Feats

Feats in Hearth & Blade are derived primarily from the Pathfinder Core Rulebook, with a few additions from the Advanced Players Guide and other OGL sources. Many feat requirements have been tweaked to accommodate our variation on the P6 ruleset, and to diminish “feat taxes” that slow down character builds.

Table entries that are highlighted in yellow are new (or heavily altered) feats specifically designed for use in Hearth & Blade. Table entries that are highlighted in light blue are feats that have been changed from the original source material. Clicking on a feat title will cause the full description of the feat to appear. Clicking again will collapse the description.

There are many changes to prerequisites and how feat trees unfold, focused mainly upon combat maneuvers and fighting styles. Instead of listing all of the alterations in some sort of “patch notes” document, we’ve tried to lay out the feats as clearly as possible in the table below.

General Feats

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FeatPrerequisitesSummary
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+4 bonus on concentration checks for defensive casting.
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
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+4 bonus on checks to avoid nonlethal damage
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; 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.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Endurance
Automatically stabilize and remain conscious below 0 hp.
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional 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.
When using this feat, you are staggered. 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 swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying
-
Cast spells without material components.
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with 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 on hand to cast the spell, as normal.
Focus Pool class feature
Increase your focus pool by 2 points.
You can use your focus pool more times per day than most.
Benefit: Your focus pool increases by 2.
Special: You can gain Extra Focus multiple times. Its effects stack.
Bardic performance class feature
Use bardic performance for 6 additional rounds per day.
You can use your bardic performance ability more often than normal.
Benefit: You can use bardic performance for 6 additional rounds per day.
Special: You can gain Extra Performance multiple times. Its effects stack.
Rage class feature
Use rage for 6 additional rounds per day.
You can use your bardic performance ability more often than normal.
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.
Secret class feature
Gain one additional mystic secret.
You get an additional secret.
Benefit: You gain one additional mystic secret. You must meet all of the prerequisites for this secret.
Special: You may take this feat multiple times.
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Your base speed increases by 5 feet.
You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.
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+2 on fortitude saves.
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Great Fortitude
Once per day, you may reroll a fortitude save.
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Channel energy class feature
Counterspell with spell of the same school.
You are skilled at countering the spells of others using similar spells.
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
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+2 bonus on Will saves.
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Iron Will
Once per day, you may reroll a Will save.
Your clarity of thought allows you to resist mental attacks.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Character level 6th, possession of a fortress or stronghold
Gain a cohort and followers.
You attract followers to your cause and a companion to join you on your adventures.
Benefit: See Leadership Rules.
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+2 bonus on Reflex saves.
You have faster reflexes than normal.
Benefit: You get a +2 bonus on all Reflex saving throws.
Lightning Reflexes
Once per day, you may reroll a Reflex save.
You have a knack for avoiding danger all around you.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Wis 13, wild shape class feature
Cast spells while using wild shape.
You can cast spells even while in a form that cannot normally cast spells.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Dex 13
Ignore 5 feet of difficult terrain when you move.
You can move across a single obstacle with ease.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Dex 15, Nimble Moves
Ignore 20 feet of difficult terrain when you move.
You can easily move over and through obstacles.
Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
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Run at 5 times your normal speed.
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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+1 bonus on save DCs for one school.
Choose an arcane school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: 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.
Spell Focus
+1 bonus on save DCs for one school.
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Benefit: 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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
Spell Focus (conjuration)
Summoned creatures gain +4 Str and Con.
Your summoned creatures are more powerful and robust.
Benefit: 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.
1st-level Mystic
Prepare some spells without a spellbook.
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
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+2 bonus on level checks to beat spell resistance.
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spell Penetration
+2 bonus on level checks to beat spell resistance.
Your spells break through spell resistance much more easily than most.
Benefit: 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.
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+3 hit points, +1 Hit Die beyond 3.
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skill Feats

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FeatPrerequisitesSummary
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+2 Bonus on Acrobatics and Fly checks.
You are skilled at leaping, jumping, and flying.
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Perception and Sense Motive checks.
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Handle Animal and Ride checks.
You are skilled at working with animals and mounts.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Climb and Swim checks.
You possess inherent physical prowess.
Benefit: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Bluff and Disguise checks.
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Disable Device and Sleight of Hand checks.
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Spellcraft and Use Magic Device checks.
You are skilled at spellcasting and using magic items.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus to Diplomacy and Intimidate checks.
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+2 bonus on Heal and Survival checks.
You know how to get along in the wild and how to effectively treat wounds.
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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+3 bonus on one skill (+6 at 10 ranks).
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
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+2 bonus on Escape Artist and Stealth checks.
You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Combat Feats

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FeatPrerequisitesSummary
Light Armor Proficiency, caster level 3rd.
Reduce your arcane spell failure chance by 10%.
You have learned how to cast spells while wearing armor.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Arcane Armor Training, Medium Armor Proficiency, caster level 6th
Reduce your arcane spell failure chance by 20%.
You have mastered the ability to cast spells while wearing armor.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Ability to cast arcane spells
+1 damage and weapons are considered magic.
You draw upon your arcane power to enhance your weapons with magical energy.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. At level 5, this bonus increases by +1.
If you possess a Solstice School or Domain class feature, your weapons may instead deal +1 energy damage. The energy type is dictated by your chosen solstice school or (in the case of a domain) seasonal affiliation of your deity.
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No penalties on attack rolls while wearing light armor.
You are skilled at wearing light armor.
Benefit: When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except for sorcerers, and mystics automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Medium Armor Proficency
No penalties on attack rolls while wearing medium armor.
You are skilled at wearing medium armor.
Benefit: When you wear medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: Barbarians, clerics, wardens, fighters, crusaders, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Heavy Armor Proficiency
No penalties on attack rolls while wearing heavy armor.
You are skilled at wearing heavy armor.
Benefit: When you wear heavy armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: Fighters and Crusaders automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
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Reroll miss chances for concealment.
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
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.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: 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.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Str 13, base attack bonus +1
Make an additional attack if the first one hits.
You can strike two adjacent foes with a single swing.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. 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.
Str 13, Cleave, base attack bonus +4
Make an additional attack after each attack hits.
You can strike many adjacent foes with a single blow.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe 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.
Str 13, Cleave, Great Cleave, base attack bonus +6
Take a 5-foot step when you Cleave.
You become a whirlwind of steel on the battlefield.
Benefit: You may take a single 5-foot step during a Cleave or Great Cleave, as long as it brings you within reach of another foe that you are able to make an additional attack against.
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Make additional attacks of opportunity.
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Combat Reflexes
Stop enemies from moving past you.
You can make additional attacks of opportunity.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Base attack bonus +6
+4 bonus on attack rolls made to confirm critical hits.
You are trained in the art of causing pain.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Use your total Hit Dice as your base attack bonus for CMD.
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.
Dex 13, Int 13
You do not provoke attacks of opportunity on disarm, trip, and feint attempts.
You are skilled in a variety of nimble combat maneuvers.
Benefit: You do not provoke an attack of opportunity when performing a trip, disarm, or feint combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action.
You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip, disarm, or perform a feint upon you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.
Dex 13, Int 13, Deft Maneuvers, base attack bonus +6
Disarmed weapons are knocked away from your enemy.
You can knock weapons far from an enemy's grasp.
Benefit: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Dex 13, Int 13, Deft Maneuvers, base attack bonus +6
Enemies you feint lose their Dex bonus for 1 round.
You are skilled at making foes overreact to your attacks.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus against your next attack.
Dex 13, Int 13, Deft Maneuvers, base attack bonus +6
Enemies you trip provoke attacks of opportunity.
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
6th level fighter
Increases the DC to cast spells adjacent to you.
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Dex 13
+1 dodge bonus to AC.
Your training and reflexes allow you to react swiftly to avoid an opponent's attacks.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Dex 13, Dodge, Base attack bonus +4
Move before and after a melee attack.
You can deftly move up to a foe, strike, and withdraw before he can react.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Dex 13, Dodge, Spring Attack, Combat Reflexes, Base attack bonus +4
Make one melee attack against all foes within reach.
Your training and reflexes allow you to react swiftly to avoid an opponent's attacks.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Dex 15, Dodge, Base attack bonus +6
Gain 20% concealment if you move.
Your erratic movements make it difficult for enemies to pinpoint your location.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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+4 bonus on initiative checks.
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
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Add Str to Intimidate in addition to Cha.
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Base attack bonus +6
Take a -2 penalty to your AC to attack with reach.
You can strike foes that would normally be out of reach.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
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No penalty on attacks made with one martial weapon.
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, crusaders, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
Ride 1 rank
Avoid attacks on mount with Ride check.
You are adept at guiding your mount through combat.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Ride 1 rank, Mounted Combat
Halve the penalty for ranged attacks while mounted.
You are skilled at making ranged attacks while mounted.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Ride 1 rank, Mounted Combat
Move before and after a charge attack while mounted.
While mounted and charging, you can move, strike at a foe, and then continue moving.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Ride 1 rank, Mounted Combat, Ride-By Attack
Double damage on a mounted charge.
Your mounted charge attacks deal a tremendous amount of damage.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Ride 1 rank, Mounted Combat
Overrun targets while mounted.
While mounted, you can ride down opponents and trample them under your mount.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Str 13, Ride 1 rank, Mounted Combat, Powerful Maneuvers, base attack bonus +1
Overrun targets when mounted.
You are skilled at unseating your mounted opponents.
Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
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No penalty for shooting into melee.
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Precise Shot
Decrease range penalties by half.
You are more accurate at longer ranges.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Precise Shot
+1 attack and damage on targets within 30 feet.
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot, Point-Blank Shot, Weapon Specialization with selected ranged weapon.
Do not provoke attacks of opportunity while firing one ranged weapon.
You are adept at firing ranged weapons in close quarters.
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Dex 13, Precise Shot
Make one extra ranged attack.
You can make an additional ranged attack.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Dex 17, Precise Shot, Rapid Shot, base attack bonus +6
Shoot two arrows simultaneously.
You can fire multiple arrows at a single target.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Dex 13, Dodge, Precise Shot, base attack bonus +4
Make ranged attack at any point during movement.
You can move, fire a ranged weapon, and move again before your foes can react.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.
Dex 13, Dodge, Shot on the Run, base attack bonus +6
Make a ranged attack when withdrawing.
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Normal: You cannot attack when using the withdraw action.
Str 13, base attack bonus +1
You do not provoke attacks of opportunity on bull rush, overrun, and sunder combat maneuvers.
You are skilled in a variety of strength-focused combat maneuvers.
Benefit: You do not provoke an attack of opportunity when performing a bull rush, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Additionally, targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing a bull rush, overrun, or sunder combat maneuver.
Str 13, Powerful Maneuvers, base attack bonus +6
Enemies you bull rush provoke attacks of opportunity.
Your bull rush attacks throw enemies off balance.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
Str 13, Powerful Maneuvers, base attack bonus +6
Enemies you overrun provoke attacks of opportunity.
Enemies must dive to avoid your dangerous move.
Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Str 13, Powerful Maneuvers, base attack bonus +6
Damage from sunder attempts transfers to your enemy.
Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Base attack bonus +1
Draw weapon as a free action.
You can draw weapons faster than most.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Weapon Proficiency (crossbows or firearms)
Reload a crossbow or firearm quickly.
Choose either the crossbow or firearm weapon group. You can reload such weapons quickly.
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand crossbow, light crossbow, or pistol) or a move action (for a heavy crossbow or long rifle). Reloading your weapons still provokes an attack of opportunity. You may fire hand crossbows, light crossbows, and pistols as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand crossbow, light crossbow, or pistol, or a full-round action to reload a heavy crossbow or long rifle.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new weapon group.
Rapid Reload
Reload a crossbow or firearm as free action.
Choose either the crossbow or firearm weapon group. You can effortlessly reload these weapons.
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action, regardless of the type of weapon used. You can fire weapons from your chosen group as many times in a full attack action as you could attack if you were using a bow. Reloading these weapons no longer provokes attacks of opportunity.
Rapid Reload, Lightning Reload, base attack bonus +4
Use Dex to determine damage on your first shot.
The first shot you fire in a round sets the pace of battle.
Benefit: You may add your Dexterity modifier as damage to the first attack you make each round with a weapon belonging to your chosen weapon group. This bonus damage can be applied to either an attack action or the first attack of a full-attack.
Precise Shot, Rapid Reload, Deft Maneuvers
Use a ranged weapon to perform a single combat maneuver.
You can channel the force of your bolts to disarm or disorient your opponents.
Benefit: Choose one of the following combat maneuvers: trip, disarm, or feint. You can perform this maneuver with weapons from the group chosen when you took Rapid Reload against any target within 30 feet.
Special: You can gain Trick Shot multiple times. Each time you take the feat, it applies to a new combat maneuver.
-
No penalties on attack rolls when using a shield.
You are trained in how to properly use a shield.
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.
Special: Barbarians, bards, clerics, wardens, fighters, crusaders, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.
Shield Proficiency
Keep your shield bonus when shield bashing.
You can protect yourself with your shield, even if you use it to attack.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).
Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6
Free bull rush with a bash attack.
In the right position, your shield can be used to send opponents flying.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Shield Proficiency, base attack bonus +1
Gain a +1 bonus to your AC when using a shield.
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus increases to +4 against ranged attacks.
Dex 13, Shield Focus
Avoid one ranged attack per round.
You are skilled at deflecting arrows with your shield.
Benefit: You must have a shield in one of your hands to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged attacks (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Shield Focus, Shield Proficiency, base attack bonus +6
Reduce area of effect damage using your shield.
You are skilled at deflecting blows with your shield.
Benefit: You gain the benefits of the rogue’s evasion class ability as long as you have a heavy or tower shield in one hand. Unlike evasion, you do not need to wear light or medium armor to benefit from this effect.
Shield Proficiency
No penalties on attack rolls when using a tower shield.
You are trained in how to properly use a tower shield.
Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
Normal: A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
-
No penalty on attacks made with simple weapons.
You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons without penalty.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for wardens and wizards are automatically proficient with all simple weapons. They need not select this feat.
Base attack bonus +1
Take a 5-foot step as an immediate action.
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Dex 15
Reduce two-weapon fighting penalties.
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

CircumstancesPrimary HandOff Hand
Normal penalties-6-10
Off-hand weapon is a finesse weapon-4-8
Two-Weapon Fighting feat-4-4
Off-hand weapon is a finesse weapon and Two-Weapon Fighting feat-2-2

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Dex 15, Two-Weapon Fighting
Add your Str bonus to off-hand damage rolls.
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Dex 17, Two-Weapon Fighting, sneak attack +3d6 or base attack bonus +6
Gain additional off-hand attacks.
You are skilled at fighting with two weapons.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Dex 15, Two-Weapon Fighting
Gain +1 shield bonus when fighting with two weapons.
You are skilled at defending yourself while dual-wielding.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Dex 13
Always considered armed, non attack of opportunity on grapple attempts.
You are skilled at grappling and fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.
Dex 13, Unarmed Combatant, base attack bonus +6
Maintain your grapple as a free action.
Maintaining a grapple is second nature to you.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Str 15, Unarmed Combatant, base attack bonus +6
Deal increased damage with unarmed strikes.
Your fists are as deadly as any weapon forged of steel.
Benefit: Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized. The threat range of your unarmed strikes is doubled. This effect stacks with Improved Critical.
Normal: Unarmed strikes deal 1d3 damage for medium sized creatures and 1d2 damage for small sized creatures, and the threat range is 20.
Unarmed Combatant, Greater Unarmed Strike, base attack bonus +8, Str 15
Deal increased damage and bypass some DR with unarmed strikes.
Your fists hit with incredible force.
Benefit: Your unarmed strikes now deal 1d8 damage if you are medium sized or 1d6 damage if you are small sized.
Additionally, your unarmed strikes are treated as cold iron and silver for the purpose of overcoming damage reduction.
Normal: Unarmed strikes deal 1d3 damage for medium sized creatures and 1d2 damage for small sized creatures, and do not overcome damage reduction.
Dex 13, Unarmed Combatant
No penalties for improvised weapons.
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee or ranged weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Catch Off-Guard, base attack bonus +6
Make an improvised weapon deadly
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Base attack bonus +6
Deal twice the normal damage on a single attack.
You make a single attack that deals significantly more damage than normal.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Str 13, Vital Strike, base attack bonus +6
Use vital strike while charging and wielding a two-handed weapon.
You fearlessly dive into battle, bringing the full weight of your weapon down on your opponent.
Benefit: When you are wielding a two-handed weapon, you can vital strike as part of a charge action or spring attack.
Proficiency with at least one weapon from selected weapon group, base attack bonus +1
+1 bonus on attack rolls for weapons from a single grouping.
Choose one weapon group (axes, bows, close, cudgels, firearms, flails, hammers, heavy blades, light blades, spears, thrown). You can also choose unarmed strike (or ray, if you are a spellcaster) as your weapon group for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
Weapon Focus, Proficiency with selected weapon
Intimidate all foes within 30 feet.
Your skill with your favored weapon can frighten enemies.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon
Hindered foes are flat-footed.
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Proficiency with selected weapon, Weapon Focus with selected weapon group, fighter level 4th
+2 bonus on damage rolls with one weapon group.
You are skilled at dealing damage with one type weapon. Choose one type of weapon group (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using weapons from this grouping.
Benefit: You gain a +2 bonus on all damage rolls you make using weapons from the selected grouping.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Faith Feats

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FeatPrerequisitesSummary
Weapon Focus (short blades), Combat Casting, worshipper of Koledo
Deliver touch range spells through a short sword.
Your weapon becomes an extension of your spellcasting powers.
Benefit: When you cast a spell with a range of "touch,” you can deliver the spell through your shortsword as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, you can make one free melee attack with your weapon (at your highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Channel energy class feature
Channel energy through your attack.
You can channel your divine energy through a melee weapon you wield.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Channel negative energy class feature
Channel energy can be used to control undead.
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Weapon Focus (hammers), Greater Trip or Greater Bull Rush, worshipper of Fyodor
No penalty for dealing non-lethal damage with a pernach, reduce enemy CMD with a successful strike.
You’ve learned to bully people using the blunt force of a pernach.
Benefit: You take no penalty on attack rolls for using a pernach to deal nonlethal damage. In addition, when you deal nonlethal damage with a pernach, your opponent takes a -2 penalty to their CMD for one round. If the attack was a critical hit, this penalty increases to -4.
Channel energy class feature
Channel energy two additional times per day.
You can channel divine energy more often.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Weapon Focus (polearms), Intimidate 4 ranks, worshipper of Devana
Intimidate foes while using risky strike with a ranseur.
Your attacks with a ranseur are vicious and terrifying.
Benefit: When you damage an opponent with a risky strike combat option from your ranseur, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. In addition, you may treat your total hit dice as your base attack bonus when calculating your risky strike penalty and bonus.
Quick Draw, Weapon Focus (spears), worshipper of Vesna
Gain cumulative bonuses to hit with thrush spear attacks.
You gain momentum when you successively land hits with thrush spears.
Benefit: When you hit an opponent with a thrush spear, you gain a +2 circumstance bonus to hit on the next attack you make with a thrush spear during that round. This bonus stacks with itself.
Weapon Focus (bows), Precise Shot, worshipper of Stribog
Ignore magical wind effects when firing a longbow, and aid others with a ranged attack.
The winds part for your arrows and guide them across the battlefield.
Benefit: When you make a ranged attack with a longbow, you may ignore the penalties from natural or magical wind effects. In addition, you may use the aid another action from range with your longbow, but only within your first range increment.
Weapon Focus (heavy blades), Step Up, worshipper of Jarilo
If wielding a shashka, you do not lose your 5-foot step when using Step Up.
Your movements with a shashka are artful.
Benefit: When using the Step Up feat and wielding a shashka in one hand, you may still take a 5-foot step during your next turn. In addition, you may instead choose to make your 5-foot step when an enemy uses a 5-foot step to set up a flank. You must still use this movement to end up adjacent to the foe that triggered this ability.
Channel energy class feature
+2 on channel energy DC.
Your channeled energy is harder to resist.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Worshipper of Gorod, Perun, or the Blackened King
Gain access to fire magics.
You have rebuked humanity and pledged yourself to one of the lords of fire.
Benefit: You are granted the Fire Domain and the Summer School as options and must select them when taking levels in classes that offer these class features. If you already have levels in cleric, crusader, druid, or mystic when you take this feat, you instantaneously and freely retrain your current domain and school to these options. In the case of a cleric, your second domain choice is also retrained to one in your new divine benefactor’s portfolio (if not already so).
In addition, you gain fire resistance 5 and are under the constant effects of the endure elements and status spells. In the latter case, your divine benefactor and any worshipper that outranks you are treated as the caster.
Special: You must undergo a special ritual that reignites the radiant spark in your soul and binds it to your chosen divine benefactor.
Player characters cannot select this feat.
Char 13, channel energy class feature
Choose whom to affect with channel energy.
You can choose whom to affect when you channel energy.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Weapon Focus (cudgels), Combat Reflexes, worshipper of Veles
Perform bull rush maneuvers as attacks of opportunity while wielding a crook.
You are an expert at keeping opponents at bay with your crook.
Benefit: When wielding a crook, you may perform a bull rush combat maneuver in place of an attack of opportunity. An opponent may continue on with the rest of their movement after this bull rush occurs.
Channel energy class feature
Channel energy to harm or heal eidolons.
Choose one season (winter, spring, summer, autumn). You can channel your divine energy to harm or heal eidolons of your chosen season.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm eidolons of your chosen subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your eidolon subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new eidolon subtype.
Weapon Focus (hammers), Great Fortitude, worshipper of Svarog
+4 dodge bonus to AC when using the Defensive Stance combat option.
Your hammer checks blows that would leave others staggered.
Benefit: When using the Defensive Stance combat option, you gain a +4 dodge bonus to your AC against the first attack made against you in a round. In addition, you may treat your total hit dice as your base attack bonus when calculating your defensive stance penalty and bonus.
Weapon Focus (light blades), Lunge, worshipper of Mokosh
No charge or lunge AC penalties while wielding an iron needle.
You weave circles around your enemies when wielding an iron needle.
Benefit: When you wield an iron needle in your main hand and nothing in you off hand, you do not receive an armor class penalty when taking a charge action or using the lunge feat.
Weapon Focus (cudgels), worshipper of Vasilisa, ability to cast 1st level divine spells
Relight a torch staff as a swift action.
You can keep your torch staff aflame using your own divine prowess.
Benefit: As a swift action, you can imbue your torch staff with a fraction of your divine power. Doing so reignites the torch staff.
Channel positive energy class feature
Channel energy can be used to make undead flee.
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Weapon Focus (heavy blades), Combat Reflexes, worshipper of Perun
Wield a greatsword as a reach weapon.
No foe can avoid the tip of your greatsword on the battlefield.
Benefit: You have learned to shift the grip of your greatsword and are able to use it normally or as a weapon with reach. Switching between using it as a normal weapon and a reach weapon is a move action. When you use your greatsword as a reach weapon, it deals piercing damage.
Weapon Focus (heavy blades), Lightning Reflexes, worshipper of Morzanna
+1 bonus to AC while wielding a scythe.
Your swings of the scythe are so swift they can hardly be seen.
Benefit: You gain a +1 shield bonus to your AC when wielding a scythe in two hands. This bonus increases to +4 against ranged attacks. Additionally, you may use this feat to qualify for Deflect Arrows and Iron Guard. Your scythe fulfills the requirements of having a shield in one hand for the purposes of these feats.