All feats that are considered Pathfinder Society Legal are legal for play, unless otherwise specified.
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.
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.
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.
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.
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.
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.
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.
flavour text needed
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.
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.
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.
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.