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Player > Feats
Any feat with a * is a combat feat. For a list of just Combat feats, click here. For a list without combat feats, click here.
Name | Prerequisities | Description | Source |
---|---|---|---|
Above and Below* | Base attack bonus +6 | Gain bonuses when flanking with dissimilar-sized ally | FF05 p.52 |
Accelerated Recovery | Con 13 | Recover more quickly during an 8-hour rest | COM p.112 |
Adaptive Casting | Key ability score 19, caster level 7 | Select three additional spells known; cast one of them once a day | COM p.112 |
Adaptive Fighting* | Three or more combat feats | Once per day as a move action, gain the benefit of a combat feat you don't have | CRB p.154 |
Adaptive Resistance | Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait | Your training enables you to adapt and evolve formidable temporary defenses. | 3C05 p.44 |
Adaptive Upgrade | Int 19, Engineering 10 ranks | Temporarily create low-level armor upgrades | COM p.112 |
Add Leverage* | Str 15 | Grip your weapon with more hands to move foes farther with combat maneuvers | COM p.112 |
Advance Warning* | Cha 15 | Shout a warning to your allies, causing them to stop being flat-footed | COM p.112 |
Advanced Melee Weapon Proficiency* | Proficiency in basic melee weapons | No penalty to attacks with advanced melee weapons | CRB p.154 |
Agile Casting | Key ability score 15, Dex 15, Mobility, caster level 4th | Cast a spell at any point during movement | CRB p.155 |
Agile Swimmer | Racial swim speed | You can turn while swimming without extra movement | FF03 p.48 |
Alien Herbalism | Life Science 5 ranks, Survival 5 ranks | By gathering natural ingredients, you can create life-saving medicines. | GEM p.71 |
All Hands on Deck | Four or more arms | Many hands make light work. | COM p.20 |
Ambuscade* | When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage | COM p.112 | |
Ambush Awareness* | If you fail the Perception check to act in the surprise round, you can still take a full defense action | COM p.112 | |
Amplified Glitch* | Computers 3 ranks, Intimidate 3 ranks | Disrupt devices, causing targets to become shaken for 1 round or more | CRB p.155 |
Antagonize | Diplomacy 5 ranks, Intimidate 5 ranks | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more | CRB p.155 |
Apt Mentor | Life Science or Physical Science 5 ranks | Can automatically succeed at certain aids 3 times a day. | NSP p.132 |
Arm Extensions | Constructed racial trait or construct type | You have special devices installed into your arms that allow you to extend them great distances. | COM p.17 |
Back to Back* | Perception 3 ranks | Gain bonus to KAC when flanked | FF05 p.52 |
Barricade* | Engineering 1 rank | Create your own fragile cover | CRB p.155 |
Basic Melee Weapon Proficiency* | No penalty to attacks with basic melee weapons | CRB p.155 | |
Bird's Eye View | Base attack bonus +8 | While You're in the air, you use your advantageous altitude to your favor. | GEM p.51 |
Blind-Fight* | Reroll miss chances from concealment | CRB p.155 | |
Blood in Their Eyes* | Your critical hits with slashing attacks make foes dazzled | COM p.113 | |
Blood of the Spider | Racial trait that grants a spell-like ability | Something in your ancestry has strengthened your innate magic and given it an arachnid twist. | NSP p.130 |
Bodyguard* | Add a +2 bonus to an adjacent ally's AC as a reaction | CRB p.155 | |
Borrowed Vitality | Mysticism 5 ranks | By sapping nearby flora, you can protect your own lifeforce. | GEM p.71 |
Bud Drone | Drone class feature, adaptation or early stage adaptation racial trait | You have used your unique biology to bud off a biological drone you can more easily integrate with. | 3C05 p.44 |
Cleave* | Str 13, base attack bonus +1 | Make an additional melee attack if the first one hits | CRB p.155 |
Climbing Master | Athletics 5 ranks | Gain a climb speed equal to your base speed | CRB p.155 |
Close Combat* | Base attack bonus +1 | +2 bonus to AC against attacks from far away after melee attack | PWD p.190 |
Combat Casting* | Ability to cast 2nd-level spells | +2 bonus to AC and saves against attacks of opportunity when casting spells | CRB p.156 |
Combat-Trained Mount | Survival 1 rank | You work fluidly with your creature companion mount. | AA3 p.140 |
Complex Adaptation | Life Science 5 ranks, early stage adaptation racial trait | With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects. | 3C05 p.44 |
Connection Inkling | Wis 15, character level 5th, no levels in mystic. | Gain the ability to cast minor mystic spells | CRB p.156 |
Constant Alert* | Wis 11, character level 5th | Reroll your initiative check and automatically win ties | COM p.113 |
Cook Grenade* | Dex 11, proficiency with grenades | Time your release of a grenade to increase its effectiveness | COM p.113 |
Coordinated Shot* | Base attack bonus +1 | Allies gain a +1 bonus to ranged attacks against foes you threaten | CRB p.156 |
Corruption's Gift | One or more corruption manifestations (see pages 40-45 of Starfinder Adventure Path #10: The Diaspora Strain) | Gain permanent manifestation gift | SS3 p.52 |
Cosmic Truth | Wis 15, Bluff 5 ranks, Mysticism 5 ranks | Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds | COM p.113 |
Craven Ploy* | Cha 13 | Willing ally takes -2 to AC to increase your AC by 2 | SS1 p.52 |
Creature Companion Adept | Survival 1 rank | You can grant your creature companion simple actions. | AA3 p.140 |
Creature Companion Expert | Creature Companion Adept, Survival 4 ranks | Your control of your creature companion improves. | AA3 p.140 |
Creature Companion Master | Creature Companion Expert, Survival 10 ranks | Your bond with your companion deepens, allowing it to anticipate your commands. | AA3 p.140 |
Creature Companion Virtuoso | Creature Companion Master, Survival 13 ranks | Your creature companion can unleash its fury unbidden. | AA3 p.140 |
Cultural Chameleon | You can tap into the local zeitgeist to win friends and influence people. | GEM p.91 | |
Deadly Aim* | Base attack bonus +1 | Take a −2 penalty to weapon attacks to deal extra damage | CRB p.156 |
Deadly Boast | Cha 19, Bluff 10 ranks | Make an attack or effect sound so impressive that foes have a harder time defending against it | COM p.113 |
Defensive Roll* | Dex 19, Acrobatics 10 ranks | Attempt an Acrobatics check in place of a Reflex save or to dodge an attack | COM p.113 |
Defensive Striker* | Dex 13, base attack bonus +1, armor training trait | You were born to fight your enemies, and nobody does it better. | NSP p.130 |
Deflect Projectiles* | Base attack bonus +8 | Spend 1 Resolve Point to attempt to avoid a ranged attack | CRB p.156 |
Diehard | You can spend Resolve Points to stabilize and to stay in the fight in the same round | CRB p.156 | |
Diligent Searcher | Perception 1 rank | +1 bonus to perception. Can take 20 on perception in only 5 times the time. | 3C01 p.44 |
Dire Straits* | Con 15 | Stabilize when you have no Hit Points or Resolve Points left | COM p.113 |
Disease Adaptation | Con 11 | +2 enhancement bonus to saves against disease | COM p.113 |
Disease Rejection | Con 17, Disease Adaptation | Recover from diseases much more swiftly | COM p.114 |
Dispelling Strike | Base attack bonus +10, Mysticism 10 ranks | Spend 1 Resolve Point to make a melee attack act as dispel magic | COM p.114 |
Dive for Cover* | Base Reflex save bonus +2 | Fall prone in an adjacent square to roll a Reflex save twice | CRB p.156 |
DiveBomb | Dex 14, base attack bonus +1 | You're adept at swooping down on a foe. | GEM p.51 |
Diverse Conditioning | Eternal hope or ecstatic joy racial trait, character level 5th | Your broad experience has made you better at avoiding danger. | COM p.32 |
Diversion | Use Bluff to create a distraction so that your allies can hide | CRB p.156 | |
Divine Blessing | Worship a deity of an alignment within one step of your own alignment (Starfinder Core Rulebook 25). | Gain a deity unique power based on who you worship | PWD p.190 |
Double Draw* | Four or more arms | Your limbs allow you to manipulate multiple weapons. | COM p.21 |
Double Tap* | Weapon Focus (small arms), proficiency with small arms | Expend double the normal ammunition to gain bonuses to attack and damage with a small arm | COM p.114 |
Drag Down* | When you are tripped, you can attempt to trip an adjacent foe | CRB p.157 | |
Echolocation Attack | Perception as a class skill | Use the echo of sonic attacks to better sense your surroundings | COM p.114 |
Effortless Aerobatics | You're particularly graceful while airborne. | GEM p.51 | |
Eldritch Lore | Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list | Gain an additional 2nd-level spell known | COM p.114 |
Enclose Serums | Adaptation or early stage adaptation racial trait, or ooze type | Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency. | 3C05 p.44 |
Enhanced Communalism | Character level 5th, communalism racial trait | You're able to benefit from your allies' presence more often. | COM p.24 |
Enhanced Resistance | Base attack bonus +4 | Gain damage reduction or energy resistance | CRB p.157 |
Environmental Adaptation | Con 13 | Gain immunity to a number of environmental and weather effects | COM p.114 |
Expansive Breath | Con 11 | Hold your breath 50% longer | FF03 p.48 |
Extended Telepathy | Limited telepathy racial trait | Increase range of limited telepathy | PWD p.191 |
Extra Resolve | Character level 5th | Gain 2 additional Resolve Points | CRB p.157 |
Far Shot* | Base attack bonus +1 | Reduce penalty due to range increments | CRB p.157 |
Fast Talk | Bluff 5 ranks | Baffle a potential foe, causing it to be surprised when combat begins | CRB p.157 |
Fighting Balance | You know how to fight while off-balance or prone. | NSP p.131 | |
Fleet* | Increase your base speed | CRB p.157 | |
Focused Sense | Blindsense | Temporarily gain blindsight with a limited range | COM p.115 |
Focused Spellcaster* | Combat Casting, ability to cast 4th-level spells | Spend a resolve point to stop a spell from failing from taking damage | PWD p.191 |
Forward Momentum | Wis 13, character level 5th | DA01 p.53 | |
Fouling Reposition* | Improved Combat Maneuver (reposition) | Reposition a foe to throw it and another creature off balance | COM p.115 |
Four-Handed Hacker | Computers 1 rank, four or more hands | When you hack a computer, it's a two-front war. | COM p.21 |
Free Runner | Acrobatics 3 ranks | You’re used to nimbly navigating constructed environments. | GEM p.91 |
Friends in Low Places | Diplomacy 5 ranks | Your winning and adaptable personality gains you access to less-reputable professional services. | GEM p.91 |
Frightening Injection | Intimidate 3 ranks | Intimidate your foes when you inject them | COM p.115 |
Frightful Display | Cha 15, Intimidate 5 ranks, ability to cast spells | Intimidate a foe as a reaction after they fail a save against your spell | COM p.115 |
Fusillade* | Base attack bonus +1, four or more arms | Make an automatic-mode attack with multiple small arms | CRB p.157 |
Grab Attention* | Intimidate 5 ranks | Make a foe you hit in melee off-target when attacking anyone other than you | COM p.115 |
Grappler Pull* | Str 11 | Use a grappler to draw your foes closer to you | COM p.115 |
Great Cleave* | Str 13, Cleave, base attack bonus +4 | Make an additional melee attack after each melee attack that hits | CRB p.157 |
Great Fortitude | +2 bonus to Fortitude saves | CRB p.157 | |
Greater Eldritch Lore | Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list | Gain an additional 3rd-level spell known | COM p.115 |
Greater Feint* | Improved Feint, base attack bonus +6 | Foes you feint against are flat-footed for 1 round | CRB p.157 |
Greater Shadow Infusion | Improved Shadow Infusion, Shadow Infusion, character level 13th | Become incorporeal and reduce physical and nonphysical damage | SS3 p.52 |
Greater Spell Penetration | Spell Penetration | Additional +2 bonus to caster level checks to overcome SR | CRB p.157 |
Grenade Mastery* | Proficiency with grenades | Increase the saving throw DCs of grenades you use | COM p.115 |
Grenade Proficiency* | No penalty to attacks made with grenades | CRB p.157 | |
Ground Fighting* | Str 11 | Ignore penalties to unarmed attacks when grappled, pinned, or prone | COM p.115 |
Group Negotiations | Diplomacy or Intimidate 5 ranks | Spend resolve to use diplomacy or intimidate to influence multiple targets | FF05 p.52 |
Harm Undead | Healing channel connection power, mystic level 1st | Expend a spell slot for healing channel to also damage undead | CRB p.157 |
Hauler | Str 13 | You can carry much more than usual | COM p.115 |
Heavy Armor Proficiency* | Str 13, proficiency in light armor | No penalty to attack rolls while wearing heavy armor | CRB p.158 |
Heavy Weapon Proficiency* | Str 13, proficiency in small arms and longarms | No penalty to attacks with heavy weapons | CRB p.158 |
Helpful Telepath | Communalism or hive defense racial trait, limited telepathy or telepathy racial trait | You're able to provide uncanny support to your allies. | COM p.25 |
Hyper Speed | Hyper racial ability | You can't hold still, making you difficult to hit. | NSP p.134 |
Improved Combat Maneuver* | Base attack bonus +1 | +4 bonus to perform one combat maneuver | CRB p.158 |
Improved Critical* | Base attack bonus +8 | The DC to resist the critical effects of your critical hits increases by 2 | CRB p.158 |
Improved Demoralize | You can use the Intimidate skill to demoralize as a move action. | SS3 p.52 | |
Improved Dive Bomb | Dex 14, Str 14, Dive Bomb, base attack bonus +7 | Your attacks from above are powerful enough to drive your foes into the ground. | GEM p.51 |
Improved Energy Resistance | Con 13, character level 10th, energy resistance from a racial trait | Your natural energy resistance is more pronounced | COM p.116 |
Improved Feint* | Use Bluff to feint as a move action | CRB p.158 | |
Improved Great Fortitude | Great Fortitude, character level 5th | Spend 1 Resolve Point to reroll a Fortitude save | CRB p.158 |
Improved Initiative* | +4 bonus to initiative checks | CRB p.158 | |
Improved Iron Will | Iron Will, character level 5th | Spend 1 Resolve Point to reroll a Will save | CRB p.158 |
Improved Kip-Up | Acrobatics 1 rank, Kip-Up feat or moxie racial trait | You can stand from prone in a blink of an eye. | COM p.28 |
Improved Lightning Reflexes | Lightning Reflexes, character level 5th | Spend 1 Resolve Point to reroll a Reflex save | CRB p.158 |
Improved Shadow Infusion | Shadow Infusion, character level 7th | Become shrouded in shadow to gain concealment | SS3 p.52 |
Improved Sidestep* | Dex 17, Mobility or trick attack class feature, Sidestep | Reduce penalties from Sidestep | CRB p.158 |
Improved Spell-Like Ability | At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th | You have focused on honing your innate magical talents. | NSP p.131 |
Improved Stand Still* | Stand Still | +4 bonus to melee attacks with Stand Still | CRB p.158 |
Improved Supporting Fire* | Base attack bonus +6 | Perform Covering or Harrying Fire at DC25 to impact two attacks | FF05 p.52 |
Improved Unarmed Strike* | Deal more damage and threaten squares with unarmed strikes | CRB p.158 | |
In Harm's Way* | Bodyguard | Take the damage of a successful attack against an adjacent ally | CRB p.158 |
Indirect Retreat* | Dex 13, Mobility | Allows you to turn during full action run | SS1 p.52 |
Instant Crater* | Base attack bonus +5 | Weapons with the explode special property create difficult terrain | COM p.116 |
Intuit Relationships | Perception 1 rank, Sense Motive 1 rank | You can quickly sense relationships between others and use that knowledge to manipulate them. | 3C01 p.44 |
Iron Will | +2 bonus to Will saves | CRB p.158 | |
Jet Charge* | Piloting 3 ranks | Boost your charge attacks with jets to move farther | COM p.116 |
Jet Dash | Move faster when running, double height and distance when jumping | CRB p.158 | |
Kasathan Battle Dance* | Dex 13, Mobility or trick attack | Withdrawing with two hands free does not provoke attacks of opportunity | PWD p.191 |
Kip Up* | Acrobatics 1 rank | Stand from prone as a swift action | CRB p.158 |
Last-Chance Grab | Athletics 3 ranks | Avoid falling on failed Athletics checks as a reaction | FF05 p.52 |
Laugh at Danger* | Con 13 | Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage | COM p.116 |
Lesser Eldritch Lore | Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list | Gain an additional 1st-level spell known | COM p.116 |
Light Armor Proficiency* | No penalty to attack rolls while wearing light armor | CRB p.159 | |
Lightning Reflexes | +2 bonus to Reflex saves | CRB p.159 | |
Living Ladder* | Str 17 | Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone | COM p.116 |
Longarm Proficiency* | Proficiency in small arms | No penalty to attacks with longarms | CRB p.159 |
Lung Puncture* | Your critical hits with piercing weapons cause foes to be fatigued | COM p.116 | |
Lunge* | Base attack bonus +6 | Increase reach of melee attacks by 5 feet until the end of your turn | CRB p.159 |
Major Eldritch Lore | Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list | Gain an additional 4th-level spell known | COM p.116 |
Major Psychic Power | Cha 15, Minor Psychic Power, Psychic Power, character level 7th | Cast a 2nd-level spell as a spell-like ability 1/day | CRB p.159 |
Major Stage Magic | Cha 15, Minor Stage Magic, Stage Magic, character level 7th | Gain a 2nd level spell to help distract foes or entertain crowds | PWD p.191 |
Many-Handed Master* | Four or more arms | You use your many limbs to counter combat maneuvers. | COM p.21 |
Masked Visage | With your face concealed, you can be inscrutable. | COM p.21 | |
Massive Splash* | Str 11, base attack bonus +1 | Create temporary concealment when on the water's surface | FF03 p.48 |
Master Crafter | Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks | Craft items in half the normal time | CRB p.159 |
Medical Expert | Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank | Treat deadly wounds more quickly, and provide long-term care without a medical lab | CRB p.159 |
Melt Defenses* | Base attack bonus +11 | On a critical hit, cause further attacks against a foe to target EAC | COM p.116 |
Memorable Coercer | Intimidate 1 rank | You know how to use coercion to change people's minds without suffering the consequences. | 3C01 p.45 |
Memory Access | Construct type, constructed racial trait, exocortex, or head slot augmentation | +2 insight bonus to skill checks to identify creatures and recall knowledge | COM p.116 |
Minor Eldritch Lore | Key ability score 15, caster level 4th, 4 levels in a class with a class spell list | Gain an additional 0-level spell known | COM p.116 |
Minor Psychic Power | Cha 11 | Cast a 0-level spell as a spell-like ability 3/day | CRB p.160 |
Minor Stage Magic | Cha 11 | Gain a 0-level spell to help distract foes or entertain crowds | PWD p.191 |
Mobility* | Dex 13 | +4 bonus to AC against attacks of opportunity from movement | CRB p.160 |
Momentous Attack* | Str 11, Athletics 5 ranks | On a melee critical hit, move 5 feet | COM p.117 |
Mounted Expert | Combat-Trained Mount, Survival 5 ranks | While mounted, you exhibit exceptional control over not just your creature companion but also yourself. | AA3 p.140 |
Multi-Weapon Fighting* | Reduce the penalty for full attacks when using multiple small arms or operative melee weapons | CRB p.160 | |
Multifaceted Nature | Dimorphic or driftborn racial trait, character level 9th | Through a twist of genetics, magic, or strange fate, you developed another of your race's traits. | COM p.32 |
Mystic Strike* | Ability to cast spells | Melee and ranged attacks count as magic | CRB p.160 |
Nanite Integration | Character level 3rd, constructed racial trait or construct type. | Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats. | COM p.17 |
Nimble Moves* | Dex 15 | Ignore 20 feet of difficult terrain when you move | CRB p.160 |
Obnoxious Trickster | Improved Combat Maneuver (dirty trick) | FF02 p.54 | |
Opening Volley* | +2 bonus to a melee attack against a target you damaged with a ranged attack | CRB p.160 | |
Oracular Gift | Ability to cast augury | Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP | COM p.117 |
Parting Shot* | Dex 15, Mobility, Shot on the Run, base attack bonus +6 | Make a single ranged attack when withdrawing | CRB p.160 |
Penetrating Attack* | Base attack bonus +12 | Reduce enemy's DR and energy resistance against your weapons by 5 | CRB p.160 |
Penetrating Spell | Ability to cast 4th-level spells | Reduce enemy's DR and energy resistance against your spells by 5 | CRB p.160 |
Percussive Maintenance | Str 11 | Reroll checks for engineer crew actions in starship combat and engineering checks to repair items | COM p.117 |
Periastra Training | Cha 13, Mysticism 5 ranks, stellar mode class feature | Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode. | AA3 p.31 |
Pinpoint Hurler* | Str 15 | Reduce the distance your thrown weapons travel when they miss | COM p.117 |
Poison Adaptation | Con 11 | Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure | COM p.117 |
Poison Rejection | Con 17, Poison Adaptation | Recover from poisons more swiftly | COM p.117 |
Poison Rejection | Racial trait with “poison” or “slime” in the name | You've mastered a method of using your bodily fluids to negate poison and venom. | NSP p.132 |
Polymorph Adept | You know the polymorph spell as a 3rd-level spell or higher. | Allows you to change polymorph form as standard action without penalty | AA2 p.145 |
Positive Conduit | Con 13 | Gain extra Hit Points from magical healing | COM p.117 |
Powered Armored Proficiency* | Str 13, base attack bonus +5, proficiency in light and heavy armor | No penalty to attack rolls while wearing powered armor | CRB p.160 |
Profession Mastery | Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait | Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect. | COM p.25 |
Protective Fur | Skittermander or ysoki | Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions | COM p.117 |
Protector of Kahlannal | Anassanoi, any non-chaotic and non-evil alignment | You are one of the eight ordained Protectors of the anassanoi people of Kahlannal. | DF05 p.45 |
Psychic Insight | Limited telepathy or telepathy | Gain bonuses against creatures you communicate with telepathically | DF01 p.44 |
Psychic Power | Cha 13, Minor Psychic Power, character level 4th | Cast a 1st-level spell as a spell-like ability 1/day | CRB p.160 |
Psychic Sense | Limited telepathy or telepathy | Gain blindsense using telepathy | DF01 p.44 |
Pull the Pin* | Improved Combat Maneuver (disarm) | Perform a disarm to activate a foe's grenade | CRB p.160 |
Quick Draw* | Base attack bonus +1 | Draw a weapon as a swift action | CRB p.160 |
Quicker Trickler | Medicine 3 ranks | Administer serums as a standard action instead of a full action | COM p.117 |
Reality Glimmer | Cha 15, character level 5th, no levels in witchwarper | Gain the ability to cast minor witchwarper spells | COM p.117 |
Reflect Projectiles* | Deflect Projectiles, base attack bonus +16 | Spend 1 Resolve Point to attempt to redirect a ranged attack | CRB p.161 |
Reject Chains | Shirren | +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects | COM p.117 |
Relocate Vitals | Early stage adaptation racial trait | In times of danger, you can alter your body to protect your most vulnerable organs. | 3C05 p.44 |
Retrotech | DA01 p.53 | ||
Ricochet Grenade* | Proficiency with grenades, base attack bonus +7 | Bounce a grenade off a wall to reach difficult spots | COM p.117 |
Sacred Strike* | Worship a deity of an alignment within one step of your own | Treat your attacks as having your deity's alignment | COM p.118 |
Scoundrel's Finesse | FF02 p.54 | ||
Scurry | Racial bonus to Dexterity, size Small | Your small size affords you superior tactical positioning. | COM p.29 |
Sense Assumptions | Sense Motive 1 rank | You can easily intuit a person's preconceptions. | 3C01 p.45 |
Shadow Infusion | You must spend a significant time on the Shadow Plane or otherwise become infused with its energies, such as by dying there or gaining shadow corruption. The GM determines whether you qualify for this feat | Gain low-light vision and darkvision, or see in darkness | SS3 p.53 |
Shelter Ally* | Bodyguard, natural reach of 10 feet or more | Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature | COM p.118 |
Shield Block* | Proficiency with shields | Spent 1 Resolve Point as a reaction to reduce damage from area effects | COM p.118 |
Shield Proficiency* | Gain proficiency with shields | COM p.118 | |
Shot on the Run* | Dex 15, Mobility, base attack bonus +4 | Make a ranged attack at any point during movement | CRB p.161 |
Sidestep* | Dex 15, Mobility or trick attack class feature | Take guarded step as a reaction when a foe misses you with melee attack | CRB p.161 |
Silt Shield | Stealth 1 rank, Survival 1 rank | You're an expert at adopting enemy camoflage. | GEM p.71 |
Skill Focus | +3 insight bonus to one skill | CRB p.161 | |
Skill Synergy | Gain two new class skills or a +2 insight bonus to those skills | CRB p.161 | |
Sky Jockey | Piloting 5 ranks | Make jetpacks, vehicles, and starships go faster | CRB p.161 |
Slam Down* | Your critical hits with bludgeoning weapons knock down your foes | COM p.118 | |
Slippery Shooter* | Dex 15, base attack bonus +6 | +3 bonus to AC against attacks of opportunity when making ranged attacks | CRB p.161 |
Small Arm Proficiency* | No penalty to attacks with small arms | CRB p.162 | |
Sniper Weapon Proficiency* | No penalty to attacks with sniper weapons | CRB p.162 | |
Solid Stance* | Con 15 | Become harder to move, and use a reaction to avoid being knocked prone | COM p.118 |
Soothing Telepathy | Limited telepathy or telepathy | +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies | COM p.118 |
Special Weapon Proficiency* | Proficiency in basic melee weapons or small arms | No penalty to attacks with one special weapon | CRB p.162 |
Spell Feint | When you successfully feint, your foe takes a –1 penalty to saves against your next spell | COM p.118 | |
Spell Focus | Ability to cast spells, character level 3rd | DCs of spells you cast increase | CRB p.162 |
Spell Penetration | +2 bonus to caster level checks to overcome SR | CRB p.162 | |
Spellbane | Unable to cast spells or use spell-like abilities | +2 insight bonus to saving throws against spells and spell-like abilities | CRB p.162 |
Spellguard | Mysticism 3 ranks | Grant an ally a +2 insight bonus against a spell as a reaction | COM p.118 |
Spot of Luck | Any racial trait or feat that grants a d20 reroll, character level 5th | When escaping tight spots, you defy the odds. | COM p.32 |
Spot Structural Vulnerability | Engineering 5 ranks, Perception 5 ranks | Destroy or break objects easier by using engineering knowledge | FF05 p.52 |
Spring Attack* | Dex 15, Mobility, base attack bonus +4 | Move before and after a melee attack | CRB p.162 |
Spry Cover* | Base attack bonus +1 | Covering fire grants a +4 bonus to an ally's Acrobatics check to tumble | CRB p.162 |
Squox Companion | You own a trained squox that has an attitude of friendly or helpful toward you. | Gain bonuses for having a pet sqoux | AA2 p.119 |
Stage Magic | Cha 13, Minor Stage Magic, character level 4th | Gain a 1st level spell to help distract foes or entertain crowds | PWD p.191 |
Stand Still* | Make an attack of opportunity to stop a foe's movement | CRB p.162 | |
Stand Strong* | Stand Still | Improve the effects of Stand Still when fighting defensively | FF05 p.52 |
Startled Scream | Stops surprised allies from being flatfooted in surprise round | SS1 p.52 | |
Steady Flier | Acrobatics 5 ranks | Through focused training, you can fly through inclement conditions with ease. | GEM p.51 |
Steady Footing | More than two legs or similar limbs | You use your multiple legs to your advantage. | NSP p.131 |
Steel Nerves | Wis 13, character level 3rd | +2 bonus against fear and other bonuses against fear effects | SS1 p.52 |
Step Up* | Base attack bonus +1 | Take a guarded step as a reaction to an adjacent foe moving | CRB p.162 |
Step Up and Strike* | Dex 13, Step Up, base attack bonus +6 | Make an attack of opportunity as part of Step Up | CRB p.162 |
Strafe | Dex 17, Mobility, Shot on the Run, base attack bonus +12 | Your quick reflexes allow you to shoot rapidly from the air. | GEM p.51 |
Street Racer | Piloting 2 ranks | You’ve picked up the talent of drifting around tight city curves and can perform this maneuver whenever you pilot a vehicle. | GEM p.91 |
Street Smarts | Sense Motive 5 ranks | You’ve developed your judgment through broad experiences and have learned to gather information at a glance. | GEM p.91 |
Strike Back* | Base attack bonus +1 | Ready an action to make a melee attack against a foe with reach | CRB p.163 |
Superheated Spells* | Ability to cast spells, Mysticism 5 ranks | Fire spells and abilities avoid water penalties and deal bonus damage | FF03 p.48 |
Suppressive Fire* | Base attack bonus +1, proficiency with heavy weapons | Provide covering fire or harrying fire in an area | CRB p.162 |
Survivalist | Self-sufficient racial trait | You know how to live off the land. | COM p.34 |
Swimming Master | Athletics 5 ranks | Gain a swim speed equal to your base speed | CRB p.163 |
Tactful Advisor | Cha 11 | Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher | COM p.118 |
Tailored Serum | Life Science 5 ranks | Grant additional Hit Points to a particular creature with a customized serum of healing | COM p.118 |
Take This | FF05 p.53 | ||
Tandem Feint* | Base attack bonus +6, Improved Feint | Allow a successful feint to benefit an ally as well. | FF05 p.53 |
Tandem Maneuver* | Base attack bonus +6, Improved Combat Maneuver (any) | FF05 p.53 | |
Target of Opportunity* | Base attack bonus +6 | Follow up on an ally's attack of opportunity with your own. | FF05 p.53 |
Technomantic Dabbler | Intelligence 15, character level 5th, no levels in technomancer | Gain the ability to cast minor technomancer spells | CRB p.163 |
Telepathic Scream | Intimidate 3 ranks; limited telepathy or telepathy | Create a distressing telepathic scream that causes foes to become shaken | COM p.118 |
Telepathic Spy | Limited telepathy or telepathy | Intercept psychic communications with a sense motive check | DF01 p.44 |
Terrifying Presence* | Intimidating racial trait | Your fearsome displays instill fear longer. | COM p.34 |
Three-Point Stance | If you have a free hand, you take 1d6 less damage from falling, don't fall prone from falling, and gain benefits in zero-g maneuvering | COM p.119 | |
Through the Lines* | Dex 13 | You can charge through one ally's space | COM p.119 |
Tight Fit | Large size or larger | You are not entangled when squeezing | COM p.119 |
Timely Coordination | Gain +1 circumstance bonus to some readied actions triggered by allies | FF05 p.53 | |
Toughness | +1 Stamina Point per character level and other bonuses | CRB p.163 | |
Tripping Rush* | Improved Combat Maneuver (trip), base attack bonus +5 | Knock a target prone when you bull rush them into an obstacle | COM p.119 |
Unbreakable Will* | Telepathy or limited telepathy racial trait | Improve your resistance against demoralize attempts and fear effects | FF05 p.53 |
Underfoot | Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small | You use your small size against larger foes. | COM p.29 |
Underhanded Snare | Improved Combat Maneuver (dirty trick); constrictor's grasp, enveloping grip, grappler, or snag racial trait. | FF02 p.54 | |
Underwater Brawler* | Str 15, base attack bonus +5 | Your kinetic melee attacks avoid underwater penalties | FF03 p.49 |
Unfriendly Fire* | Bluff 5 ranks | Trick an attacker into shooting at another enemy adjacent to you | CRB p.163 |
Unionist | Base attack bonus +1 | +2 bonus to attack rolls for covering fire and harrying fire. | NSP p.134 |
Unsinkable Caster* | Ability to cast spells, character level 3rd | You can cast spells in violent weather or while holding your breath | FF03 p.49 |
Urbanist | Sense Motive 5 ranks | You have an intuitive understanding of built environments and how people move through them. | GEM p.91 |
Veiled Threat | Cha 15, Intimidate 1 rank | Intimidated foe doesn't become hostile | CRB p.163 |
Versatile Fighting* | Adaptive Fighting, character level 5th | Spend RP to use Adaptive Fighting more often in a day | COM p.119 |
Versatile Focus* | Weapon Focus (any) | +1 bonus to attack rolls with all weapon types you are proficient with | CRB p.163 |
Versatile Specialization* | Weapon Specialization, character level 3rd | Deal extra damage with all weapon types you are proficient with | CRB p.163 |
Vidgame Aficionado | Profession (vidgamer) 7 ranks | AA4 p.25 | |
Wary Withdrawal* | Dex 13, Wis 13, Mobility | Allows withdraw during total defense action | SS1 p.52 |
Water Magic* | Ability to cast spells | Your water magic is more effective. | FF03 p.49 |
Weapon Focus* | Proficiency with selected weapon type | +1 bonus to attack rolls with selected weapon type | CRB p.163 |
Weapon Specialization* | Character level 3rd, proficiency with selected weapon type | Deal extra damage with selected weapon type | CRB p.163 |
Wind Shield | Str 11, base attack bonus +5 | You can manipulate the air currents surrounding you to defend against attacks. | GEM p.51 |
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