Feats

Core rulebook feats, teamwork feats and those listed here.

Item Creation Feats

You can exceeed your Wealth By Level by upto 25% using crafting feats. If you craft items for other characters their excess WBL comes out of your 25%. This is detailed mentioned under “Adjusting Character Wealth by Level” under Magic Items

Note

You can’t take 10 on craft checks if you use accelerated crafting or any when under and other “time constraint”. My interpretation of RAW.

Note

The special prerequisite for crafting magic Weapons and Armor (casters level must be 3 times enhancement bonus) can not be bypassed by increasing DC by 5 like other non-special prerequisites. This is houserule.

Master Craftsman

Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus to this skill.
Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Wondrous Item, and Forge Ring feats. None of the prerequisites for these feats change.
You can enchant items using those feats, substituting your ranks in any craft or profession skill for your caster level and for the check to enchant the item. The DC to enchant the item still increases for any missing prerequisites.
Spell casters may not take this feat.
You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the item creation feats.
Changes: Clarifications, able to use any craft profession skill, applies to additional item creation feats.

Combat Feats

Firearms Exotic Weapon Proficiency (Combat)

Prerequisites: Base attack bonus +1.
Benefit: Allows you to use all non-siege Firearms without penalty. Anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.
All firearms are part of the same weapon group for the purposes of the fighter’s weapon training class feature.
Normal: A non-proficient character takes the standard -4 penalty on attack rolls with firearms and increases all misfire values by 4 for the shots he loads.

Improved Bull Rush (Combat)

Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Clarification: Movement out of threatened squares adjacent to target does not provoke AOO from target.

Improved Grapple (Combat)

Prerequisite: Dex 13 or Str 13, Improved Unarmed Strike.
Benefit: 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: You provoke an attack of opportunity when performing a grapple combat maneuver.
Changes: Either Dex or Str as prerequisite.

Improved Overrun (Combat)

Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Clarification: Movement out of threatened squares adjacent to target does not provoke AOO from target.

Lunge (Combat)

Note: Lunge does not increase vertical reach.

Manyshot (Combat)

Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot (Combat), base attack bonus +6.
Benefit: When making a full-attack action with a bow, crossbow, firearm, boltgun, or most thrown weapons your first attack fires two missiles or uses two weapons. If the attack hits, both missiles/weapons hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses, such as a ranger’s favored enemy bonus apply to each missile. Damage reduction and resistances apply separately to each missile.
Changes: Works with Crossbows, Firearms, Boltguns, and most thrown weapons.

Quick Draw (Combat)

Prerequisite: Base attack bonus +1.
Benefit: You can draw or sheath 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. Alchemical items, potions, scrolls, and wands may also be draw or “sheathed” as Free action. All items must be readily available (on belt for instance) and not stowed in a pack. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). A given item may only be drawn or sheathed once per round.
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.
Changes: May also sheath weapon as Free action. May draw/stow alchemical items, potions, scrolls, and wands. Can’t both draw and sheath (or vice versa) the same item in the same round.

Rapid Shot (Combat)

Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Clarification: Works with Crossbows, Firearms, Boltguns, and any other ranged weapon that can be loaded/fired/thrown fast enough.

Rapid Reload (Combat)

Benefit: The time required for you to reload weapons is reduced to a Free action (for a hand or light crossbow), a move action (for heavy crossbow or per barrel of a one-handed firearm), or a Standard action (per barrel of a two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. Note: Nothing lets you reload more than one firearm barrel per round.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a Standard action to reload a one-handed firearm, or a Full-round action to load a heavy crossbow or a two-handed firearm.
Changes: Don’t select a type of weapon. You are able to use this feat with any weapon you are proficient with.

Siege Engine Proficiency (Combat)

Prerequisites: 2 ranks in Knowledge (Engineering) or 2 ranks in Profession (Artillerist)
Benefit: You are proficient with and may lead a crew operating any non-firearm Siege Engines.
Special: If you are proficient with firearms then you are also proficient with all firearm siege engines.
Normal: A non-proficient character takes the standard -4 penalty (to hit and increasing mishap/misfire range) when operating siege engine.
Changes: Normally each individual siege weapon would require an Exotic Weapon Proficiency.

Mounted Feats

Mounted Archery (Combat)

Prerequisites: Ride 1 rank, Mounted Combat (Combat).
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.

Mounted Combat (Combat)

Prerequisite: Ride 1 rank.
Benefit: When your mount is hit in combat, you may attempt a Ride check (Free action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Changes: Can be used any number of times per round.

Ride-by Attack (Combat)

Prerequisites: Ride 1 rank, Mounted Combat (Combat).
Benefit: When you are mounted and use the charge action, you may move and attack as 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.

Spirited Charge (Combat)

Prerequisites: Ride 1 rank, Mounted Combat (Combat), Ride-by Attack (Combat).
Benefit: When mounted and using the charge action, you deal double damage with a mêlée weapon (or triple damage with a lance).

Trample (Combat)

Note: flying creatures can’t be knocked prone and therefor can’t be trampled.

Unseat (Combat)

This feat is unavailable. (Otherwise you would be falling to their deaths all the time.)

Wheeling Charge (Combat, Local)

Prerequisites: Ride 5 ranks, Mounted Combat (Combat), Ride-by Attack (Combat).
Benefit: When you are mounted and use the charge action, your mount can make one turn of as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an allied creature’s space.
Normal: You cannot turn when making a charge.