All feats that are within our core assumption Legal are legal for play, unless otherwise specified.

Beast Master (Combat)

Your close connection with your bonded beast has resulted in a powerful and competent ally.
Prerequisite: Handle Animal 6 ranks, Animal Companion or Mount class feature. Effective Druid level of 6
Benefit: You use your character level to determine your effective Druid level for determining the powers and abilities of your animal companion.
Normal: You use your level from your classes which grant an animal companion to determine your effective Druid level for determining the powers and abilities of the companion.

Boar Style (Combat, Style)

Your sharp teeth and nails rip your foes open.
Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal rend damage equal to your unarmed strike damage plus 1½ times your Strength modifier.

Charge Mastery

You rain down blows with your dashing attacks.
Prerequisite: Dodge, Mobility, Improved Charge, Dex 15, Character Level 12th
Benefit: Whenever you make a charge attack on foot and move your speed or less, you may take a full-attack action.
Normal: You may only make one attack as part of a charge.


Your mastery of the healing arts is nearly supernatural.
Prerequisite: Heal 5 ranks.
Benefit: You receive a +2 bonus on all Heal skill checks. Treatment of wounds from caltrops, spike growth and spike stone spell is reduced to a full-round action and you may tend to double the amount of patients with Long-term Care. When you succeed in a heal check to preform First Aid the target of the check receives healing equal to your Wisdom Modifier (minimum 1).
In addition, when you succeed in a heal skill check to preform Long-term care (DC 15) or Treat deadly wounds (DC 20), your patient heals additional hit points equal to your Wisdom Modifier (minimum 1) as well as their Constitution Modifier (minimum 1) and receive healing equal to the amount that you exceed this check.

My short notes on this were relying too heavily upon my memory and I have added some modifiers in if anyone remembers the decision differently please let me know.

Crane Wing (Combat)

You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can, as an immediate action, deflect one melee weapon attack that would normally hit you. You cannot deflect melee weapons larger than you; you must also be aware of the attack and not flat-footed. An attack so deflected deals no damage and has no other effect (instead, treat it as a miss). You do not expend an action when using this feat.

Note: A light weapon is a weapon two size categories smaller than its wielder, a one-handed weapon is a weapon one size category smaller than its wielder, and a two-handed weapon is a weapon of the same size category as its wielder. A natural weapon is treated as a light weapon.

Evasive Reflexes

Sometimes, the best option is getting out of the way.
Prerequisites: DEX 13, Base attack bonus +1.
Benefit: Whenever you may make an attack of opportunity, you can instead chose to move 5 feet, as an immediate action. This movement does not provoke an attack of opportunity and is not considered to be a “five-foot step”. If you take an action to move during your next turn you must subtract 5 feet from your total movement.

Special: This ability can be used as many times in a round as you may make an attack of opportunity; each use reduces your next round’s available movement by 5 feet, up to a maximum of 1/2 your current movement speed (rounded down).
You cannot use this feat more than once per action that provokes an attack of opportunity. If you are using Mythic Combat Reflexes only one of your attacks of opportunity, from an action like movement, can be used to move 5 feet.

Improved Charge

You have learned how to close on a foe with speed and caution in equal measure.
Prerequisite: Dodge, Mobility, Character Level 4
Benefit: While on foot you do not suffer a penalty to your AC from the act of charging.
Normal: You take a -2 penalty to your AC until the start of your next turn.

Greater Charge

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Prerequisite: Dodge, Mobility, Improved Charge, Dex 15, Character Level 8th
Benefit: While on foot, you may change directions once during a charge. This directional change cannot be more than 90 degrees and you must have moved at least 10 ft in a straight line immediately before the attack.
Normal: You must charge in a straight line.


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Prerequisites: Str 15, BAB +3
Benefit: You may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for you.
Note: A two-handed weapon wielded in one hand is a one-handed weapon for the purposes of effects related to adding your strength modifier to damage rolls.


The Leadership feat only grants access to a cohort, additional Non-Player Characters or “followers” only maintain a house, a camp, equipment, or preform other minor tasks. Followers cannot craft, have no income, cannot aid on skill checks, or participate in combat. These NPC’s will be the responsibility of the Leader. They can be killed in combat if following their Leader into dangerous situations. (such as carrying equipment or squiring)
See the Leadership feat in the Core Rulebook for more information.

Monastic Weapon Adept

In your hands, certain weapons become deadly and potent outlets for your physical prowess.
Prerequisites: Weapon Focus (any weapon with monk special weapon quality); base attack bonus +12, brawler level 8th, or monk level 8th.
Benefit: When wielding a monk weapon for which you have the corresponding weapon focus feat, you may instead use your monk or brawler unarmed strike damage to determine the base damage for that weapon. You treat your effective monk or brawler level as four levels lower than your current character level to determine your unarmed strike damage when modifying the base damage of your affected monk weapons. If the weapon normally deals more damage than this, its damage is unchanged.
This increase in damage does not affect any other aspect of the weapon, and does not increase your unarmed strike damage or give you any other monk class features due to your effective monk level. You can decide to use the weapon’s base damage instead of your adjusted unarmed strike damage. This must be declared before the attack roll is attempted.

Special: A weapon adept monk with this feat may treat his monk level as his effective monk level to determine his damage with monk weapons affected by this feat. A character with the Perfect Strike feat may make a perfect strike with monk weapons affected by this feat (instead of those listed in the Perfect Strike feat).

Monastic Weapon Training

You are as skilled with weapons as you are with your fists.
Prerequisites: Improved Unarmed Strike, Ki Pool class feature, Still Mind class feature, and Weapon Focus with any monk weapon
Benefit: A character with this feat may spend 1 point from their ki pool as a swift action to change the damage dice of any monk weapon for which they has the corresponding weapon focus feat to that of their unarmed strikes. This lasts until the start of their next turn.

Pick of the Litter

You have put more time into training your companion or have discovered that it has hidden talent.
Prerequisite: Animal Companion or Mount class feature.
Benefit: Your animal companion or mount gains a new feat it qualifies for as a bonus feat. You may only choose from the feats it would have access to through normal advancement. When you acquire a new animal companion or mount this creature gains the benefit of this feat and you may select a new feat to grant to that creature.
Special: If you have more than one companion you must choose which one this feat applies to.

Power Grip

Your grip allows you to wield larger weapons than your body size would suggest.
Prerequisite: Strength 15, BAB +3
Benefit: You can use melee weapons one size category larger than normal. This does not change the way you wield weapons, but does impart the normal cumulative -2 improperly sized weapon penalties on attack rolls. This feat does not apply to your off-hand attacks. You cannot wield inappropriately sized double weapons or reach weapons.
Normal: The measure of how much effort it takes to use a weapon is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Rampage (Combat)

You charge forward, cutting through all in your path.
Prerequisites: STR 15, Power Attack, Cleave, Dodge, Mobility, Improved Charge, Greater Charge
Benefit: If you reduce an opponent to 0 or fewer hit points as the result of a charge, you may continue moving in a straight line and may make another charge attack at your full Base Attack Bonus against another opponent. You may continue to charge in this way until you fail to reduce an opponent whom you attack to 0 or fewer hit points. You may not exceed your movement speed.
Special: You cannot use the benefit of Rampage with any feat granting a full attack while charging.

Rapid Reload (Combat)

Chose a type of ranged weapon either one type of crossbow, firearm or sling. You can reload such weapons quickly.
Prerequisite: Weapon Proficiency (specified weapon type).
Benefit: The time required for you to reload your chosen type of ranged weapon is reduced to a free action (for atlatls, blowguns, Halfling sling staffs, hand crossbows, kestros, light crossbows, slings, underwater light crossbows), a move action (for heavy crossbow, underwater heavy crossbow, one handed fire arms one barrel), or a standard action (for poisoned sand tube, repeating heavy crossbow case, repeating light crossbow case, tube arrow shooter, two handed fire arms one barrel). For the effect of this feat on the double crossbow see text Ultimate Equipment p. 26. Reloading these weapons still requires two hands and still provokes an attack of opportunity.
If this feat reduces the reload time of your selected weapon to a free action, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat takes the amount of time required to reload the weapon as listed in that weapon’s description.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of ranged weapon.

Spider’s Charge

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Prerequisites: Light Steps Class Feature or Spider Step, Improved Charge, Dodge, Mobility, Ki Pool
Benefit: By spending one ki point, from your ki pool, you may use Light Steps or Spider Step in conjunction with a charge. Additional requirements to use these abilities must also be met.

Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and take a melee-attack action without provoking any attacks of opportunity from the target of your attack-action. You can move both before and after the attack action, but you must move at least 10 feet before the attack action 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.
Special: As a full-round action, you may stand from prone, as a move action, and take a melee attack action without provoking any attacks of opportunity from the target of your attack action. If you possess the ability to stand from prone as a free or swift action you may also take a move-action while using this feat.
If you possess a climb or swim speed you may use this feat during those movements.
If you possess a burrow speed and earth glide or similar ability you may make a spring attack while burrowing.
Normal: You cannot move before and after an attack. Standing from prone provokes attacks of opportunity.

Subito Performance

You have learned to shift your performance swiftly and suddenly.
Prerequisites: Bard 13, Bardic Performance Class Feature
Benefit: You may change performances as an immediate action. Doing so expends 2 rounds of your bardic performance ability instead of 1.
Normal: Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action.

Throw and Charge (Combat)

You can hurl a thrown weapon and charge your enemy in its wake.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run.
Benefit: As a full-round action, you may make a ranged attack with a thrown weapon while charging. These attacks may be against different targets. Both attack rolls use your base attack bonus with a -2 penalty. The +2 charge bonus on melee attack rolls still applies.

?You take an additional -2 penalty on both attack rolls when at a medium encumbrance, and another -2 penalty when at heavy encumbrance. You cannot use this feat if you start your turn not wielding the light or one-handed ranged weapon to be thrown.?
EDITOR’S NOTE: Why does encumbrance affect attack rolls?

Note: You may only draw a single weapon while moving if your Base Attack Bonus is at least +1 without the Quick Draw Feat.


You acquire a professional torchbearer to accompany you into the dungeon.
Prerequisites: Character level 5th.
Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a torchbearer) with this feat, and can’t recruit followers. You determine your Leadership score according to the rules presented in the Leadership feat, but your torchbearer is always at least 3 levels lower than your level.
A torchbearer can take levels in the alchemist, bard, fighter, ranger, or rogue class. She can’t multiclass, though she can take any archetype she qualifies for, including those from the Torchbearer Archetypes. The torchbearer must take the Torch Handling feat at 1st level.
If a torchbearer gains enough XP to bring her to 2 levels lower than your level, she doesn’t gain the new level until you gain your next level; until then her new XP total is 1 less than the amount needed to attain the next level and she gains no additional XP until you advance.
If you release your torchbearer from service or otherwise lose your torchbearer, you may gain a new one by scouting for potential candidates in a city or large town where adventurers are at least somewhat common, which requires 24 hours of uninterrupted scouting.
Unlike other hirelings, a torchbearer requires no compensation for her services as long as her employer has this feat; the opportunity to train under a hardened adventurer is reward enough for most torchbearers.
Graduation: When you reach 8th level, this feat automatically upgrades to the Leadership feat (meaning that you effectively lose this feat and replace it with Leadership). You gain all the normal benefits of the Leadership feat but lose the benefits of this feat, and your torchbearer acts as a normal cohort; she may begin taking levels in other classes if she so chooses, and may increase in level to up to 2 levels lower than your level.

Quick Action

When attempting to use a class ability which requires a swift or immediate action and has a specific number of uses per day (paladin’s lay on hands to heal self, monk’s ki, etc), you may expend two uses of the ability to activate it as a free action (allowing a use of another class ability of a different type as a swift action, as normal) These abilities can be taken from the same source (ki pool, arcane pool, etc), but cannot be the same ability. This feat cannot be used with a class ability that has unlimited uses per day, and can only be used once per round.

Quick Poke

You can make a quick attack with your off-hand weapon.
Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6, Improved Two-Weapon Fighting.
Benefit: Whenever you make a single successful melee attack with your primary hand you may attempt an off hand attack against the same foe as a swift action. The attack penalty applied to this off hand attack is double the normal two weapon fighting, off hand penalty.
Special: An 8th-level monk with the flurry of blows class feature is treated as having both the Two-Weapon Fighting and Improved Two-Weapon Fighting feats in regards to meeting the prerequisites for this feat.

Problem Bro?


RoundTable Adventuring bravado