benefit</b>: You get a +2 bonus on caster level checks
(1d20 + caster level) made to overcome a creature’s spell resistance.
This bonus stacks with the one from Spell Penetration.</p>
<h5>GREATER TWO-WEAPON FIGHTING [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Dex 19, Improved
Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.</p>
<p><b>Benefit</b>: You get a third attack with your off-hand
weapon, albeit at a –10 penalty.</p>
<p><b>Special</b>: A fighter may select Greater Two-Weapon
Fighting as one of his fighter bonus feats.</p>
<p>An 11th-level ranger who has chosen the two-weapon combat
style is treated as having Greater Two-Weapon Fighting, even if he does
not have the prerequisites for it, but only when he is wearing light or
no armor.</p>
<h5>GREATER WEAPON FOCUS [GENERAL]</h5>
<p class="initial">Choose one type of weapon for which you have
already selected Weapon Focus. You can also choose unarmed strike or
grapple as your weapon for purposes of this feat.</p>
<p><b>Prerequisites</b>: Proficiency with selected weapon, Weapon
Focus with selected weapon, fighter level 8th.</p>
<p><b>Benefit</b>: You gain a +1 bonus on all attack rolls you
make using the selected weapon. This bonus stacks with other bonuses on
attack rolls, including the one from Weapon Focus (see below).</p>
<p><b>Special</b>: You can gain Greater Weapon Focus multiple
times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.</p>
<p>A fighter must have Greater Weapon Focus with a given weapon
to gain the Greater Weapon Specialization feat for that weapon.</p>
<p>A fighter may select Greater Weapon Focus as one of his
fighter bonus feats.</p>
<h5>GREATER WEAPON SPECIALIZATION [GENERAL]</h5>
<p class="initial">Choose one type of weapon for which you have
already selected Weapon Specialization. You can also choose unarmed
strike or grapple as your weapon for purposes of this feat.</p>
<p><b>Prerequisites</b>: Proficiency with selected weapon,
Greater Weapon Focus with selected weapon, Weapon Focus with selected
weapon, Weapon Specialization with selected weapon, fighter level 12th.</p>
<p><b>Benefit</b>: You gain a +2 bonus on all damage rolls you
make using the selected weapon. This bonus stacks with other bonuses on
damage rolls, including the one from Weapon Specialization (see below).</p>
<p><b>Special</b>: You can gain Greater Weapon Specialization
multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new type of weapon.</p>
<p>A fighter may select Greater Weapon Specialization as one of
his fighter bonus feats.</p>
<h5>IMPROVED BULL RUSH [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Str 13, Power Attack.</p>
<p><b>Benefit</b>: When you perform a bull rush you do not
provoke an attack of opportunity from the defender. You also gain a +4
bonus on the opposed Strength check you make to push back the defender.</p>
<p><b>Special</b>: A fighter may select Improved Bull Rush as one
of his fighter bonus feats.</p>
<h5>IMPROVED COUNTERSPELL [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: When counterspelling, you may
use a spell of the same school that is one or more spell levels higher
than the target spell.</p>
<p><b>Normal</b>: Without this feat, you may counter a spell only
with the same spell or with a spell specifically designated as
countering the target spell.</p>
<h5>IMPROVED CRITICAL [GENERAL]</h5>
<p class="initial">Choose one type of weapon.</p>
<p><b>Prerequisite</b>: Proficient with weapon, base attack bonus
+8.</p>
<p><b>Benefit</b>: When using the weapon you selected, your
threat range is doubled.</p>
<p><b>Special</b>: You can gain Improved Critical multiple times.
The effects do not stack. Each time you take the feat, it applies to a
new type of weapon.</p>
<p>This effect doesn’t stack with any other effect that expands
the threat range of a weapon.</p>
<p>A fighter may select Improved Critical as one of his fighter
bonus feats.</p>
<h5>IMPROVED DISARM [GENERAL]</h5>
<p class="initial">Prerequisites: Int 13, Combat Expertise.</p>
<p><b>Benefit</b>: You do not provoke an attack of opportunity
when you attempt to disarm an opponent, nor does the opponent have a
chance to disarm you. You also gain a +4 bonus on the opposed attack
roll you make to disarm your opponent.</p>
<p><b>Normal</b>: See the normal disarm rules.</p>
<p><b>Special</b>: A fighter may select Improved Disarm as one of
his fighter bonus feats.</p>
<p>A monk may select Improved Disarm as a bonus feat at 6th
level, even if she does not meet the prerequisites.<br />
</p>
<h5><a id="improved-familiar"></a>IMPROVED FAMILIAR [GENERAL]</h5>
This feat allows spellcasters to acquire a new familiar from a
nonstandard list, but only when they could normally acquire a new
familiar.
<p><span style="font-weight: bold;">Prerequisites:</span> Ability
to acquire a new familiar, compatible alignment, sufficiently high
level (see below).</p>
<p><span style="font-weight: bold;">Benefit:</span> When choosing
a
familiar, the creatures listed below are also available to the
spellcaster. The spellcaster may choose a familiar with an alignment up
to one step away on each of the alignment axes (lawful through chaotic,
good through evil).<br />
</p>
<table border="0" cellpadding="1" cellspacing="0">
<tbody>
<tr>
<th style="width: 100px;">Familiar</th>
<th>Alignment</th>
<td style="vertical-align: top;"><span
style="font-weight: bold;">Arcane Spellcaster Level</span><br />
</td>
</tr>
<tr class="odd-row">
<td style="text-align: left; vertical-align: middle;">Shocker
lizard </td>
<td style="text-align: left; vertical-align: middle;">Neutral<br />
</td>
<td style="vertical-align: middle; text-align: center;">5th<br />
</td>
</tr>
<tr>
<td style="text-align: left; vertical-align: middle;">Stirge</td>
<td style="text-align: left; vertical-align: middle;">Neutral</td>
<td style="vertical-align: middle; text-align: center;">5th</td>
</tr>
<tr>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Formian
worker</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Lawful
Neutral</td>
<td
style="vertical-align: middle; background-color: rgb(242, 228, 188); text-align: center;">7th</td>
</tr>
<tr class="odd-row">
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Imp</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Lawful
Evil</td>
<td
style="vertical-align: middle; background-color: rgb(255, 255, 255); text-align: center;">7th<br />
</td>
</tr>
<tr>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Pseudodragon</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Neutral
Good</td>
<td
style="vertical-align: middle; background-color: rgb(242, 228, 188); text-align: center;">7th<br />
</td>
</tr>
<tr class="odd-row">
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Quasit</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Chaotic
Evil</td>
<td
style="vertical-align: middle; background-color: rgb(255, 255, 255); text-align: center;">7th<br />
</td>
</tr>
<tr class="odd-row">
<td style="text-align: left; vertical-align: middle;"><br />
</td>
<td style="text-align: left; vertical-align: middle;"><br />
</td>
<td style="vertical-align: middle; text-align: center;"><br />
</td>
</tr>
</tbody>
</table>
<p>Improved familiars otherwise use the rules for regular
familiars,
with two exceptions: If the creature’s type is something other than
animal, its type does not change; and improved familiars do not gain
the ability to speak with other creatures of their kind (although many
of them already have the ability to communicate).<br />
<br />
The list in the table above presents only a few possible improved
familiars. Almost any creature of the same general size and power as
those on the list makes a suitable familiar. Nor is the master’s
alignment the only possible categorization. For instance, improved
familiars could be assigned by the master’s creature type or subtype,
as shown below.<br />
</p>
<table border="0" cellpadding="1" cellspacing="0">
<tbody>
<tr>
<th>Familiar</th>
<th>Type/Subtype</th>
<td style="vertical-align: top;"><span
style="font-weight: bold;">Arcane Spellcaster Level</span><br />
</td>
</tr>
<tr class="odd-row">
<td style="text-align: left; vertical-align: middle;">Celestial
hawk<sup>1</sup> </td>
<td style="text-align: left; vertical-align: middle;">Good<br />
</td>
<td style="vertical-align: middle; text-align: center;">3rd<br />
</td>
</tr>
<tr>
<td style="text-align: left; vertical-align: middle;">Fiendish
Tiny viper snake<sup>2</sup></td>
<td style="text-align: left; vertical-align: middle;">Evil<br />
</td>
<td style="vertical-align: middle; text-align: center;">3rd<br />
</td>
</tr>
<tr>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Air
elemental, Small</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Air<br />
</td>
<td
style="vertical-align: middle; background-color: rgb(242, 228, 188); text-align: center;">5th<br />
</td>
</tr>
<tr class="odd-row">
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Earth
elemental, Small</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Earth<br />
</td>
<td
style="vertical-align: middle; background-color: rgb(255, 255, 255); text-align: center;">5th<br />
</td>
</tr>
<tr>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Fire
elemental, Small</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(242, 228, 188);">Fire<br />
</td>
<td
style="vertical-align: middle; background-color: rgb(242, 228, 188); text-align: center;">5th<br />
</td>
</tr>
<tr class="odd-row">
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Shocker
lizard</td>
<td
style="text-align: left; vertical-align: middle; background-color: rgb(255, 255, 255);">Electricity<br />
</td>
<td
style="vertical-align: middle; background-color: rgb(255, 255, 255); text-align: center;">5th<br />
</td>
</tr>
<tr class="odd-row">
<td style="text-align: left; vertical-align: middle;">Water
elemental, Small </td>
<td style="text-align: left; vertical-align: middle;">Water<br />
</td>
<td style="vertical-align: middle; text-align: center;">5th<br />
</td>
</tr>
<tr>
<td style="vertical-align: top;">Homunculus<sup>3</sup></td>
<td style="vertical-align: top;">Undead<br />
</td>
<td style="vertical-align: top; text-align: center;">7th<br />
</td>
</tr>
<tr>
<td
style="vertical-align: top; background-color: rgb(242, 228, 188);">Ice
mephit</td>
<td
style="vertical-align: top; background-color: rgb(242, 228, 188);">Cold<br />
</td>
<td
style="vertical-align: top; background-color: rgb(242, 228, 188); text-align: center;">7th<br />
</td>
</tr>
<tr>
<td colspan="3" rowspan="1" style="vertical-align: top;"><span
style="font-style: italic;">1</span> Or other celestial animal from
the standard familiar list.</td>
</tr>
<tr>
<td colspan="3" rowspan="1" style="vertical-align: top;"><span
style="font-style: italic;">2</span> Or other fiendish animal from the
standard familiar list. </td>
</tr>
<tr>
<td colspan="3" rowspan="1" style="vertical-align: top;"><span
style="font-style: italic;">3</span> The master must first create the
homunculus, substituting ichor or another <br />
part of the master’s body for blood if necessary.<br />
</td>
</tr>
</tbody>
</table>
<h5>IMPROVED FEINT [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Int 13, Combat Expertise.</p>
<p><b>Benefit</b>: You can make a Bluff check to feint in combat
as a move action.</p>
<p><b>Normal</b>: Feinting in combat is a standard action.</p>
<p>A fighter may select Improved Feint as one of his fighter
bonus feats.</p>
<h5>IMPROVED GRAPPLE [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Dex 13, Improved Unarmed
Strike.</p>
<p><b>Benefit</b>: You do not provoke an attack of opportunity
when you make a touch attack to start a grapple. You also gain a +4
bonus on all grapple checks, regardless of whether you started the
grapple.</p>
<p><b>Normal</b>: Without this feat, you provoke an attack of
opportunity when you make a touch attack to start a grapple.</p>
<p><b>Special</b>: A fighter may select Improved Grapple as one
of his fighter bonus feats.</p>
<p>A monk may select Improved Grapple as a bonus feat at 1st
level, even if she does not meet the prerequisites.</p>
<h5>IMPROVED INITIATIVE [GENERAL]</h5>
<p class="initial"><b>Benefit</b>: You get a +4 bonus on
initiative checks.</p>
<p><b>Special</b>: A fighter may select Improved Initiative as
one of his fighter bonus feats.</p>
<h5>IMPROVED OVERRUN [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Str 13, Power Attack.</p>
<p><b>Benefit</b>: When you attempt to overrun an opponent, the
target may not choose to avoid you. You also gain a +4 bonus on your
Strength check to knock down your opponent.</p>
<p><b>Normal</b>: Without this feat, the target of an overrun can
choose to avoid you or to block you.</p>
<p><b>Special</b>: A fighter may select Improved Overrun as one
of his fighter bonus feats.</p>
<h5>IMPROVED PRECISE SHOT [GENERAL]</h5>
<p class="initial"><b>Prerequisites</b>: Dex 19, Point Blank
Shot, Precise Shot, base attack bonus +11.</p>
<p><b>Benefit</b>: Your ranged attacks ignore the AC bonus
granted to targets by anything less than total cover, and the miss
chance granted to targets by anything less than total concealment.
Total cover and total concealment provide their normal benefits against
your ranged attacks.</p>
<p>In addition, when you shoot or throw ranged weapons at a
grappling opponent, you automatically strike at the opponent you have
chosen.</p>
<p><b>Normal</b>: See the normal rules on the effects of cover
and concealment. Without this feat, a character who shoots or throws a
ranged weapon at a target involved in a grapple must roll randomly to
see which grappling combatant the attack strikes.</p>
<p><b>Special</b>: A fighter may select Improved Precise Shot as
one of his fighter bonus feats.</p>
<p>An 11th-level ranger who has chosen the archery combat style
is treated as having Improved Precise Shot, even if he does not have
the prerequisites for it, but only when he is wearing light or no armor.</p>
<h5>IMPROVED SHIELD BASH [GENERAL]</h5>
<p class="initial"><b>Prerequisite</b>: Shield Proficiency.</p>