Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
The following table lists all feats, showing prerequisites in tree form.
It currently includes feats from the following sources:
We will add complete linking and feats from other sources as time allows.
|Armor Defense Mastery
||Armor Proficiency (any), Dex 13, Acrobatics 1 rank or Lightning Reflexes||When wearing armor in which you are proficient, the maximum Dexterity bonus for that armor is treated as 1 greater than normal.||Combat||SKRG:NA|
|Counter Combat Style
||BAB +4||You can better defend yourself against enemies using a chosen style of combat against you.||Combat||SKRG:NA|
||Heal 2 ranks||You can perform simple field surgery, allowing creatures to recover more quickly from their wounds.||Combat||SKRG:NA|
||Medium size, Acrobatics 5 ranks, BAB +5||You may leap during a charge attack to increase your chances of a critical threat.
||—||Gain a +1 bonus to Bluff, Perception, Sense Motive, and Survival checks against magical beasts and monstrous humanoids||Combat
||Field Surgeon, Heal 5 ranks||You can use the heal skill to perform miracles of medicine
|Extra Greater Bloodline Use
||Greater bloodline with a uses/day limitation||You can use your greater bloodline ability one additional time per day.||General
||Heal 2 ranks, Knowledge (religion) 1 rank, worshiper of a god from a pantheon of gods||3/day, you may call upon the power of the gods to heal a creature 1d4 points of damage.||General||SKRG:NA|
|Luck of the Gods
||Lineage domain||You get a +1 luck bonus on saving throws.||General||SKRG:NA|
|Nature Spirit Lore
||—||You gain a +4 bonus to Bluff, Diplomacy, and Intimidate checks for dealings with fey and other guardians of the natural world.||General
||Charisma 13, Perform 3 ranks||You can use the power of music to either inspire courage or countersong||General||SKRG:NA|
||Intelligence 11||All Knowledge skills are class skills for you.||General
|Touch of Immortality
||Lineage domain||You gain a +1 bonus to Fortitude saves and +2 hit points.||General||SKRG:NA|
|Item Creation Feats||Prerequisites||Benefits||Type1||Type2||Type3||Source|
||—||You can cast a spell on a target as if you were touching the target, regardless of the actual distance between you.||Metamagic