TEXT:  
   
   
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) and Outlands (d20@outlands.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php 
  October 1, 2007 
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
  Page 
  Index............................................................3 
  General Feats.............................................10 
  Skill Feats .....................................................10 
  Feats that Add to Class Skill Lists................13 
  Feats that Give New Uses for Skill ..............14 
  Skill Trick Feats............................................15 
  Saving Throw Feats......................................16 
  Movement Feats............................................17 
  Armor & Shield Feats...................................18 
  Hit-Point & Healing Feats ............................18 
  Social Feats...................................................19 
  Leadership Feats ...........................................20 
  Feats that Grant Spells..................................21 
  Flying Feats...................................................22 
  Misc. Feats....................................................22 
  Combat Feats.............................................24 
  General Combat Feats...................................24 
  General Melee Feats .....................................25 
  Two-Weapon Feats.......................................26 
  Weapon Specific Feats .................................27 
  Weapon Mastery Feats .................................28 
  Defensive Feats.............................................28 
  Shield Feats...................................................29 
  Mounted Combat Feats.................................30 
  Ranged Combat Feats...................................31 
  Weapon Style Feats ......................................33 
  Charging Feats..............................................35 
  Polearm Feats................................................36 
  Attack of Opportunity Feats .........................37 
  Unarmed Combat Feats ................................39 
  Stunning Fist Feats .......................................40 
  Group Tactics Feats......................................42 
  Commander Feats .........................................42 
  Feats Based on Combat Expertise ................43 
  Feats Based on Combat Reflexes .................45 
  Feats Based on Dodge ..................................46 
  Feats Based on Power Attack.......................48 
  Feats Based on Combat Focus......................50 
  Enemy-Specific Feats................................51 
  vs. Casters .....................................................51 
  vs. Dragons ...................................................51 
  vs. Undead ....................................................51 
  vs. Big Creatures...........................................52 
  Spellcaster Feats........................................53 
  Item Creation Feats.......................................53 
  Feats Related to Item Creation .....................54 
  Imbued Staff Feats........................................54 
  Graft Feats.....................................................55 
  Feats that Increase a Spell’s DC...................55 
  Metamagic Feats...........................................56 
  Sudden Metamagic Feats..............................59 
  Feats for Making Undead .............................59 
  Arcane Caster Feats ......................................59 
  Feats that Grant Access to Additional Spells62 
  Arcane Focus Feats.......................................63 
  Other Spellcasting Feats ...............................64 
  Class & Class-Ability Feats.......................66 
  Assassin.........................................................66 
  Poison Use Feats.....................................66 
  Barbarian.......................................................66 
  Barbarian Only Feats ..............................66 
  Rage & Frenzy Feats ..............................67 
  Damage Reduction Feats........................67 
  Bard...............................................................68 
  Bardic Knowledge Feats.........................68 
  Bardic Music Feats .................................68 
  Cleric.............................................................70 
  Domain Feats (general)...........................70 
  Domain Feats (specific)..........................71 
  Turning Undead Feats.............................71 
  Rebuking Undead Feats..........................72 
  Turning or Rebuking Undead Feats .......72 
  Other Turning / Rebuking Feats.............74 
  Initiate Feats............................................75 
  Druid .............................................................76 
  Druid Only Feats.....................................76 
  Animal Companion Feats .......................76 
  Wild Empathy Feats ...............................76 
  Wild Shape Feats ....................................77 
  Favored Soul.................................................78 
  Energy Resistance Feats .........................78 
  Fighter...........................................................78 
  Fighter Only............................................78 
  Hexblade .......................................................79 
  Curse Feats..............................................79 
  Monk.............................................................79 
  Monk Only Feats ....................................79 
  Bonus Monk Feat Options......................80 
  Evasion Feats ..........................................81 
  Flurry of Blows Feats .............................81 
  Ki Strike Feats.........................................81 
  Ninja..............................................................82 
  Ki Power Feats........................................82 
  Sudden Strike Feats ................................83 
  Paladin...........................................................83 
  Paladin Only Feats..................................83 
  Special Mount Feats ...............................83 
  Divine Grace Feats .................................83 
  Lay-on-Hands Feats................................83 
  Remove Disease Feats............................84 
  Smiting Feats ..........................................84 
  Ranger ...........................................................85 
  Favored Enemy Feats..............................85 
  Bonus Ranger Feat Options....................86 
  Rogue ............................................................86 
  Rogue Special Ability Feats ...................86 
  Sneak Attack Feats..................................87 
  Scout..............................................................88 
  Skirmish Feats.........................................88 
  Sorcerer .........................................................89 
  Sorcerer Only Feats ................................89 
  Familiar Feats..........................................90 
  Shugenja........................................................91 
  Sense Elements Feats..............................91 
  Elemental Focus Feats ............................91 
  Spirit Shaman................................................91 
  Chastise Spirits Feats..............................91 
  Swashbuckler ................................................92 
  Improved Flanking Feats ........................92 
  Warlock.........................................................92 
  Warlock Only Feats ................................92 
  Feats that Improve Eldritch Blast ...........92 
  Wizard...........................................................93 
  Wizard Only Feats ..................................93 
  Feats for Other Classes .................................93 
  Feats Aiding Multiclassed Characters ..........94 
  Racial Feats .............................................. 97 
  Changeling Feats...........................................97 
  Drow Feats....................................................98 
  Dwarf Feats...................................................99 
  Elf Feats ........................................................99 
  Gnome Feats ...............................................100 
  Goliath Feats ...............................................101 
  Half-Elf Feats..............................................101 
  Half-Orc Feats.............................................102 
  Halfling Feats..............................................103 
  Human Feats ...............................................103 
  Illumian Feats..............................................104 
  Shifter Feats ................................................105 
  Umbragen Feats ..........................................107 
  Warforged Feats..........................................107 
  Feats for Small Races .................................109 
  Feats for Aquatic Races ..............................109 
  Feats for Other Races..................................109 
  Non-Specific Racial Feats ..........................111 
  Birthright Feats....................................... 112 
  Native Bloodlines........................................112 
  Inner Plane Bloodlines................................112 
  Outer Plane Bloodlines ...............................113 
  Other Hereditary Bloodlines.......................114 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Table of Contents 
   
  Page 2 
  Bloodlines Due to Experiments..................115 
  Feats for any Bloodline...............................115 
  Draconic Heritage Feats .............................116 
  Abyss-Related Feats ...................................116 
  Feats related to Time of Birth.....................117 
  Feats with a Skill Prerequisite .................118 
  Appraise......................................................118 
  Balance........................................................118 
  Bluff............................................................119 
  Climb...........................................................119 
  Concentration..............................................120 
  Craft ............................................................121 
  Diplomacy...................................................122 
  Disguise ......................................................122 
  Escape Artist...............................................122 
  Handle Animal............................................122 
  Heal.............................................................123 
  Hide.............................................................123 
  Intimidate....................................................124 
  Jump............................................................125 
  Knowledge – arcana ...................................126 
  Knowledge – architecture & engineering...127 
  Knowledge – geography.............................127 
  Knowledge – local ......................................127 
  Knowledge – history...................................127 
  Knowledge – nature....................................128 
  Knowledge – religion .................................128 
  Knowledge – the planes..............................129 
  Listen...........................................................130 
  Move Silently..............................................130 
  Perform – any..............................................130 
  Perform – specific.......................................133 
  Profession....................................................133 
  Ride.............................................................134 
  Sense Motive...............................................134 
  Sleight of Hand ...........................................135 
  Spellcraft.....................................................135 
  Spot .............................................................135 
  Survival.......................................................136 
  Swim ...........................................................136 
  Tumble ........................................................137 
  Use Magic Device.......................................138 
  Forgotten Realms Specific Feats .............139 
  Initiate Feats................................................139 
  Shadow Weave ...........................................140 
  Misc. Forgotten Realms Feats ....................141 
  Regional Feats.............................................141 
  Eberron Specific Feats.............................149 
  Action Point Feats.......................................149 
  Dragonmark Feats.......................................151 
  Aberrant Dragonmark Feats .......................152 
  Eberron Elf Feats ........................................153 
  Druidic Sect Feats.......................................153 
  Religion-Specific Feats...............................155 
  Sharn-Specific Feats ...................................155 
  Eberron Region-Specific Feats...................155 
  Dragon Below Feats....................................156 
  Other Eberron Feats....................................156 
  Greyhawk Specific Feats.........................158 
  Regional Feats.............................................158 
  Selected Feats by Category..................... 164 
  Feats for 1st level Characters.......................164 
  Anarchic Feats ............................................165 
  Exalted Feats...............................................166 
  Tactical Feats ..............................................168 
  Fighter Feats................................................172 
  Scout Feats..................................................185 
  Wizard Feats ...............................................187 
  Initiate Feats................................................188 
  Variant Feats........................................... 193 
  Ceremonial Feats ........................................193 
  Spell-Touched.............................................194 
  Astrological.................................................195 
  Skipped Feats ......................................... 196 
  Epic Feats....................................................196 
  Psionics .......................................................196 
  Feats for Monsters.......................................196 
  Feats Tied to Old Campaign Worlds ..........197 
  Truename Feats...........................................197 
  Commander Feats .......................................197 
  Luck Feats...................................................197 
  Requiring Changes of Core Rules ..............197 
  Missing Prerequisites..................................197 
  Skipped From Dragon Magazine................197 
  Miscellaneous Skipped Feats......................197 
  Appendix................................................ 198 
  Revision History .........................................198 
  Key to Sourcebooks....................................198 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 3 
  Index 
   
  A 
  Aberrant Dragonmark..........152 
  Aberrant Dragonmark Gift ..152 
  Aberrant Dragonmark Mystery
  ........................................152 
  Aberrant Dragonmark Vigor152 
  Ability Enhancer....................93 
  Ability Focus..................92, 196 
  Abjurative Potency ................93 
  Able Learner ...10, 13, 103, 109, 
  164 
  Able Sniper ....................31, 123 
  Accurate Jaunt......................194 
  Acrobatic........................10, 185 
  Acrobatic Skirmisher....88, 137, 
  185 
  Acrobatic Strike ...........137, 172 
  Action Boost ........................149 
  Action Healing...............83, 149 
  Action Surge ........................149 
  Active Shield Defense ...29, 172 
  Adamantine Body ........107, 164 
  Adamantine Mind Blade......196 
  Adaptable Flanker..........45, 172 
  Advantageous Avoidance....197 
  Adventurous Explorer..........197 
  Aerenal Arcanist ..................153 
  Aerenal Beastmaster ............153 
  Aerenal Half-Life.........149, 153 
  Aereni Focus................153, 164 
  Aerial Reflexes ......................22 
  Aerial Superiority ..................22 
  Agile...............................10, 185 
  Agile Athlete..........10, 119, 125 
  Agile Shield Fighter.......29, 172 
  Agile Tyrant.........................196 
  Agitated Causticity ..............196 
  Aid Giver ...............................43 
  Air Bloodline .......................112 
  Alertness ........................10, 185 
  Align Mind Blade ................196 
  Aligned Theurgy....................94 
  Ally of the Ki-Rin................197 
  Alter Appearance.................197 
  Altered State ..........................66 
  Alternative Source Spell..56, 94 
  Anarchic Bloodline..............113 
  Ancestral Guidance......149, 153 
  Ancestral Knowledge.............99 
  Ancestral Relic.......................22 
  Ancestral Whispers........71, 155 
  Animal Affinity..............10, 197 
  Animal Friend................76, 166 
  Anti-Psionic Magic..............196 
  Anvil of Thunder ...................33 
  Appraise Magic Value ..14, 118, 
  126, 135 
  Aquatic Fey Bloodline.........114 
  Aquatic Shot ........................172 
  Arcane Accompaniment 68, 130 
  Arcane Consumption .............59 
  Arcane Defense................16, 64 
  Arcane Disciple......59, 128, 135 
  Arcane Flourish..............59, 130 
  Arcane Focus .................63, 187 
  Arcane Insight................75, 188 
  Arcane Kinship ....................115 
  Arcane Mastery......................59 
  Arcane Preparation ................59 
  Arcane Schooling.................141 
  Arcane Strike .........................59 
  Arcane Thesis.................60, 126 
  Arcane Toughness..................60 
  Arcane Watchfulness .....63, 187 
  Armor Dance........................197 
  Armor Proficiency (heavy)....18 
  Armor Proficiency (light) ......18 
  Armor Proficiency (medium) 18 
  Armor Skin (epic) ................196 
  Armor Specialization.....18, 172 
  Arterial Strike.........................87 
  Artful Commander...............197 
  Artist.....................................141 
  Ascetic Hunter .......................94 
  Ascetic Knight .......................94 
  Ascetic Mage .........................94 
  Ascetic Rogue........................94 
  Ascetic Stalker .......................94 
  Ashbound .....................153, 188 
  Assemble the Horde...............20 
  Astral Fire ............................196 
  Astral Tracking .... 14, 129, 135, 
  136 
  Athletic...........................10, 185 
  Atlan’s Mark ........................158 
  Attune Magic Weapon...........53 
  Audacious Attempt ..............197 
  Augment Healing...........64, 123 
  Augment Summoning............64 
  Augmented Alchemy (epic).196 
  Aura of Bravery .....................16 
  Aura of Life Energy.......71, 128 
  Auspicious Marking.............101 
  Automatic Quicken Spell (epic)
  ........................................196 
  Automatic Silent Spell (epic)
  ........................................196 
  Automatic Still Spell (epic) .196 
  Awesome Blow....................196 
  Axeshield .....................109, 172 
  Axespike.................................33 
  Axethrower ..........................141 
  Axiomatic Bloodline............113 
  Axiomatic Strike....................81 
  Axiomatic Strike (epic)........196 
  B 
  Backstab...................37, 45, 172 
  Backstabbing Traitor............197 
  Badge of Bondage................158 
  Baleful Moan .......................196 
  Bane of Decay........................84 
  Bareback Soul......................158 
  Battle Caster...........................60 
  Battle Casting.................64, 120 
  Battle Dancer .................68, 172 
  Battle Hardened .....................99 
  Battle Hardened’............28, 172 
  Battle Weaver.......................196 
  Battlefield Inspiration ............16 
  Battleshifter Training..105, 149, 
  168 
  Battlewise.............................197 
  Bear Fang...............................33 
  Beast Shape............................77 
  Beast Strike ........... 39, 105, 172 
  Beast Totem ...........................76 
  Beasthide Elite .....................105 
  Betrayal of the Spirit Linked 90, 
  187 
  Better Lucky than Good.......197 
  Bind Elemental.......................53 
  Binding Brand............... 21, 155 
  Bioelectrical Surge...............196 
  Bite of Steel............................33 
  Black Lore of Moil.................56 
  Blackmoorian Rhymes.........158 
  Blackwater Invocation ...........72 
  Blade Communion of Slashing
  ........................................107 
  Bladebearer of the Valenar .149, 
  153 
  Bladeproof Skin ...................194 
  Blasphemous Utterance 68, 130 
  Blessed of Osprem...............158 
  Blind-Fight............ 25, 172, 185 
  Blinding Strike...... 48, 168, 172 
  Blindsense..................... 77, 130 
  Blistering Spell.......................56 
  Blood of Kord ......................158 
  Blood of the Witch Queen ...116 
  Blooded ................................141 
  Blooded’...............................158 
  Bloodline..............................197 
  Bloodline of Fire..................141 
  Blood-Spiked Charger ....29, 35, 
  48, 168, 173 
  Bloodthirsty..........................193 
  Boar’s Ferocity.......................77 
  Body Awareness ........... 63, 187 
  Body Guard............................42 
  Bolster Power.......................196 
  Bolster Resistance..................59 
  Bonded Familiar.....................90 
  Bonus Domain (epic)...........196 
  Boomerang Daze.. 98, 103, 156, 
  173 
  Boomerang Ricochet.... 98, 103, 
  156, 173 
  Border Watch .......................158 
  Born Flyer ..............................22 
  Born Follower ......................158 
  Born of The Three Thunders…
  ................................. 56, 128 
  Born under a High Sun…10, 16, 
  117, 164 
  Born under a Rising Sun.10, 16, 
  117, 164 
  Born under a Setting Sun10, 13, 
  117, 164 
  Born under the Crescent Moon
  ................... 10, 21, 117, 164 
  Born under the Full Moon… 10, 
  21, 117, 164 
  Born under the Gibbous Moon.
  ................... 10, 21, 117, 164 
  Born under the Half Moon…10, 
  21, 117, 164 
  Born under the New Moon…10, 
  21, 117, 164 
  Bounding Assault...................46 
  Bow Feint...................... 31, 173 
  Bowslinger .................... 31, 173 
  Braced for Charge..................36 
  Brachiation.... 17, 119, 125, 185 
  Brawling Commander..........197 
  Breadth of Knowledge.........194 
  Breath Control....... 14, 133, 173 
  Breathing Link .....................109 
  Brew Potion............................53 
  Bright Sigil...........................104 
  Bronze Solaris Member ...13, 89 
  Brutal Strike .................. 48, 173 
  Brutal Throw................. 31, 173 
  Brute Fighting ............. 107, 168 
  Bull Blast............................. 196 
  Bullheaded........................... 141 
  Burning Focus....................... 64 
  Burning Link......... 87, 126, 128 
  Burning Rage ...................... 196 
  Burrow Friend..................... 100 
  C 
  Call of the Undying............. 153 
  Cannibalize Spell ................ 196 
  Canny Opportunist.. 37, 43, 173 
  Catfolk Pounce............ 109, 173 
  Caustic Adaptation.............. 109 
  Cavalry Charger .... 30, 168, 173 
  Cavalry Commander ........... 197 
  Caver ................................... 141 
  Celestial Bloodline.............. 113 
  Celestial Boon....................... 89 
  Celestial Familiar .......... 90, 166 
  Celestial Light..................... 113 
  Celestial Mount............. 83, 166 
  Celestial Scion – Cranden... 158 
  Celestial Scion – Darmen.... 158 
  Celestial Scion – Garasteth . 158 
  Celestial Scion – Naelax ..... 158 
  Celestial Scion – Rax-Nyrond
  ....................................... 158 
  Celestial Scion – Torquaan. 159 
  Celestial Sorcerer Aura....... 113 
  Celestial Sorcerer Heritage . 113 
  Celestial Sorcerer Lance ..... 113 
  Celestial Sorcerer Lore ....... 113 
  Celestial Sorcerer Wings..... 113 
  Centaur Trample ......... 109, 173 
  Cerebremetamagic .............. 196 
  Cerebrosis.............................. 62 
  Chain Spell............................ 58 
  Chameleon Blood................ 196 
  Chameleon Crafting............ 196 
  Channeled Rage ............ 67, 102 
  Chant of the Long Road 68, 130 
  Chaos Music.. 68, 120, 130, 165 
  Chaos Rage............ 67, 124, 165 
  Character Reading............... 197 
  Charioteer Commander....... 197 
  Charmer................................. 93 
  Charming............................... 64 
  Cheetah’s Speed.................... 77 
  Child of the Swamps........... 155 
  Child of Winter ........... 153, 188 
  Chord of Distraction...... 68, 131 
  Chosen Weapon Specialization 
  (epic) ............................. 196 
  Chronicle............................. 118 
  City Slicker.................... 13, 164 
  Clan Prestige ......................... 99 
  Class Champion .................... 20 
  Clawed Spell ....................... 197 
  Cleave............................ 48, 173 
  Clever Wrestling ............. 39, 52 
  Cliffwalk Elite..................... 105 
  Climb Like an Ape................ 77 
  Cloak of Shadows ............... 107 
  Close Cohort.......................... 20 
  Close-Quarter Defense... 37, 45, 
  173 
  Close-Quarters Fighting. 28, 37, 
  173 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 4 
  Cold Iron Tracery.................107 
  Collegiate Wizard ..........93, 164 
  Combat Acrobat....14, 118, 137, 
  173 
  Combat Archery (epic) ........196 
  Combat Awareness ........50, 174 
  Combat Brute...35, 48, 168, 174 
  Combat Casting......................10 
  Combat Charm.......................64 
  Combat Cloak Expert .....43, 46, 
  168, 174 
  Combat Defense.............50, 174 
  Combat Engineer ...48, 127, 174 
  Combat Expertise...43, 174, 185 
  Combat Familiar ....................90 
  Combat Focus ................50, 174 
  Combat Insight (epic) ..........196 
  Combat Intuition....24, 134, 174 
  Combat Panache .119, 124, 131, 
  169, 174 
  Combat Reflexes37, 45, 80, 174 
  Combat Stability ............50, 174 
  Combat Strike ................50, 174 
  Combat Tactician...................46 
  Combat Vigor ................50, 174 
  Combined Empathy .........76, 94 
  Cometary Collision........48, 175 
  Comforting Madness ...........156 
  Commander............................42 
  Commanding..........................55 
  Communicator .......................21 
  Companion Guard Style ......159 
  Companion Spellbond ...........76 
  Compelling Madness ...........156 
  Complementary Insight .10, 101 
  Concealed Ambush31, 123, 130 
  Concussion Attack.................87 
  Concussive Blast..................196 
  Conductivity.........................194 
  Confound the Big Folk .52, 109, 
  137, 169 
  Consecrate Spell ....................56 
  Consecrate Spell Trigger71, 166 
  Consecrate Spell-Like Ability
  ........................................196 
  Construct Lock.............107, 149 
  Contagious Paralysis............196 
  Controlled Immolation.........194 
  Cool Head ..............................15 
  Cooperative Spell...................56 
  Coordinated Strike...76, 83, 122 
  Corona............................71, 128 
  Corpsecrafter..........................59 
  Corrupt Spell..........................56 
  Corrupted Wild Shape .........196 
  Cosmopolitan.......................141 
  Cougar’s Vision.....................77 
  Countenance of the Mage ......60 
  Counterspell...........................64 
  Craft Construct.......................53 
  Craft Contingent Spell ...........53 
  Craft Expertise .......................10 
  Craft Magic Arms and Armor53 
  Craft Masterwork.................197 
  Craft Rod................................53 
  Craft Rune Circle...................53 
  Craft Staff...............................53 
  Craft Wand.............................53 
  Craft Wondrous Item.............53 
  Crescent Moon.......................33 
  Crossbow Sniper31, 87, 88, 175 
  Crowd Tactics........22, 123, 169 
  Crushing Hug.......................196 
  Crushing Strike ......................28 
  Cultured Courtier .................197 
  Cunning Evasion............81, 123 
  Cunning Sidestep .............39, 52 
  Curling Wave Strike ......43, 175 
  Curse of Distraction...............79 
  Curse of Failure......................79 
  Curse of Ignorance.................79 
  Curse of Paranoia...................79 
  Curse of Sloth ........................79 
  Curse of the Soften Blade......79 
  Curse of the Stricken..............79 
  Customize Domain ................70 
  Cutpurse .........................39, 135 
  D 
  Dallah Thaun’s Luck ...........103 
  Damage Mastery....................98 
  Damage Reduction (epic) ....196 
  Dampen Spell.........................64 
  Danger Sense .................22, 185 
  Daredevil Athlete...................10 
  Darguun Mauler.. 109, 149, 156 
  Daring Outlaw........................94 
  Daring Warrior...............94, 175 
  Dark Blood...........................107 
  Darkness Adaptation..............22 
  Darkness Familiar..................90 
  Dash .......................................17 
  Daunting Nuisance.........43, 175 
  Daunting Presence .........24, 175 
  Dauntless..............................141 
  Daylight Adaptation...............98 
  Dazzling Strike.......................87 
  Dderwydd Chymdeithas Initiate
  ..................................76, 188 
  Deadeye Shot .... 31, 87, 88, 175 
  Deadly Chill...........................59 
  Deadly Concussion 48, 133, 175 
  Deadly Defense..............24, 175 
  Deafening Blow .... 48, 169, 175 
  Deafening Strike ....................87 
  Death Blow ............................25 
  Death Curse..........................196 
  Death Frost Spell....................56 
  Death Master........................196 
  Deceitful.................................10 
  Deep Breather ........................22 
  Deep Poisoning......................66 
  Deep Vision .........................196 
  Deepseer...............................159 
  Defense of the Righteous.......42 
  Defensive Archery .........31, 175 
  Defensive Climber .................10 
  Defensive Expert..................159 
  Defensive Magic............63, 187 
  Defensive Metered Foot.39, 120 
  Defensive Opportunity....37, 43, 
  137, 175 
  Defensive Strike.............43, 175 
  Defensive Sweep............37, 175 
  Defensive Throw. 37, 43, 45, 46 
  Defiler ..................................197 
  Deflect Arrows.........39, 80, 175 
  Deflect Energy .......................78 
  Deflective Armor .................196 
  Deft Fist..................................39 
  Deft Hands .............................10 
  Deft Opportunist ..............37, 45 
  Deft Strike......................87, 135 
  Delay Spell.............................58 
  Denouncement of Energy ....197 
  Denouncement of Focused 
  Aggression .....................197 
  Denouncement of Garbled 
  Words.............................197 
  Denouncement of the Stalwart 
  Shield .............................197 
  Denouncement of the 
  Unleashed Spell .............197 
  Denouncement of Untoucheable 
  Form...............................197 
  Desert Fighter.......................159 
  Desertborn..............................10 
  Destructive Rage....................67 
  Destructive Retribution..........59 
  Detoxifying Touch.................84 
  Devastating Thunder..............33 
  Devoted Inquisitor .................94 
  Devoted Performer.................94 
  Devoted Tracker.....................94 
  Diehard...................................18 
  Diligent...................................10 
  Dinosaur Hunter. 103, 128, 136, 
  156 
  Dinosaur Wrangler..... 103, 122, 
  156 
  Direction Sense ....................197 
  Disabling Strike......................85 
  Disciple ................................197 
  Disciple of the Sun.................71 
  Discipline .............................142 
  Disease Bolt ...........................98 
  Disease Shield........................98 
  Disemboweling Strike............87 
  Disguise Spell ............... 68, 131 
  Disrupting Strike.... 39, 40, 105, 
  175 
  Distant Touch.......................197 
  Distracting Attack ......... 24, 175 
  Disturbing Spell ...................156 
  Disturbing Visage . 97, 119, 169 
  Dive for Cover .......................16 
  Diverse Background... 101, 102, 
  164 
  Diversified Casting ................93 
  Divine Accuracy ....................72 
  Divine Alacrity........ 71, 72, 155 
  Divine Armor.........................72 
  Divine Cleansing....................72 
  Divine Countermagic...........155 
  Divine Damage Reduction.....74 
  Divine Fortune .......................72 
  Divine Inspiration ............13, 94 
  Divine Justice.........................72 
  Divine Metamagic..................72 
  Divine Might..........................72 
  Divine Resistance...................72 
  Divine Shield..........................72 
  Divine Sorcery .......................89 
  Divine Spell Penetration (epic)
  ........................................196 
  Divine Spell Power ................72 
  Divine Spellshield..................74 
  Divine Vigor ..........................72 
  Divine Ward...........................73 
  Divine Warrior.............. 73, 155 
  Diving Charge........................22 
  Dodge.................... 46, 175, 185 
  Domain Focus ........................70 
  Domain Spontaneity.........71, 73 
  Double Hit................. 26, 37, 45 
  Double Steel Strike ................81 
  Double Wand Wielder ...........54 
  Double Weapon Disarm 43, 176 
  Draconic Bloodline..............114 
  Draconic Breath ...................116 
  Draconic Claw......................116 
  Draconic Flight ................... 116 
  Draconic Heritage ......... 13, 116 
  Draconic Legacy ................. 116 
  Draconic Power................... 116 
  Draconic Presence............... 116 
  Draconic Resistance............ 116 
  Draconic Skin...................... 116 
  Dragon Cohort....................... 20 
  Dragon Familiar .................... 90 
  Dragon Foe............................ 51 
  Dragon Friend ....................... 22 
  Dragon Hunter....................... 51 
  Dragon Hunter Bravery......... 51 
  Dragon Hunter Defense ........ 51 
  Dragon Rage.......................... 67 
  Dragon Sight ....................... 114 
  Dragon Song.......... 68, 126, 131 
  Dragon Steed........... 20, 83, 134 
  Dragon Totem ....................... 22 
  Dragon Wild Shape....... 77, 128 
  Dragon’s Insight.................. 151 
  Dragonbane ........................... 51 
  Dragoncrafter ................ 54, 126 
  Dragondoom.......................... 51 
  Dragonmarked Sorcerer...... 151 
  Dragonthrall .......................... 23 
  Dread Shadow..................... 107 
  Dread Tyranny .............. 75, 188 
  Dreadful Wrath.................... 142 
  Dream Haunting.................. 196 
  Dreamsight Elite ................. 105 
  Driftwalker .......................... 159 
  Driving Attack....................... 28 
  Drow Skirmisher... 98, 149, 156 
  Druidic Theurgy.................... 94 
  Du’ulora Ancestor............... 196 
  Dual Strike .................... 26, 176 
  Dual-Plane Summons.......... 196 
  Dumb Luck.......................... 197 
  Dwarf Lore.......................... 159 
  Dwarven Ancestry... 90, 99, 112 
  Dwarven Armor Proficiency 18, 
  176 
  E 
  Eagle Claw Attack .......... 39, 48 
  Eagle’s Wings ....................... 77 
  Ears of the Mage ................... 60 
  Earth Adept ........................... 24 
  Earth Bloodline ................... 112 
  Earth Fist ............... 99, 100, 176 
  Earth Focus............................ 55 
  Earth Master.......................... 24 
  Earth Power......................... 196 
  Earth Sense............................ 23 
  Earth Spell............................. 64 
  Earth’s Embrace.................... 39 
  Earth’s Warding .................... 74 
  Earthbound Spell................... 57 
  Earthcraft............................... 10 
  Easy Metamagic.................... 58 
  Ecclesiarch .............. 13, 20, 128 
  Education......... 10, 13, 142, 164 
  Efficient Hunter............. 11, 136 
  Efficient Pull ................. 31, 176 
  Ehlonna’s Way.................... 159 
  Einhander ............ 137, 169, 176 
  Eldritch Erosion ............ 87, 126 
  Elemalefic Spellcaster......... 193 
  Elemental Focus.................. 159 
  Elemental Healing................. 74 
  Elemental Smiting................. 74 
  Elemental Stalker ............ 91, 94 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 5 
  Elemental Strike.....................91 
  Elemental Theurgy.................94 
  Elephant’s Hide......................77 
  Elf Dilettante..........................99 
  Elf Lore ................................159 
  Elfhunter ................................98 
  Elusive Dance ........25, 133, 176 
  Elusive Target................46, 169 
  Elven Spell Lore ......64, 99, 126 
  Empower Curse......................79 
  Empower Spell.......................57 
  Empower Spell-Like Ability 92, 
  196 
  Empower Turning..................73 
  Empowered Ability Damage196 
  Enchant Staff..........................54 
  Enchanting Song............68, 131 
  Endurance ................18, 86, 185 
  Endure Sunlight ...................196 
  Enduring Ki............................82 
  Enduring Life.........................16 
  Energize Armor....................196 
  Energize Spell........................56 
  Energy Admixture..................58 
  Energy Flare.........................196 
  Energy Strike .........................78 
  Energy Substitution .......56, 126 
  Enervate Spell........................57 
  Enhance Effect (epic) ..........196 
  Enhance Spell (epic)............196 
  Enhanced Adhesive..............109 
  Enhanced Power Sigils ........104 
  Enhanced Shadow Reality.....93 
  Enlarge Spell..........................56 
  Epic Combat Expertise (epic)
  ........................................196 
  Epic Counterspell (epic) ......196 
  Epic Devotion (epic)............196 
  Epic Dodge (epic)................196 
  Epic of the Lost King.....68, 131 
  Epic Prowess (epic) .............196 
  Epic Reputation (epic).........196 
  Epic Spell Focus (epic)........196 
  Epic Spell Penetration (epic)196 
  Epic Spellfire Wielder (epic)
  ........................................196 
  Epic Sunder (epic) ...............196 
  Epic Toughness (epic) .........196 
  Epic Weapon Focus (epic)...196 
  Eschew Materials...................56 
  Etch Rune...............................53 
  Eternal Strength .............75, 188 
  Ethereal Tendril ...................193 
  Ethran...................................142 
  Eviscerator ...........................196 
  Evocation Resistance.............93 
  Evolved ................................196 
  Exalted Companion .......76, 166 
  Exalted Smite.................84, 166 
  Exalted Spell Resistance......196 
  Exalted Turning .............71, 166 
  Exalted Wild Shape .......77, 166 
  Exceptional Artisan ...............53 
  Excised from the Web of Life
  ..................................64, 187 
  Exercises of Arn...................159 
  Exhausting Defense 43, 46, 170, 
  176 
  Exotic Armor Proficiency.....18, 
  176 
  Exotic Shield Proficiency .....18, 
  176 
  Exotic Weapon Proficiency..27, 
  176 
  Expanded Ki Pool ..................82 
  Expeditious Dodge.........46, 176 
  Expert Dungeoneer ..............159 
  Expert Swimmer ..................136 
  Expert Tactician...............37, 45 
  Expert Tumbler....................137 
  Exploit Adjustment..37, 43, 176 
  Explosive Spell ......................57 
  Extend Curse..........................79 
  Extend Defense......................43 
  Extend Rage...........................67 
  Extend Spell...........................56 
  Extended Spirit Form.............91 
  Extra Curse.............................79 
  Extra Divine Power................61 
  Extra Edge..............................93 
  Extra Invocation.....................92 
  Extra Music............................68 
  Extra Rage..............................67 
  Extra Remove Disease...........84 
  Extra Rings.............................53 
  Extra Shifter Trait ................105 
  Extra Silence ........................100 
  Extra Slot................................64 
  Extra Smiting .........................84 
  Extra Spell..............................64 
  Extra Spell Secret...................93 
  Extra Stunning .......................40 
  Extra Tricks..........................196 
  Extra Turning...................73, 74 
  Extra Wild Shape...................77 
  Extraordinary Artisan ............53 
  Extraordinary Concentration 11, 
  120 
  Extraordinary Spell Aim.14, 64, 
  135 
  Eye for Talent ................20, 134 
  Eyes in the Back of Your Head
  ..........................................28 
  Eyes of the Mage ...................60 
  Eyes to the Sky.....................194 
  F 
  Fade into Violence.......119, 123 
  Faerie Mysteries...................159 
  False Pretenses.....................194 
  Familiar Spell...................91, 93 
  Familiar Spell (epic) ............196 
  Familiarity............................115 
  Fanatical Devotion.................20 
  Far Horizons...................75, 188 
  Far Look...............................197 
  Far Shot................. 31, 176, 185 
  Fast Wild Shape.....................77 
  Faster Healing ........................18 
  Favored Dodge.......................85 
  Favored in House.................151 
  Favored of the Companions..19, 
  166 
  Favored Power Attack ...........85 
  Fear.......................................197 
  Fear No Binds ....... 39, 122, 176 
  Fearless.................................142 
  Fell Animate...........................58 
  Fell Drain ...............................57 
  Fell Energy Spell....................56 
  Fell Frighten...........................57 
  Fell Weaken ...........................56 
  Fey Bloodline.......................114 
  Fey Prescience .....................114 
  Fey’s Fate.............................114 
  Fickle Fate............................113 
  Fiendish Bloodline...............114 
  Fiendish Pact..........................90 
  Fiendsign..............................159 
  Fierce Mind................. 105, 176 
  Fiery Fist ................. 40, 80, 176 
  Fiery Ki Defense ..... 40, 80, 177 
  Filth Eater...............................16 
  Find Flaw ...................... 49, 177 
  Find Relic...............................64 
  Fire Bloodline ......................112 
  Fire Feet ...............................112 
  Fist of the Heavens........ 81, 177 
  Fists of Iron ............................40 
  Flash Casting..........................64 
  Flash Frost Spell ....................57 
  Flay................................ 49, 177 
  Fleet of Foot.........................142 
  Fleet of Foot’..........................17 
  Flensing Strike .................25, 80 
  Flesh of the Ice Tomb ............23 
  Flexible Mind................ 11, 165 
  Flick of the Wrist .......... 24, 135 
  Fling Ally .............................101 
  Fling Foe ..............................101 
  Floatation ...................... 17, 136 
  Flow with the Current... 17, 136 
  Flurry of Throws....................83 
  Flyby Attack.........................196 
  Flying Fish Leap ......... 125, 136 
  Flying Kick ....... 35, 39, 49, 125 
  Focused Mind................ 99, 120 
  Focused Performance... 69, 120, 
  131 
  Focused Performer 69, 120, 131 
  Focused Specialist......... 63, 187 
  Foe Hunter............................142 
  Foe of the Unlucky.................79 
  Foe Specialist .........................87 
  Footsteps of the Mage............60 
  Force of Personality...............16 
  Forest Ambusher..................197 
  Forester.................................142 
  Forge Ring..............................53 
  Forgeheart ............................142 
  Formation Expert ..... 29, 36, 42, 
  170, 177 
  Fortify Spell ...........................58 
  Fortuitous Strike...................197 
  Frantic Rage .....................67, 71 
  Freerunner ..............................15 
  Freezing the Lifeblood.. 40, 177 
  Frenzied Hunt.........................73 
  Friend of Earth .......................19 
  Friend of the Earth ...............112 
  Friend of the Tribes..............156 
  Friend to the Tribe ...............197 
  Frightful Presence ... 24, 35, 124 
  Frontline Archer.....................33 
  Furious Charge.....................142 
  Fury of Stone..........................67 
  G 
  Galifaran Scholar .................156 
  Gang Tactics ..........................42 
  Gatekeeper Initiate...... 154, 188 
  Gestalt Anchor .....................196 
  Ghost Attack ........................196 
  Ghost Attack, Greater ..........196 
  Ghost Scarred................ 51, 128 
  Ghostly Grasp ......................196 
  Giantbane 25, 52, 137, 170, 177 
  Giantkiller ............................159 
  Gift of Faith................... 16, 166 
  Gift of Grace ................. 83, 166 
  Gift of the Xoriat........... 21, 156 
  Gifted General..................... 197 
  Girded Soul ........................... 93 
  Glorious Weapons................. 73 
  Gnoll Ferocity ..................... 109 
  Gnome Foe Killer................ 100 
  Gnome Lore ........................ 159 
  Goad .............................. 24, 177 
  Good Karma........................ 197 
  Gore Toss ............................ 196 
  Gorebrute Elite.................... 105 
  Gout of Flame ..................... 196 
  Graceful Edge................ 27, 177 
  Graft Flesh – Aboleth.... 55, 123 
  Graft Flesh – Beholder.. 55, 123 
  Graft Flesh – Fiendish... 55, 123 
  Graft Flesh – Illithid...... 55, 123 
  Graft Flesh – Undead.... 55, 123 
  Graft Flesh – Yuan-ti .... 55, 123 
  Grave Friend........................ 114 
  Graveborn Expert................ 196 
  Graveborn Warrior.............. 196 
  Great Bite ............................ 105 
  Great Captain ........ 20, 127, 133 
  Great Cleave.................. 49, 177 
  Great Fervor ........................ 159 
  Great Fortitude .............. 16, 185 
  Great Rend .......................... 105 
  Great Smiting (epic)............ 196 
  Greater Combat Reflexes37, 45, 
  177 
  Greater Dragonmark ........... 151 
  Greater Heavy Armor 
  Optimization............ 18, 177 
  Greater Kiai Shout ................ 23 
  Greater Mind Shield............ 196 
  Greater Named Spell........... 197 
  Greater Powerful Charge ..... 35, 
  177 
  Greater Resiliency................. 67 
  Greater Shifter Defense....... 106 
  Greater Spell Focus............... 55 
  Greater Spell Penetration ...... 64 
  Greater Two-Weapon Defense
  ................................. 26, 177 
  Greater Two-Weapon Fighting
  ........................... 26, 86, 178 
  Greater Weapon Focus... 27, 78, 
  178 
  Greater Weapon Specialization
  ........................... 27, 78, 178 
  Green Ear ...................... 69, 131 
  Green Heart ......................... 115 
  Greensinger Initiate..... 154, 189 
  Grenadier....................... 31, 178 
  Greyhawk Method............... 159 
  Grizzly’s Claws..................... 77 
  Group Inspiration (epic)...... 196 
  Guard Commander.............. 197 
  Guardian Spirit...................... 93 
  Guerilla Commander........... 197 
  Guerilla Trapsmith ................ 11 
  H 
  Haft Strike ....................... 26, 36 
  Halfling Lore....................... 159 
  Halfling’s Cunning................ 42 
  Hammer’s Edge..................... 33 
  Hamstring.............................. 87 
  Hamstring Attack ................ 196 
  Hands of the Healer. 83, 84, 166 
  Hands of the Mage ................ 60 
  Hard to Fool .................... 11, 16 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 6 
  Harden Energy .....................196 
  Hardened Flesh ......................59 
  Hardy Commander...............197 
  Hardy Soul ...........................197 
  Hashalaq Ancestor...............196 
  Haunting Melody...........69, 131 
  Haunting Similarity ...............11 
  Haunting Weapons.73, 128, 129 
  Hawk’s Vision .......................77 
  Head Shot...............................87 
  Heads Up................................64 
  Healer’s Luck.......................197 
  Healing Factor......................105 
  Hear the Unseen....25, 130, 178, 
  185 
  Heavy Armor Optimization..18, 
  178 
  Heavy Lithoderms................101 
  Heavy Teleport ......................93 
  Heighten Spell........................58 
  Heighten Spell-Like Ability 196 
  Heighten Turning...................73 
  Heightened Agility...............196 
  Heightened Strength ............196 
  Heir of Lendore....................160 
  Heroic Destiny ......23, 101, 102, 
  103 
  Heroic Metamagic........149, 156 
  Hibernate................................18 
  Hidden Kingdom Jutsu ..........82 
  Hidden Thoughts....................93 
  High Society ..................11, 122 
  High Sword Low Axe............33 
  Highborn Drow......................98 
  Hinder ............................88, 185 
  Hindering Opportunist.....37, 45 
  Hold the Line ...................37, 45 
  Holy Calling...........................73 
  Holy Ki Strike ................81, 166 
  Holy Mount......................83, 94 
  Holy Radiance......................166 
  Holy Strike (epic).................196 
  Holy Subdual .................24, 178 
  Horse Lore ...........................160 
  Horse Nomad .......................142 
  Horse Nomad’......................197 
  Hover....................................196 
  Human Blood......101, 102, 109, 
  164 
  Human Heritage....23, 103, 110, 
  164 
  Hurling Charge ......................35 
  Hymnist......................13, 69, 94 
  Hypnotic Focus....................196 
  I 
  Illithid Bloodline..................115 
  Imbue Summoning.................57 
  Imbue Weapon.................73, 74 
  Imbued Defense .....................54 
  Imbued Strength.....................54 
  Impeding Attack ....................87 
  Improved Acrobatic Skirmisher
  ..........................88, 137, 185 
  Improved Aid Other...............42 
  Improved Armor Dance.......197 
  Improved Buckler Defense...29, 
  178 
  Improved Combat Casting 
  (epic) ..............................196 
  Improved Combat Expertise.43, 
  178 
  Improved Combat Reflexes ..37, 
  45, 178 
  Improved Cooperative 
  Metamagic (epic) ...........196 
  Improved Critical...........27, 178 
  Improved Damage Reduction
  ........................................108 
  Improved Disarm .....43, 80, 178 
  Improved Disguise 11, 122, 134 
  Improved Diversion ......11, 119, 
  178 
  Improved Domination..........196 
  Improved Elemental Wild 
  Shape (epic) ...................196 
  Improved Energy Drain .......196 
  Improved Familiar .................91 
  Improved Favored Enemy .....85 
  Improved Favored Enemy 
  (epic) ..............................196 
  Improved Feint...............44, 178 
  Improved Fiendish Servant....93 
  Improved Flight ...............17, 22 
  Improved Flight Item...129, 155 
  Improved Fortification.........108 
  Improved Grapple....39, 80, 178 
  Improved Initiative 24, 178, 185 
  Improved Leadership.............20 
  Improved Levitation ..............98 
  Improved Metamagic (epic) 196 
  Improved Mounted Archery .30, 
  134, 178 
  Improved Natural Armor .....196 
  Improved Natural Attack ....105, 
  196 
  Improved Overrun..........49, 178 
  Improved Paralysis ..............196 
  Improved Power.....................71 
  Improved Precise Shot....31, 86, 
  178 
  Improved Rapid Shot.....31, 178 
  Improved Resiliency............108 
  Improved Rock Hurling.......101 
  Improved Shield Bash....29, 178 
  Improved Shield Snare....29, 37, 
  45, 179 
  Improved Shieldmate.....29, 179 
  Improved Sigil (Aesh)..........104 
  Improved Sigil (Hoon).........104 
  Improved Sigil (Krau) .........104 
  Improved Sigil (Naen) .........104 
  Improved Sigil (Uur) ...........104 
  Improved Sigil (Vaul)..........104 
  Improved Skirmish ........88, 185 
  Improved Skirmish (epic)....196 
  Improved Smiting ..................84 
  Improved Snatch Spell (epic)
  ........................................196 
  Improved Sneak Attack (epic)
  ........................................196 
  Improved Spell Capacity (epic)
  ........................................196 
  Improved Spellpool Access 
  (epic) ..............................196 
  Improved Stunning Fist (epic)
  ........................................196 
  Improved Sudden Strike (epic)
  ........................................196 
  Improved Sunder............49, 179 
  Improved Swimming ....17, 136, 
  185 
  Improved Toughness......18, 179 
  Improved Trip ..........44, 80, 179 
  Improved Turn Resistance...196 
  Improved Turning..................73 
  Improved Two-Weapon 
  Defense.................... 26, 179 
  Improved Two-Weapon 
  Fighting............. 26, 86, 179 
  Improved Unarmed Strike ....39, 
  80, 179 
  Improved Weapon Familiarity
  ............................... 111, 179 
  Improved Whirlwind Attack.44, 
  179 
  Increased Carrying Capacity..98 
  Indistinct...............................107 
  Indomitable Soul....................16 
  Ineluctable Echo...................194 
  Infernal Sorcerer Aura .........114 
  Infernal Sorcerer Eyes..........114 
  Infernal Sorcerer Howl ........114 
  Infernal Sorcerer Resistance 114 
  Inheritor................................197 
  Initiate of Bane............ 139, 189 
  Initiate of Boccob.......... 61, 189 
  Initiate of Cyric........... 139, 189 
  Initiate of Ehlonna......... 61, 189 
  Initiate of Erythnul........ 61, 189 
  Initiate of Fharlanghn.... 61, 189 
  Initiate of Gond........... 139, 189 
  Initiate of Heironeous ... 61, 189 
  Initiate of Helm........... 139, 190 
  Initiate of Hextor........... 61, 190 
  Initiate of Ilmater ........ 139, 190 
  Initiate of Kord.............. 61, 190 
  Initiate of Lathander.... 139, 190 
  Initiate of Malar .......... 139, 190 
  Initiate of Mystra......... 140, 190 
  Initiate of Nature......... 140, 190 
  Initiate of Nerull............ 61, 190 
  Initiate of Obad-Hai ...... 61, 191 
  Initiate of Olidammara.. 61, 191 
  Initiate of Pelor.............. 61, 191 
  Initiate of Selûne......... 140, 191 
  Initiate of St. Cuthbert... 62, 191 
  Initiate of Tyr .............. 140, 191 
  Initiate of Vecna............ 62, 191 
  Initiate of Wee Jas......... 62, 191 
  Innate Magic ............... 111, 164 
  Innate Spell ............................58 
  Innate Spell’ ...........................64 
  Inscribe Epic Rune (epic) ....196 
  Inscribe Rune .........................53 
  Inside Connections.................11 
  Insidious Magic....................140 
  Insightful ................................21 
  Insightful Reflexes.................16 
  Inspire Beast.................. 76, 122 
  Inspire Bloodletting ...............42 
  Inspire Bloodthirst .................42 
  Inspire Spellpower ........ 69, 131 
  Inspired Master ......................23 
  Inspiring Commander ..........197 
  Inspiring Leader...................197 
  Instantaneous Rage ................67 
  Instinctive Consummator.....196 
  Instinctive Dispatcher ..........196 
  Intimidate the Enemy.... 85, 124 
  Intimidating Rage...................67 
  Intimidating Strike ...... 124, 179 
  Intuitive Attack ............. 24, 179 
  Intuitive Trapsmith.................82 
  Invest Armor ........................196 
  Invest Spell.............................54 
  Investigate ..............................14 
  Investigator.............................11 
  Invigorating Spellcaster .......193 
  Iron Will........................ 16, 185 
  Ironskin Chant....... 69, 120, 131 
  Ironwood Body ................... 108 
  Item Familiar......................... 23 
  J 
  Jack of All Trades ................. 11 
  Jaws of Death...................... 108 
  Jinnbound – Dao ................. 160 
  Jinnbound – Djinni.............. 160 
  Jinnbound – Efreeti............. 160 
  Jinnbound – Marid .............. 160 
  Jungle Fighter...................... 160 
  Jutsu Focus............................ 82 
  K 
  Kaiko................................... 197 
  Kaiko Master....................... 197 
  Karmic Healing..................... 82 
  Karmic Strike ............ 37, 44, 46 
  Keen-Eared Scout ......... 14, 130 
  Khyber’s Fury ............... 67, 156 
  Ki Blast.................... 40, 80, 179 
  Ki Smite........................... 82, 83 
  Kiai Shout.............................. 23 
  Killoren Ancient.................. 110 
  Killoren Destroyer............... 110 
  Killoren Hunter ................... 110 
  Kin Mastery......................... 115 
  Knifefighter......................... 143 
  Knight of Stars .............. 19, 166 
  Knight Training............. 83, 164 
  Knockback................... 101, 179 
  Kung Fu Genius .................... 79 
  L 
  Lacerate..................... 44, 49, 87 
  Lady’s Gambit....................... 49 
  Landless Nobility ................ 160 
  Landwalker.......................... 109 
  Last Survivor....................... 160 
  Lasting Inspiration (epic).... 196 
  Lasting Life ........................... 16 
  Law Inviolate ................ 75, 191 
  Lawful Disciple................... 113 
  Lays of the Northern Adepts160 
  Leadership............................. 20 
  League Militiaman .............. 103 
  Leap Attack ................... 35, 125 
  Leap of the Heavens............ 125 
  Least Dragonmark............... 151 
  Legendary Acrobat (epic) ... 196 
  Legendary Artisan................. 53 
  Legendary Climber (epic)... 196 
  Legendary Leaper (epic)..... 196 
  Legendary Rider (epic) ....... 196 
  Legendary Tracker .............. 197 
  Legendary Tracker (epic).... 196 
  Lesser Dragonmark............. 151 
  Life Drain............................ 196 
  Life Leech ........................... 194 
  Life Tap................................. 98 
  Lifebond .............................. 196 
  Lifesense ............................. 196 
  Lightfeet ................ 99, 118, 130 
  Lightning Mace..................... 33 
  Lightning Reflexes........ 16, 186 
  Lingering Song...................... 69 
  Lion’s Pounce........................ 77 
  Live My Nightmare............. 194 
  Lolth’s Meat.......................... 98 
  Long Strike............................ 36 
  Longstride Elite................... 105 
  Longtooth Elite ................... 105 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 7 
  Lord of the Uttercold .....56, 129 
  Lore of the Ur-Flan..............160 
  Low Profile ..........................197 
  Lucid Channeling.................156 
  Luck of Heroes.....................143 
  Lucky Break.........................197 
  Lucky Catch.........................197 
  Lucky Fingers ......................197 
  Lucky Start...........................197 
  Lunging Strike ...............25, 179 
  Lurking Familiar....................91 
  Lyric Spell......................69, 120 
  M 
  Mad Alchemist.............121, 170 
  Mad Foam Rager ...................67 
  Mage Slayer ...........51, 135, 179 
  Magic in the Blood ..............143 
  Magic of the Land.65, 120, 128, 
  135 
  Magical Aptitude ...................11 
  Magical Artisan......................54 
  Magical Beast Wild Shape 
  (epic) ..............................196 
  Magical Fortune...................197 
  Magical Insight ..............63, 187 
  Magical Training..................143 
  Make Your Own Luck.........197 
  Manifest Flight.............129, 155 
  Manifest Leap ......125, 129, 155 
  Manyshot..................31, 86, 179 
  Mark of Lemoriax................116 
  Marking of the Blessed........101 
  Marking of the Hunter .........101 
  Marking of the Magi............101 
  Marking of the Maker..........101 
  Marking of the Warrior........101 
  Martial Stalker ...............94, 179 
  Martial Throw................39, 179 
  Martial Weapon Proficiency..27 
  Master Bowyer...............11, 121 
  Master Linguist....................157 
  Master Manipulator........14, 122 
  Master of Mockery 14, 133, 180 
  Master Spellthief....................95 
  Master Staff (epic) ...............196 
  Master Swimmer....................11 
  Master Wand (epic) .............196 
  Maw of Power......................196 
  Maximize Spell......................58 
  Megaraptor’s Leap...............197 
  Melee Evasion..........44, 46, 180 
  Melee Weapon Mastery – 
  Bludgeoning.............28, 180 
  Melee Weapon Mastery – 
  Piercing ....................28, 180 
  Melee Weapon Mastery – 
  Slashing....................28, 180 
  Menacing Demeanor......11, 102 
  Mercantile Background143, 160 
  Mercantile Background’......197 
  Mercenary Background .......160 
  Merciful Strike.......................87 
  Mercurial Strike .....................37 
  Metamagic Song ....................69 
  Metanode Spell ....................141 
  Mighty Are Fallen..........44, 180 
  Militia...................................143 
  Mind Daggers ......................196 
  Mind Drain...........................196 
  Mind over Body...........143, 197 
  Mind Shield..........................196 
  Mind Weapon ......................115 
  Miser’s Fortune....................197 
  Misleading Song ............69, 131 
  Mithral Body................108, 164 
  Mithral Fluidity....................108 
  Mixed Omens.......................196 
  Mobile Spellcasting .14, 65, 120 
  Mobility................. 46, 180, 186 
  Momentary Alteration..........194 
  Monastic Training............79, 80 
  Monkey Grip..........................24 
  Monstrous Animal Companion
  ..........................................76 
  Moonwarrior ........................111 
  Moradin’s Smile.....................99 
  Mother Cyst ...................62, 128 
  Mountain Fighter .................160 
  Mountain Hunter..................197 
  Mountain Warrior ..........24, 136 
  Mounted Archery.. 30, 134, 180 
  Mounted Casting......11, 30, 134 
  Mounted Combat .. 30, 134, 180 
  Mounted Fighting 30, 134, 180, 
  186 
  Mourning Mutate .................155 
  Mror Stalwart........ 99, 150, 157 
  Multiattack ...........................196 
  Multiweapon Fighting..........196 
  Music of Growth............69, 132 
  Music of Making............69, 132 
  Mutable Body 97, 105, 111, 150 
  Mystic Companion.........76, 128 
  Mystic Focus........................196 
  Mystic Stability....................196 
  N 
  Name of the Mage..................60 
  Named Spell.........................197 
  Natural Bond..........................76 
  Natural Dowser..............11, 136 
  Natural Leader .......................20 
  Natural Spell ..........................77 
  Natural Trickster..................100 
  Naturalized Denizen ............194 
  Nature’s Fists .........................77 
  Naval Commander ...............197 
  Necromatic Bloodline..........114 
  Necromatic Might..................65 
  Necromatic Presence..............65 
  Necropolis Born.....................21 
  Necropotent....... 27, 51, 78, 180 
  Necrotic Reserve..................196 
  Negative Energy Burst (epic)
  ........................................196 
  Negotiator...............................11 
  Nemesis..........................85, 166 
  Net and Trident ......................33 
  Nexus Method......................160 
  Night Haunt............................21 
  Nightbringer Initiate ....154, 192 
  Nimble Bones.........................59 
  Nimble Deflections47, 133, 180 
  Nimble Fingers.......................11 
  Nimble Flier.........................196 
  Nimbus of Light...................166 
  No Threat to Me.....................85 
  Noble Born........ 13, 19, 20, 164 
  Noble Soul ...........................160 
  Noble Warrior ........................11 
  Node Defense.......................141 
  Node Sensitive .....................141 
  Node Spellcasting ..........62, 141 
  Node Store ...........................141 
  Nonlethal Substitution ...57, 126 
  Nymph’s Kiss................ 23, 166 
  O 
  Oaken Resilience ...................77 
  Obscure Lore..........................68 
  Obtain Familiar ............. 60, 126 
  Occult Opportunist 38, 126, 135 
  Offensive Metered Foot 39, 120 
  Old Salt.......................... 11, 133 
  Omen of Bones.....................196 
  Omen of Crows....................196 
  Omen of Flies.......................196 
  Omen of Loss.......................196 
  Omen of Snakes ...................196 
  Omen of Storms ...................196 
  Omniscient Whispers...........194 
  One with Earth and Water .....82 
  One with the Darkness.........107 
  Opportunist Tactician38, 45, 47, 
  180 
  Orc Blooded .........................160 
  Orc Descent... 90, 102, 110, 112 
  Orcus’ Bloodthirst Ritual.......23 
  Otherwordly .........................143 
  Overhead Thrust........ 38, 49, 52 
  Overload Metabolism...........108 
  Oversized Two-Weapon 
  Fighting................... 26, 180 
  Overwhelming Assault...........24 
  Overwhelming Critical (epic)
  ........................................196 
  P 
  Pack Feint...................... 42, 119 
  Pack Tactics ...........................42 
  Pain Touch .............................41 
  Painful Strike....................49, 88 
  Passive Reconnoiter..... 11, 136, 
  186 
  Path of Shadows...................196 
  Pathfinder.............. 14, 127, 136 
  Penetrating Shot............ 31, 180 
  Penumbra Bloodline.............113 
  Perfect Reflection...................97 
  Perfect Two-Weapon Fighting 
  (epic) ..............................196 
  Pernicious Magic .................140 
  Persistent Attacker .................88 
  Persistent Spell.......................58 
  Persona Immersion.................97 
  Persuasive...............................11 
  Phalanx Fighting ........... 42, 180 
  Photosynthesize......................78 
  Photosynthetic Skin .............194 
  Phrenic Blast ........................196 
  Phrenic Leech.......................196 
  Picket Commander...............197 
  Pierce Magical Concealment 51, 
  180 
  Pierce Magical Protection.....51, 
  180 
  Pierce the Darkness................71 
  Piercing Sight................ 16, 100 
  Piercing Spell .......................197 
  Pike Hedge .............. 36, 45, 180 
  Pilgrim..................... 11, 16, 127 
  Pin Shield ...............................26 
  Pious Defense.......................197 
  Pious Soul ............................197 
  Pious Spellsurge...................197 
  Pirate Luck .............................16 
  Planar Turning (epic)...........196 
  Plant Bloodline.....................115 
  Plunging Shot........................ 31 
  Point Blank Shot ... 31, 181, 186 
  Poison Expert ................ 66, 121 
  Poison Master................ 66, 121 
  Polar Chill ........................... 194 
  Pole Balance.......................... 36 
  Pole Fighting................... 36, 81 
  Polyglot (epic)..................... 196 
  Polyglot’................................ 13 
  Portal Master......................... 53 
  Portal Sensitive ................... 110 
  Positive Energy Aura (epic) 196 
  Positive Energy Resistance. 196 
  Potent Dweomercraft .... 63, 187 
  Potent Enchantment .............. 93 
  Power Attack................. 49, 181 
  Power Critical................ 27, 181 
  Power in the Blood.............. 115 
  Power Soar .......................... 196 
  Power Surge ........................ 196 
  Power Throw................. 31, 181 
  Powerful Charge ........... 35, 181 
  Powerful Wild Shape ............ 78 
  Practiced Mind Blade.......... 196 
  Practiced Spellcaster ..... 95, 135 
  Precise Shot........... 31, 181, 186 
  Precise Strike......................... 88 
  Precise Swing........................ 25 
  Precocious Apprentice .. 60, 165 
  Predator’s Step .................... 197 
  Presence of the Mage............ 60 
  Pressure Point Strike41, 81, 126 
  Pressure Resistance............. 197 
  Profane Aura ......................... 72 
  Profane Boost........................ 72 
  Profane Lifeleech .................. 72 
  Profane Vigor........................ 72 
  Prone Attack.................. 25, 181 
  Protected Destiny . 16, 101, 102, 
  103 
  Psiomancer .......................... 196 
  Psionic Feedback................. 196 
  Psiotheurgist........................ 196 
  Psithief................................. 196 
  Psychic Luck............... 196, 197 
  Psymbiot.............................. 196 
  Puppet Master........................ 65 
  Pureblooded Suel ................ 161 
  Pureheart ............................. 143 
  Purify Spell............................ 57 
  Purify Spell Trigger ...... 71, 166 
  Purify Spell-Like Ability .... 196 
  Pursue.................................. 150 
  Pushback ....................... 49, 181 
  Q 
  Quell the Profane .. 49, 124, 166 
  Quick Change................ 97, 196 
  Quick Cleave................. 49, 181 
  Quick Draw ........... 24, 181, 186 
  Quick Reconnoiter11, 130, 135, 
  186 
  Quick Staff ............................ 33 
  Quicken Manifestation........ 196 
  Quicken Spell........................ 58 
  Quicken Spell-Like Ability.. 92, 
  196 
  Quicken Turning ........... 73, 149 
  Quiet Feet.............................. 23 
  R 
  Rabbit Prince Jutsu................ 82 
  Racial Emulation................... 97 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 8 
  Radiant Fire....................75, 192 
  Radiant Spell..........................57 
  Rage Casting..................95, 121 
  Rage of the Raptor...............197 
  Ragewild Fighter..105, 150, 170 
  Raging Bull Rush...................67 
  Raging Luck.........................150 
  Raging Overrun......................67 
  Raging Spell Penetration95, 121 
  Raging Sunder........................67 
  Raider’s Spirit......................161 
  Rampaging Bull Rush..........101 
  Rampart Commander...........197 
  Ranged Disarm ..............31, 181 
  Ranged Pin.....................32, 181 
  Ranged Skirmisher.........88, 186 
  Ranged Smite Evil .........84, 166 
  Ranged Spell Specialization ..65 
  Ranged Sunder...............32, 181 
  Ranged Threat....32, 38, 45, 181 
  Ranged Weapon Mastery – 
  Bludgeoning.............32, 181 
  Ranged Weapon Mastery – 
  Piercing ....................32, 181 
  Ranged Weapon Mastery – 
  Slashing....................32, 181 
  Rapid Blitz .............................47 
  Rapid Reload..........32, 182, 186 
  Rapid Shot................32, 86, 182 
  Rapid Spell.............................57 
  Rapid Stunning ..............41, 182 
  Rapid Swimming ...........17, 110 
  Rapscallion...........................161 
  Raptor School ..25, 35, 125, 170 
  Raumathar Heritor ...............143 
  Razing Strike..........................95 
  Razorclaw Elite....................105 
  Reach Spell ............................57 
  Reactive Counterspell............65 
  Reactive Shifting..................105 
  Recharge Staff........................54 
  Reckless Charge.............35, 182 
  Reckless Rage........................67 
  Reckless Wand Wielder.54, 138 
  Recognize Imposter11, 134, 135 
  Recognized Leader ..........13, 20 
  Relic Hunter.........118, 127, 157 
  Relicguard Spell.....................56 
  Renown ................................197 
  Renowned Courtesan...........197 
  Repeat Spell ...........................58 
  Repel Aberration..................154 
  Reptilian Healing.................196 
  Requiem.........................69, 132 
  Research.................................14 
  Reshape Mind Blade............196 
  Residual Rebound................194 
  Resinbond ..............................60 
  Resist Poison........................143 
  Resist Telekinesis ..........16, 135 
  Resounding Blow...49, 124, 182 
  Resourceful Buyer .................19 
  Retribution .............................49 
  Rhenn Lore...........................161 
  Ricochet ...................31, 32, 182 
  Ride-By Attack ......30, 134, 182 
  Right of Counsel..................153 
  Righteous Wrath ............67, 166 
  Ring the Ear .....................40, 88 
  Ring the Gold Bell.................41 
  Ringing Fist Jutsu ..................82 
  Ritual Blessing.....................129 
  Ritual Blood Bonds.....102, 110, 
  129 
  River Eel Jutsu.......................82 
  Robilar’s Gambit......38, 45, 182 
  Rock Hurling........................101 
  Roofwalker.... 17, 118, 125, 170 
  Roundabout Kick .............40, 50 
  Rouse Courage.......................42 
  Run.........................................17 
  Rustic Charm .......................161 
  S 
  Sacred Boost ..........................71 
  Sacred Healing...............71, 123 
  Sacred Healing’......................71 
  Sacred Outlaw........................95 
  Sacred Performer ...................95 
  Sacred Purification.................71 
  Sacred Radiance.....................71 
  Sacred Resilience...................71 
  Sacred Strike ..................88, 166 
  Sacred Vitality .......................71 
  Sacred Vow..........................166 
  Sacrificial Divination...........197 
  Saddleback ...................143, 197 
  Sagacious Method................161 
  Sahuagin Flip .. 17, 47, 110, 182 
  Sailor Will..............................16 
  Sailor’s Balance .............11, 133 
  Sanctify Ki Strike...........81, 167 
  Sanctify Martial Strike..27, 167, 
  182 
  Sanctify Natural Attack .......196 
  Sanctify Relic Item ................53 
  Sanctify Water .......................71 
  Sanctify Weapon............65, 167 
  Sanctum Spell ........................56 
  Sandstep .................................17 
  Savage Empathy.....................76 
  Savage Grapple ................78, 95 
  Savage Mobility.....................78 
  Savvy Rogue ..........................86 
  Savvy Swimmer.............12, 136 
  Scent.......................................78 
  Scorpion’s Grasp....................40 
  Scourge of the Seas..............124 
  Scout the Path ....... 12, 136, 186 
  Scribe Scroll...........................53 
  Sculpt Spell ............................57 
  Sea Legs .................................12 
  Seafarer ............................12, 13 
  Second Sight ........................161 
  Second Slam.........................108 
  Second Wind..........................18 
  Secret Society.......................197 
  Secrets of Dusk ..............12, 117 
  Self-Sufficient........................12 
  Sense Weakness.....................44 
  Serpent Bloodline.................115 
  Serpent Strike.........................81 
  Serpent’s Venom....................78 
  Servant of the Heavens ..19, 167 
  Shadow Marches Warmonger
  ............... 102, 110, 150, 157 
  Shadow Puppet Jutsu .............82 
  Shadow Shift........................107 
  Shadow Striker... 123, 130, 170, 
  182 
  Shadow Weave Magic .........140 
  Shadowbound.......................161 
  Shaped Splash..............103, 157 
  Shared Fury....................95, 122 
  Sharp-Shooting ..............32, 182 
  Shield and Pike Style ......29, 36, 
  182 
  Shield Charge................ 29, 182 
  Shield of Deneith .................151 
  Shield of Thought ................196 
  Shield Proficiency......... 18, 182 
  Shield Slam ................... 29, 182 
  Shield Sling................... 29, 182 
  Shield Snare .................. 29, 182 
  Shield Ward................... 29, 182 
  Shielded Axe..........................33 
  Shielded Casting ........... 65, 121 
  Shielded Manifesting ...........196 
  Shieldmate..................... 29, 183 
  Shifter Acrobatics ................105 
  Shifter Agility ......................105 
  Shifter Defense.....................106 
  Shifter Ferocity ....................106 
  Shifter Instincts ....................106 
  Shifter Magnetism................106 
  Shifter Multiattack ...............106 
  Shifter Savagery...................106 
  Shifter Stamina.....................106 
  Shifter Stealth.......................106 
  Shiftsilver Mastery...... 106, 183 
  Ship Savvy .. 100, 118, 133, 157 
  Ship’s Mage .......... 65, 133, 135 
  Shipborn.................................12 
  Shock Trooper. 35, 50, 171, 183 
  Shocking Fist........................108 
  Short  Haft..................... 36, 183 
  Shorten Grip...........................36 
  Shot on the Run....... 32, 47, 186 
  Sickening Sonata........... 69, 132 
  Sidestep ................... 38, 47, 137 
  Siege Commander................197 
  Signature Spell.......................93 
  Silencing Strike....................100 
  Silent Method.......................161 
  Silent Spell .............................57 
  Silver Mind Blade................196 
  Silver Palm...........................143 
  Silver Smite............................84 
  Silver Tracery.......................108 
  Simple Weapon Proficiency .24, 
  172 
  Skill Attunement ....................82 
  Skill Focus..................... 12, 186 
  Skilled Telekinetic ...............196 
  Skincaster...............................65 
  Slashing Flurry.......................28 
  Slave Seeker.........................197 
  Slender......................... 111, 165 
  Slow Maturation.......... 111, 165 
  Sly Fortune...........................197 
  Smatterings.............................19 
  Smite Carrier..........................84 
  Smooth Talk.........................143 
  Smooth Talk’........................197 
  Snake Blood.........................144 
  Snatch...................................196 
  Snatch Arrows............... 40, 183 
  Sneak Attack of Opportunity38, 
  45, 88 
  Sociable Personality...... 12, 101 
  Solid Freeze..........................196 
  Song of the Dead....................57 
  Song of the Heart .......... 70, 132 
  Soothe the Beast............ 70, 132 
  Soul of the North....................21 
  Soulblade Warrior................196 
  Sound of Silence ........... 70, 132 
  Spawn of the Dark Prince ....116 
  Speak to the Masses...... 70, 132 
  Spear Master ........... 25, 26, 183 
  Spectral Skirmisher....... 24, 183 
  Spectral Strike (epic)........... 196 
  Spell Drain .......................... 196 
  Spell Focus............................ 55 
  Spell Focus (Chaos) .............. 55 
  Spell Focus (Evil).................. 55 
  Spell Focus (Good) ............... 55 
  Spell Focus (Good)’.............. 55 
  Spell Focus (Law) ................. 55 
  Spell Graft ..................... 55, 126 
  Spell Hand............................. 21 
  Spell Knowledge (epic)....... 196 
  Spell Mastery ................ 93, 187 
  Spell Penetration ................... 65 
  Spell Thematics..................... 60 
  Spellbinder .......................... 193 
  Spellcasting Prodigy ..... 65, 165 
  Spell-Linked Familiar ........... 91 
  Spellrazor ...................... 34, 121 
  Spellstrike............................ 193 
  Spellwise ............................. 144 
  Spiked Body........................ 108 
  Spinning Defense ............ 36, 44 
  Spinning Halberd ............ 34, 36 
  Spirit of Dawn....... 16, 117, 122 
  Spirit of the Beast................ 196 
  Spirit of the Sea................... 161 
  Spirit Spell............................. 91 
  Spirited Charge ..... 30, 134, 183 
  Spiritual Force..................... 196 
  Spit Venom.......................... 196 
  Split Ray................................ 57 
  Spontaneous Casting........... 150 
  Spontaneous Healer....... 62, 129 
  Spontaneous Summoner 62, 128 
  Spontaneous Wounder .. 62, 129 
  Spring Attack ........ 47, 183, 186 
  Sprinter.................................. 17 
  Spurn Death’s Touch ............ 71 
  Stable Footing ............... 99, 108 
  Staggering Strike................... 88 
  Stalwart.................................. 25 
  Stalwart Defender ............... 197 
  Stalwart Defense ................... 45 
  Starblessed........................... 195 
  Starborn............................... 195 
  Startouched.................. 165, 195 
  Steadfast Determination........ 16 
  Steady Concentration.... 12, 121 
  Steady Mountaineer ..... 12, 101, 
  119, 125 
  Stealthy.................................. 12 
  Steam Magic.................. 65, 135 
  Stench of the Dead .............. 194 
  Stigmata............................... 167 
  Still Spell............................... 57 
  Sting Strike............................ 98 
  Stitched Flesh Familiar ......... 91 
  Stocky.......................... 111, 165 
  Stone Form............................ 78 
  Stone Monkey ....................... 41 
  Stone Rage ............................ 67 
  Stone Soul ........................... 110 
  Stoneback ...................... 28, 183 
  Storm Magic.......................... 65 
  Storm of Flying Strikes......... 34 
  Stormheart........................... 144 
  Stowaway ............................ 161 
  Strategic Reassignment....... 196 
  Street Smart......................... 144 
  Strength of the Shadows ..... 107 
  Strength of Two .................. 196 
  Strengthen Bloodline........... 197 
  Strengthen Resilience............ 84 
  Strong Coils......................... 196 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Index 
   
  Page 9 
  Strong Mind ...........................16 
  Strong Soul...........................144 
  Strong Stomach......................17 
  Stunning Fist............41, 80, 183 
  Subduing Strike........25, 88, 183 
  Subsonics .......................70, 132 
  Subtle Sigil...........................104 
  Sudden Empower...................59 
  Sudden Energy Substitution ..59 
  Sudden Extend.......................59 
  Sudden Maximize ..................59 
  Sudden Quicken.....................59 
  Sudden Silent.........................59 
  Sudden Still............................59 
  Sudden Widen........................59 
  Sudden Willow Strike............41 
  Sun School .....................81, 171 
  Sunken Song ..................70, 133 
  Superior Flanking ..................92 
  Superior Hearing..........111, 165 
  Superior Sense of Smell......111, 
  165 
  Superior Summons...............193 
  Superior Taste..............111, 165 
  Superior Touch ............111, 165 
  Superior Vision............111, 165 
  Suppress Presence............14, 51 
  Supremely Confident....14, 133, 
  183 
  Sure Hand...............................15 
  Surefooted............................144 
  Survivor................................144 
  Survivor’ ..............................197 
  Survivor’s Luck ...................197 
  Sustaining Darkness.............107 
  Swarm Fighting..............42, 109 
  Swarm’s Embrace................153 
  Sweeping Trip................44, 183 
  Sweet Talker ..........................15 
  Swift Ambusher.............95, 186 
  Swift and Silent....................144 
  Swift Avenger................95, 186 
  Swift Hunter...........................95 
  Swiftness of Orien ...............151 
  Swiftwing Elite ....................106 
  Swim like a Fish ....................78 
  Swim-By Attack ............17, 110 
  T 
  Tactical Advantage ................85 
  Tactical Reassignment.........196 
  Tactile Trapsmith...................12 
  Tail Snap ..............................196 
  Tainted Strike.........................98 
  Talenta Dinosaur Bond134, 157 
  Talenta Drifter......................157 
  Talenta Warrior....103, 150, 157 
  Tattoo Focus ........................144 
  Technomagical Implant .........23 
  Telling Blow ..........................88 
  Tempting Fate......................197 
  Tenacious Magic..................140 
  Tentacular Stalk ...................196 
  Terrifying Rage (epic) .........196 
  Terrifying Warrior .........50, 183 
  Tested – Gift of Prophesy....161 
  Tested – Gift of Sight...........161 
  Tested – Ye’Cind’s Ear........161 
  Theurgic Bond .......................95 
  Theurgic Creationist ..............54 
  Theurgic Empathy..................95 
  Theurgic Mount ...............83, 95 
  Theurgic Specialist ..........93, 95 
  Third Time’s the Charm ......197 
  Thousand Faces Jutsu ............82 
  Three Mountains....................34 
  Throat Punch....................40, 88 
  Throw Anything.............32, 183 
  Thug .....................................144 
  Thunder Twin.......................144 
  Tireless.................................144 
  Titan Fighting.. 47, 99, 100, 183 
  Tomb-Born Fortitude.............23 
  Tomb-Born Resilience...........17 
  Tomb-Born Vitality ...............23 
  Tomb-Tainted Soul................23 
  Tongue of Mouqol ...............161 
  Toothed Blow.........................40 
  Totem Companion .................77 
  Touch of Captivation .....21, 155 
  Touch of Deception .......21, 155 
  Touch of Golden Ice ............167 
  Touch of Madness................156 
  Touch of Silver ......................83 
  Touch of Summoning ....21, 155 
  Touch Spell Specialization ....65 
  Touched by Ether...................23 
  Toughness ..............................18 
  Tower Shield Proficiency .....18, 
  183 
  Track ........................14, 86, 186 
  Trample ................. 30, 134, 183 
  Transdimensional Spell..........57 
  Trap Mastery........................127 
  Treetopper............................144 
  Tribal Traits .........................197 
  Triceratop’s Charge .............197 
  Trivial Knowledge ...............100 
  Troll Blooded.......................161 
  Trophy Collector..................121 
  Trophy Hunter........................85 
  True Believer .........................19 
  Truedive Elite.......................106 
  Truename .............................197 
  Truename Scholar................197 
  Tumbling Feint.... 119, 137, 183 
  Tunnel Fighting..............25, 184 
  Tunnel Rat......................17, 122 
  Tunnel Riding ........................30 
  Tunnelfighter..........................25 
  Tunnelrunner........................110 
  Turn Elemental.......................91 
  Turtle Dart..............................34 
  Tutor.......................................12 
  Twin Spell..............................58 
  Twin-Sword Style................144 
  Two-Weapon Attack of 
  Opportunity. 26, 38, 46, 184 
  Two-Weapon Defense .. 26, 184 
  Two-Weapon Fighting....26, 86, 
  184 
  Two-Weapon Pounce......26, 86, 
  184 
  Two-Weapon Rend . 26, 86, 184 
  U 
  Unarmored Body..................108 
  Unbelievable Luck...............197 
  Uncanny Speed ....................196 
  Undead Command .................98 
  Undead Empathy....................12 
  Undead Leadership ....... 20, 129 
  Undead Mastery (epic).........196 
  Underfoot Combat 52, 109, 137 
  Undertone of Heresy..... 70, 132 
  Undying Fate................. 75, 192 
  Unholy Strike (epic).............196 
  Unquenchable Flame of Life 17, 
  51, 85 
  Unyielding Bond of Soul .17, 85 
  Urban Stealth................. 12, 127 
  Urban Tracking ......................14 
  V 
  Vampire Hunter............. 51, 129 
  Vathrin Stigmata ..................161 
  Vatic Gaze........................14, 60 
  Vatun’s Touch......................161 
  Vault.............................. 36, 125 
  Venerable Elder......................20 
  Vengeance of Noon....... 17, 117 
  Venomless............................115 
  Vermin Companion..............153 
  Vermin Shape.......................153 
  Verminous Graft ........... 65, 187 
  Versatile Performer....... 12, 132 
  Versatile Tyrant....................196 
  Versatile Unarmed Strike......40, 
  184 
  Vexing Flanker.............. 46, 184 
  Vicious Claws ......................196 
  Victor’s Luck .......................197 
  Vohoun Eye..........................162 
  Voice of the Green...............115 
  Voice of the Mage..................60 
  Voice of the Void.................107 
  Voice of Winds ....................112 
  Volley Commander..............197 
  Vow of Abstinence ..............167 
  Vow of Chastity ...................167 
  Vow of Nonviolence..... 55, 167 
  Vow of Obedience ...............167 
  Vow of Peace .......................167 
  Vow of Poverty....................167 
  Vow of Purity.......................167 
  W 
  Wand Mastery........................53 
  Wanderer’s Diplomacy 15, 103, 
  119, 122, 134 
  Wandstrike .................... 54, 138 
  War Chant ............. 15, 133, 184 
  War Magic Study .................. 62 
  Warden Initiate............ 154, 192 
  Warning Shout .............. 70, 132 
  Wastri’s Blessing ................ 162 
  Water Adaptation ................ 109 
  Water Bloodline .................. 113 
  Water Focus .......................... 55 
  Water Splitting Stone..... 41, 80, 
  184 
  Waterborn............................ 113 
  We Few, We Happy Few..... 17, 
  133, 184 
  Weaken the Heart.................. 88 
  Weakening Touch ......... 41, 184 
  Weapon Finesse ............ 25, 184 
  Weapon Focus............... 27, 184 
  Weapon Groups................... 197 
  Weapon Specialization... 27, 78, 
  184 
  Weapon Supremacy .............. 27 
  Well Read............................ 162 
  Well Traveled...................... 162 
  Whirling Steel Strike............. 81 
  Whirlwind Attack.......... 44, 184 
  Whispered Secrets......... 75, 192 
  White Scorpion Strike... 98, 157 
  Wholesome Fare ................... 84 
  Widen Spell........................... 58 
  Wield Oversized Weapon (epic)
  ....................................... 196 
  Wightblade .......................... 196 
  Wild Touch............ 23, 138, 165 
  Wildhunt Elite..................... 106 
  Wind Oxen Jutsu................... 82 
  Windsinger.................... 70, 133 
  Winged Warrior .... 22, 171, 184 
  Wingover............................. 196 
  Wings of the Wraith............ 107 
  Wisdom Breeds Caution ..... 110 
  Wise Elder....................... 19, 20 
  Wolf’s Bite............................ 82 
  Wolfpack........... 38, 42, 47, 171 
  Wolverine’s Rage.................. 78 
  Woodland Archer.. 32, 171, 185 
  Words of Creation............... 167 
  World Weary....................... 162 
  Worldly Focus..................... 155 
  Wormbound........................... 62 
  Wrest Possession................. 157 
  Y 
  Yondalla’s Sense................. 103 
  Z 
  Zagyg’s Favor ..................... 162 
  Zen Archery .......................... 32 
  Zen Fortitude......................... 82 
  Zone of Animation (epic).... 196 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 10 
  General Feats 
   
  Skill Feats 
   
  Skill Feats 
  Source 
  Prerequisite 
  Description 
  Able Learner  
  [General] 
  (RoD p150) 
  Human or Doppelganger 
  only 
  1st Level only 
  All skills are “in-class” and only cost 1 skill point. 
  Does not effect the cost of learning a language or gaining literacy. 
  Acrobatic  
  [General, Scout] 
  (PH p89) 
  (CAdv p10)+ 
  — 
  +2 bonus to Jump & Tumble checks. 
  Agile  
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Balance & Escape Artist checks. 
  Agile Athlete  
  [General] 
  (RotW p148) 
  Climb:  
  1 rank 
  Jump:   
  1 rank 
  When making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier. 
  Alertness  
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Listen & Spot checks. 
  Animal Affinity 
  [General] 
  (PH p89) 
  — 
  +2 bonus to Handle Animal & Ride checks. 
  Athletic 
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Climb & Swim checks. 
  Born under a High Sun 
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate checks. 
  +2 bonus on saves vs. Fire effects. 
  +1 bonus on all other Fortitude saves. 
  Born under a Rising 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Heal checks. 
  +2 bonus on Will saves vs. Fear. 
  +1 bonus on all other Will saves. 
  Born under a Setting 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  Concentration is always an in-class skill for you. 
  +1 bonus on any two Knowledge skills. 
  Born under the 
  Crescent Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Sense Motive & Spot checks. 
  Detect Thoughts, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Full 
  Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate & Use Magical Device checks. 
  Command, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the 
  Gibbous Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Bluff & Gather Information checks. 
  Calm Animals, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Half 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Balance & Concentration checks. 
  Expeditious Retreat, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Born under the New 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Hide & Sleight of Hand checks. 
  Disguise Self, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Combat Casting 
  [General] 
  (PH p92) 
  — 
  +4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned. 
  Complementary 
  Insight  
  [General] 
  (RoD p150) 
  Half-Elf only 
  Having 5 or more ranks gives you a +3 bonus on skill checks with each of its synergistic skills, instead of 
  the usual +2. 
  Craft Expertise 
  [General] 
  (DR339 p34) 
  — 
  When using a Craft check to create items ‘by the day’ or ‘by the week’, you generate 2x the normal value 
  Daredevil Athlete  
  [General] 
  (CSco p076) 
  — 
  As an Immediate Action, gain a +5 Competence bonus on one Balance, Climb, Escape Artist, Jump, Ride, 
  Swim, or Tumble check.  Usable 3/day. 
  Deceitful  
  [General] 
  (PH p93) 
  — 
  +2 bonus to Disguise & Forgery checks. 
  Defensive Climber  
  [General] 
  (DR343 p32) 
  Dexterity 15 
  Athletic 
  By taking a –10 penalty on your Climb check, you retain your Dexterity bonus to AC while climbing –and– 
  do not need to make a Climb check each time you are hit. 
  Deft Hands 
  [General] 
  (PH p93) 
  — 
  +2 bonus to Sleight of Hand & Use Rope checks. 
  Desertborn 
  [General] 
  (DR323 p90) 
  — 
  +2 bonus to Survival checks made while in a desert. 
  You may treat heat condition as if they were 20 degrees cooler (DMG p303). 
  Diligent  
  [General] 
  (PH p93) 
  — 
  +2 bonus to Appraise & Decipher Script checks. 
  Earthcraft  
  [General] 
  (DR314 p29) 
  — 
  +2 bonus to Knowledge (architecture & engineering) & Knowledge (dungeoneering) checks. 
  Education 
  [General] 
  (Eb p52) 
  1st level only 
  All Knowledge skills are added to your In-Class Skill List. 
  +1 bonus on two specific Knowledge skills of your choice. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 11 
  Skill Feats 
  Source 
  Prerequisite 
  Description 
  Efficient Hunter  
  [General] 
  (DR333 p84) 
  Survival:   
  1 rank 
  Raised in a plains 
  environment 
  +2 bonus on Survival checks. 
  When you are “living off the land”, you may provide food for a number of people equal to your Wisdom 
  modifier (minimum 1) without a change in the DC of your Survival check. 
  Extraordinary 
  Concentration  
  [General] 
  (CAdv p109) 
  Concentration:  10 ranks 
  You may maintain Concentration on a spell as a Move Action (DC 25 + spell level). If you beat the DC by 
  10 or more, you can maintain concentration as a Swift Action. If you fail your check, you lose 
  concentration. 
  Flexible Mind 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Choose two skills that you have ranks in.  These skills are always in-class for you from now on.  Both skills 
  receive a +1 bonus. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Guerilla Trapsmith 
  [General] 
  (DR342 p85) 
  — 
  +2 bonus to Craft(trapmaking) checks. 
  The DC on Search and Disable Device checks against your traps is at +2. 
  You may create a Booby Trap (CR ½) in 5 rounds (instead of 1 minute). More details in DMG2 p31. 
  Hard to Fool 
  [General] 
  (DR317 p82) 
  — 
  +2 bonus on Will saves vs. Illusion. 
  +2 bonus on Sense Motive checks. 
  Haunting Similarity 
  [General] 
  (DU127 p49) 
  Ability to assume 
  another’s appearance, 
  either naturally, using 
  Alter Self, etc. 
  +2 bonus on Disguise checks to impersonate a specific individual.  If the creature you are impersonating 
  damages you, he/she is Shaken for 1 round (no save).  This is a Fear effect. 
  High Society 
  [General] 
  (DR333 p89) 
  Diplomacy:  
  4 ranks 
  +3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level 
  of society. 
  Improved Disguise 
  [General] 
  (DR335 p92) 
  Charisma 13 
  Disguise:   
  7 ranks 
  Sense Motive:  
  5 ranks 
  You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. 
  You can don a disguise in half the normal time. 
  Improved Diversion 
  [General, Fighter] 
  (CAdv p110) 
  Bluff:  4 ranks 
  You can use Bluff to create a diversion as a Move Action.  You gain a +4 bonus when doing so.  
  Inside Connections  
  [General] 
  (RoD p153) 
  — 
  Choose a specific organization of which you have knowledge and with which you are on neutral or better 
  terms. You gain a +4 circumstance bonus to Diplomacy, Gather Information, Knowledge (local), and 
  Sense Motive checks made in conjunction with that organization. 
  Investigator 
  [General] 
  (PH p97) 
  — 
  +2 bonus to Gather Information & Search checks. 
  Jack of All Trades  
  [General] 
  (CAdv p110) 
  Intelligence 13 
  You can use any skill as if you had trained ½ rank in that skill. 
  Magical Aptitude 
  [General] 
  (PH p97) 
  — 
  +2 bonus to Spellcraft & Use Magical Device checks. 
  Master Bowyer  
  [General] 
  (DR350 p90) 
  Craft(bowyer):  6 ranks 
  You may create Masterwork Bows & Arrows in half the standard time & for half the standard cost. 
  Master Swimmer  
  [General] 
  (DR343 p32) 
  Strength 15 
  Athletic 
  When swimming, you only take the normal Armor Check penalty & Encumbrance penalty (instead of 2x). 
  Menacing Demeanor  
  [General] 
  (RoS p142) 
  Orc or Orc blood only 
  +4 bonus on Intimidate checks. 
  Mounted Casting  
  [General] 
  (Mini p27) 
  Mounted Combat 
  Ride:   
  1 rank 
  Receive a +10 bonus on Concentration checks to cast while mounted. 
  Natural Dowser 
  [General] 
  (DR323 p90) 
  Survival:   
  4 ranks 
  +4 bonus on Survival checks to get along in the wild. 
  Negotiator 
  [General] 
  (PH p98) 
  — 
  +2 bonus to Diplomacy & Sense Motive checks. 
  Nimble Fingers 
  [General] 
  (PH p98) 
  — 
  +2 bonus to Disable Device & Open Lock checks. 
  Noble Warrior 
  [General] 
  (DR317 p83) 
  — 
  +2 Competence bonus on Knowledge (history) and Knowledge (nobility and royalty) checks. 
  Old Salt  
  [General] 
  (Storm p93) 
  Profession(sailor): 5 ranks Gain a +1 bonus on Balance, Profession  (sailor), and Use Rope checks. 
  You may use Profession (sailor) when making a ‘Predict Weather’ check (usually uses Survival). 
  Passive Reconnoiter  
  [General, Scout] 
  (DR346 p87) 
  Survival:   
  4 ranks 
  When you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on 
  Listen and Spot checks. 
  Persuasive 
  [General] 
  (PH p98) 
  — 
  +2 bonus to Bluff & Intimidate checks. 
  Pilgrim  
  [General] 
  (DU142 p93) 
  Know(geography): 5 ranks
  Able to speak at least 3 
  languages 
  When undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based 
  skill checks for 1 month.  After this time, you instead receive a –1 penalty on both until you reach your 
  destination. 
  Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence 
  bonus on a skill related to the destination (but loose the bonus / penalty indicated above). 
  When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will 
  saves & Charisma-based skill checks. 
  Quick Reconnoiter 
  [General, Scout] 
  (CAdv p112) 
  (CAdv p10)+ 
  Listen:   
  5 ranks 
  Spot:   
  5 ranks 
  You can make one Spot check and one Listen check each round as a Free Action. 
  Recognize Imposter 
  [General] 
  (Eb p58) 
  Sense Motive:   3 ranks 
  Spot:   
  3 ranks 
  +4 bonus on Spot check to oppose Disguise checks. 
  +4 bonus on Sense Motive checks to oppose Bluff checks. 
  Sailor’s Balance  
  [General] 
  (Storm p93) 
  Profession(sailor): 4 ranks Gain a +5 Competence bonus on Balance checks made while on a deck or in the ship’s riggings. 
  You may move across a slipper deck at your normal speed. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 12 
  Skill Feats 
  Source 
  Prerequisite 
  Description 
  Savvy Swimmer 
  [General] 
  (DR323 p90) 
  Swim:   
  4 ranks 
  When swimming in armor that you have proficiency with, you only receive ½ the Armor Check Penalty  
  (instead of 2x) on your Swim check. 
  Scout the Path  
  [General, Scout] 
  (DR346 p87) 
  Survival:   
  4 ranks 
  +3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). 
  In addition, all allies within 20’ receive a +1 bonus on their Hide and Move Silently checks. 
  Sea Legs  
  [General] 
  (Storm p93) 
  (DR314 p45) 
  — 
  +2 bonus to Balance & Tumble checks –and– +1 bonus on Initiative checks, as long as you are on a floating 
  ship. 
  Seafarer  
  [General] 
  (DR337 p96) 
  — 
  Profession (sailor) and Survival are always class skills for you. 
  +2 bonus to Profession (sailor) checks. 
  +2 bonus to Survival checks while on a ship or boat. 
  Secrets of Dusk  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a Setting Sun 
  Skill Focus (any 
  Knowledge) 
  You may ‘Take 10’ on Concentration checks at any time. 
  You may ‘Take 20’ with a Knowledge skill that you have Skill Focus with, usable 1/day. 
  Self-Sufficient 
  [General] 
  (PH p100) 
  — 
  +2 bonus to Heal & Survival checks. 
  Shipborn 
  [General] 
  (DR323 p90) 
  — 
  +2 Circumstance bonus on skill checks made in the operation of a ship.  These include Balance, Climb, 
  Craft (shipbuilding), & Profession (sailor) checks.  Only applies when on a ship or repairing one in dock. 
  Skill Focus 
  [General, Scout] 
  (PH p100) 
  (CAdv p10)+ 
  — 
  +3 bonus to all checks involving one skill. 
  This feat may be taken multiple times, once per skill. 
  Sociable Personality 
  [General] 
  (RoD p153) 
  Half-Elf only 
  Charisma 13 
   You may reroll any Diplomacy or Gather Information check.  You must take the new result. 
  Steady Concentration 
  [General] 
  (RoS p144) 
  Concentration:  8 ranks 
  You can always ‘Take 10’ on Concentration checks. 
  Steady Mountaineer 
  [General] 
  (RoS p144) 
  Climb:   
  8 ranks 
  Jump:   
  8 ranks 
  -or- 
  Goliath 
  You can always ‘Take 10’ on Climb checks. 
  Stealthy 
  [General] 
  (PH p101) 
  — 
  +2 bonus to Hide & Move Silently checks. 
  Tactile Trapsmith 
  [General] 
  (CAdv p112) 
  — 
  Use your Dexterity modifier instead of your Intelligence modifier for Disable Device and Search checks. 
  You receive no penalty on these checks due to darkness or blindness. 
  Tutor  
  [General] 
  (DR310 p70) 
  Intelligence 13 
  You grant another character a +2 Competence bonus in a skill that you have at least one rank in (including 
  cross-class skills) by training him/her for 4 days.  Your trainee loses the bonus if you do not spend one 
  hour each day refreshing his/her knowledge.  You may have your Intelligence modifier in trainees at one 
  time & each trainee may only have such a bonus in one skill. 
  Undead Empathy 
  [General] 
  (Eb p61) 
  Charisma 13 
  +4 bonus on Diplomacy checks to change the attitude of Intelligent Undead. 
  You can also use your Diplomacy to influence Mindless Undead (such as Skeletons, Zombies, etc.). 
  Mindless Undead initially have the attitude of Hostile.  
  Action 
  Target Attitude 
  Target DC 
  Stop a random Mindless Undead from attacking 
  Indifferent 
  25 
  Stop a Mindless Undead under orders from attacking 
  Friendly 
  35 
  Make a Mindless Undead abandon what it has been ordered to guard 
  Helpful 
  50 
  Urban Stealth  
  [General] 
  (RoD p154) 
  Know (local):   
  4 ranks 
  +3 bonus to Hide and Move Silently checks in a small city (or larger) community. 
  Versatile Performer 
  [General] 
  (CAdv p112) 
  Perform:   
  5 ranks 
  Pick a number of Perform categories equal to your Intelligence modifier (minimum 1).  When making 
  checks, treat all categories as if they had as many ranks as your highest-ranked category. 
  You gain a +2 bonus to check when using more than one of these Performance categories together. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 13 
  Feats that Add to Class Skill Lists 
   
  Add to Skill Lists 
  Source 
  Prerequisite 
  Description 
  Able Learner  
  [General] 
  (RoD p150) 
  Human or Doppelganger 
  1st level only 
  All skills are “in-class” and only cost 1 skill point. 
  Does not effect the cost of learning a language or gaining literacy. 
  Born under a Setting 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  Concentration is always an in-class skill for you. 
  +1 bonus on any two Knowledge skills. 
  Bronze Solaris Member
  [General] 
  (DR334 p93) 
  Sorcerer level 1st + 
  1st Level only 
  You descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 
  1.  Knowledge (religion) is a Sorcerer class skill for you.  Receive a +3 bonus on Knowledge (religion) 
  checks related to your Ancestor Deity. 
  2.  You are proficient with the Favored Weapon of your Ancestor Deity. 
  City Slicker  
  [General] 
  (RoD p150) 
  1st Level only 
  Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you. 
  Divine Inspiration  
  [General] 
  (DR330 p85) 
  Ability to Turn Undead 
  Bardic Music class 
  ability 
  1. Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. 
  2. Perform is always a Class skill for you. 
  Draconic Heritage 
  [Draconic] 
  (CArc p77) 
  Sorcerer level 1st 
  Choose one of the following types of Dragons.   
  1. Gain the listed skill as an in-class skill. 
  2. You receive a  +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type. 
  Dragon 
  Energy Type 
  Skill 
  Dragon 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Brass 
  Fire 
  Gather Info. 
  Blue 
  Electricity 
  Listen 
  Bronze 
  Electricity 
  Survival 
  Green 
  Acid 
  Move Silently 
  Copper 
  Acid 
  Hide 
  Red 
  Fire 
  Intimidate 
  Gold 
  Fire 
  Heal 
  White 
  Cold 
  Balance 
  Silver 
  Cold 
  Disguise 
  Ecclesiarch 
  [General] 
  (Eb p52) 
  Know (religion):  6 ranks 
  You are respected by a church hierarchy. 
  Add Gather Information and Know (local) to your In-Class Skill List. 
  If you have the Leadership Feat, receive a +2 bonus on your Leadership score. 
  Education 
  [General] 
  (Eb p52) 
  1st level only 
  All Knowledge skills are added to your In-Class Skill List. 
  +1 bonus on two specific Knowledge skills of your choice. 
  Hymnist 
  [General] 
  (DR325 p62) 
  Bardic Music class ability
  Ability to cast Divine 
  spells 
  Perform is always a Class skill for you. 
  Receive your Wisdom modifier as a bonus to all Perform checks. 
  Noble Born  
  [General] 
  (DR333 p45) 
  1st Level only 
  Diplomacy and Knowledge (nobility & royalty) are always class skills for you. 
  If you take the feat Leadership, receive +2 bonus on your Leadership score. 
  Polyglot’  
  [General] 
  (DR323 p90) 
  — 
  Gain one language immediately upon taking this feat. 
  Speak Language is always a Class skill for you. 
  Recognized Leader  
  [General] 
  (DR334 p84) 
  Leadership 
  Old age 
  Membership in a tribe 
  Diplomacy & Knowledge (history) are always in-class skills for you. 
  Receive a +1 bonus on Diplomacy & Knowledge (history) checks. 
  You may gain a Cohort with levels in Barbarian as if your Leadership score was +1. 
  Seafarer  
  [General] 
  (DR337 p96) 
  — 
  Profession (sailor) and Survival are always class skills for you. 
  +2 bonus to Profession (sailor) checks. 
  +2 bonus to Survival checks while on a ship or boat. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 14 
  Feats that Give New Uses for Skill 
   
  News Uses for Skill 
  Source 
  Prerequisite 
  Description 
  Appraise Magic Value 
  [General] 
  (CAdv p103)
  Appraise:   
  5 ranks 
  Know (arcana):  5 ranks 
  Spellcraft:   
  5 ranks 
  If you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise 
  check (DC 10 + item’s caster level) to determine its exact properties. 
  Astral Tracking 
  [General] 
  (DR313 p110)
  Track 
  Know (planes):  11 ranks 
  Spellcraft:   
  8 ranks 
  Survival:   
  10 ranks 
  You may make Survival checks to track creatures through the planes. 
  1. Track through the featureless Astral Plane – DC 25. 
  2. Determine the destination of a Teleport spell or effect when standing at the point of departure – DC 30.  
  If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once. 
  Breath Control  
  [General, Fighter] 
  (DR333 p88) 
  Perform (wind 
  instrument):  
  5 ranks 
  +2 bonus on Perform (wind instrument) checks. 
  +2 bonus on saves vs. inhaled poisons and nauseating vapors. 
  Able to hold your breath for either 2 times Constitution score –or– Perform (wind instrument) check rounds, 
  whichever is higher 
  Combat Acrobat  
  [General, Fighter] 
  (PH2 p76) 
  Balance:  
  9 ranks 
  Tumble:  
  2 ranks 
  Acrobatic Recovery – make a Balance check vs. DC 20 to avoid being knocked Prone. 
  Sure Footed Maneuver – make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as 
  normal terrain with regards to movement. 
  Extraordinary Spell 
  Aim  
  [General] 
  (CAdv p109) 
  Spellcraft:   
  15 ranks 
  With a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature 
  within its area. Casting a spell affected by this feat is a Full Round action, unless the spell’s casting time is 
  greater, in which case the casting time in unchanged. 
  Investigate 
  [General] 
  (Eb p55) 
  — 
  You may attempt to locate and interpret clues left at a crime scene by making a Search check.  The DC of 
  the check is determined by the factors listed at Eb p56. 
  Keen-Eared Scout 
  [General] 
  (PH2 p80) 
  Listen:   
  6 ranks 
  Alertness –or– Skill 
  Focus (listen) 
  If your Listen check exceeds the DC by the indicated amount, you lead additional information (cumulative): 
    Exceed DC 
  Additional Information 
    
  +5 
  Size, Speed, & Direction of noise source 
    
  +10 
  Exact current position of noise source 
    
  +15 
  Armor worn & items carried by noise source (if any) 
    
  +20 
  Type & Subtype of the noise source 
  Also, you gain a +5 bonus to pinpoint the location of Invisible creatures. 
  Master Manipulator  
  [General] 
  (PH2 p80) 
  Diplomacy:   
  9 ranks 
  Charisma 13 
  Gain the following two abilities.  Each cannot be used in combat & you must share a language with your 
  target. 
  Captivating Speech – you may distract (1 + Charisma modifier) creatures within 20’ as long as you 
  speak, inflicting a –4 penalty on each ones Listen, Sense Motive, & Spot checks.  You must make a 
  Diplomacy check opposed by the target’s Diplomacy or Will save (whichever is better). 
  Trap of Words – if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead 
  the creature to believe his/her “lie” worked.  After 1 minute, make a Diplomacy check opposed by the 
  creature’s Bluff check.  If successful, you trick the creature into revealing the lie & the reason making it 
  Master of Mockery  
  [General, Fighter] 
  (DR333 p88) 
  Perform(comedy): 8 ranks
  As a Standard Action, you may attempt to enrage a single melee opponent.  If your opponent fails his/her 
  Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on 
  you (ignoring all others).  The enraged opponent gains a +2 Morale bonus on attack rolls against you, but 
  receives a –2 penalty to AC. 
  This is a mind-affecting, language-dependant effect. 
  Mobile Spellcasting  
  [General] 
  (CAdv p111) 
  Concentration:   8 ranks 
  You can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard 
  Action. You can’t use this ability to cast spells that normally take longer than a Standard Action to cast. 
  If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the 
  defensive, by raising the DC by 5. 
  Pathfinder  
  [General] 
  (DR339 p87) 
  Track 
  Know(geography): 1 rank
  Survival:   
  1 rank
  You may not become lost due to poor visibility or difficult terrain. 
  By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 3/4x).   
  By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 1x).   
  Research 
  [General] 
  (Eb p59) 
  — 
  You may attempt to glean information from books, scrolls, etc., by making a Knowledge check.  The DC of 
  the check is determined by the factors listed at Eb p59. 
  Suppress Presence  
  [General] 
  (DR343 p32) 
  Dexterity 15 
  Stealthy 
  Creatures with the ‘blindsense’ special ability must make a Listen or Spot check (as appropriate for the 
  creature) vs. your Hide check to perceive you.  You must have Cover to hide from ‘blindsense’. 
  Supremely Confident 
  [General, Fighter] 
  (DR335 p88) 
  Perform (act):   7 ranks 
  When making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. 
  On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a 
  Free Action. 
  Track 
  [General, Scout] 
  (PH p101) 
  (CAdv p10)+ 
  — 
  Ranger 1st  
  You may attempt to follow tracks by making a Survival check each mile.  The DC of the check is 
  determined by the factors listed at PH p101. 
  Urban Tracking  
  [General] 
  (Eb p61) 
  (RoD p154) 
  — 
  You may attempt to locate or trail an individual by making a Gather Information check each hour.  The DC 
  of the check is determined by the factors listed at Eb p61. 
  Vatic Gaze  
  [General] 
  (PH2 p85) 
  Arcane spellcaster 9th lvl 
  1. Detect Magic, at will. 
  2. By making a Sense Motive check vs. DC (5 + target’s caster level), you may determine the highest level 
  spell the target is still capable of casting. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 15 
  News Uses for Skill 
  Source 
  Prerequisite 
  Description 
  Wanderer’s Diplomacy 
  [General] 
  (PH2 p85) 
  Halfling  
  –or–  
  Bluff:  
  4 ranks 
  Diplomacy:  
  4 ranks 
  Sense Motive:   4 ranks 
  Gain the following abilities:   
  Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too 
  expensive for the current settlement to sell.  You must still purchase the object after locating it.  The DC of 
  the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000). 
  Intuitive Communication – you may communicate in a simple way with a creature whose language you do 
  not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you 
  and the creature are of the same type, otherwise DC 30.  
  Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of 
  Diplomacy as usual).  The attempt takes a Standard Action and its DC is the same as changing an Attitude 
  with Diplomacy.  You may not use this ability on a creature with the Attitude of ‘Hostile’.  If successful, 
  the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started 
  for 10 minutes. 
  War Chant 
  [General, Fighter] 
  (DR335 p88) 
  Perform (sing):  7 ranks 
  By chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 
  1.  You gain a +2 bonus on your Initiative check. 
  2.  Allies within 30’ who were listening to the chant receive a +1 Morale bonus on their Initiative check. 
  The effects of multiple chanters on their allies stack (up to a max of +4). 
   
   
   
  Skill Trick Feats 
   
  Skill Trick Feats 
  Source 
  Prerequisite 
  Description 
  Cool Head 
  [General] 
  (CSco p075) 
  any 2 Mental Skill 
  Tricks 
  Gain 2 extra Mental Skill Tricks that do not count against your maximum. 
  Freerunner 
  [General] 
  (CSco p077) 
  any 2 Movement Skill 
  Tricks 
  Gain 2 extra Movement Skill Tricks that do not count against your maximum. 
  Sure Hand 
  [General] 
  (CSco p081) 
  any 2 Manipulation Skill 
  Tricks 
  Gain 2 extra Manipulation Skill Tricks that do not count against your maximum. 
  Sweet Talker 
  [General] 
  (CSco p081) 
  any 2 Interaction Skill 
  Tricks 
  Gain 2 extra Interaction Skill Tricks that do not count against your maximum. 
   
  
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  October 1, 2007 
   
   
  General Feats 
   
  Page 16 
  Saving Throw Feats 
   
  Saving Throw Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Defense  
  [General] 
  (CArc p73) 
  Spell Focus in the 
  chosen School of 
  Magic 
  +3 bonus on saves vs. spells from the chosen School of Magic. 
  You may take this feat multiple times, each time choosing a different School of Magic. 
  Aura of Bravery  
  [General] 
  (DR323 p96) 
  — 
  All allies within 10’ of you gain a +2 Morale bonus on saves vs. Fear as long as you are not affected by the 
  Fear effect.  You do not receive the bonus. 
  Battlefield Inspiration 
  [General] 
  (Mini p25) 
  Charisma 13 
  As a Free Action, you may grant a +2 XXX bonus to saves vs. Fear to allies 30’ with an  Intelligence of 3+ 
  who can hear you for XXX rounds.   
  This feat may be taken multiple times, each time increasing the bon us by an additional +2. 
  Born under a High Sun 
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate checks. 
  +2 bonus on saves vs. Fire effects. 
  +1 bonus on all other Fortitude saves. 
  Born under a Rising 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Heal checks. 
  +2 bonus on Will saves vs. Fear. 
  +1 bonus on all other Will saves. 
  Dive for Cover  
  [General] 
  (CArc p108) 
  Base Reflex Save:  +4 
  If you fail a Reflex saving throw, you may immediately attempt the saving throw again. 
  You become Prone immediately after attempting the second saving throw. 
  Enduring Life  
  [General] 
  (LM p26) 
  — 
  Whenever you gain a Negative Level, you can ignore the penalties and other ill effects associated with that 
  Negative Level for a number of  minutes equal to your Constitution modifier (if any). 
  Gain a +4 bonus on Fortitude saves to remove Negative Levels. 
  Filth Eater  
  [General] 
  (Sharn p157) 
  — 
  +4 bonus on saves vs. Disease or Ingested Poisons.  Even if you fail the save, the ability damage you take 
  from either of these sources is reduced by 1 point (minimum 1) 
  Force of Personality  
  [General] 
  (CAdv p109) 
  Charisma 13 
  Add your Charisma modifier instead of you Wisdom modifier as a bonus when making a Will save vs. 
  mind-affecting spells and abilities. 
  Gift of Faith 
  [Exalted] 
  (BoED p43) 
  Wisdom 13 
  +2 bonus on saving throws to resist [fear], despair effects, or similar mind-affecting conditions (but not 
  charms or compulsions). 
  Great Fortitude  
  [General, Scout] 
  (PH p94) 
  (CAdv p10)+ 
  — 
  +2 bonus to all Fortitude saving throws. 
  Hard to Fool 
  [General] 
  (DR317 p82) 
  — 
  +2 bonus on Will saves vs. Illusion. 
  +2 bonus on Sense Motive checks. 
  Indomitable Soul 
  [General] 
  (PH2 p80) 
  Endurance 
  Iron Will 
  When making a Will save vs. a Mind-Affecting or Fear ability, roll two d20’s and take the better. 
  Insightful Reflexes  
  [General] 
  (CAdv p110) 
  — 
  Add your Intelligence moodier instead of your Dexterity modifier as a bonus to Reflex saves. 
  Iron Will  
  [General, Scout] 
  (PH p97)  
  (CAdv p10)+ 
  — 
  +2 bonus to all Will saving throws. 
  Lasting Life  
  [General] 
  (LM p28) 
  Endurance 
  Enduring Life 
  Once per round as a Standard Action, you can attempt to remove one Negative Level from yourself with a 
  Will save (DC 10 + ½ attacker’s HD + attacker’s Charisma modifier). 
  Lightning Reflexes 
  [General, Scout] 
  (PH p97)  
  (CAdv p10)+ 
  — 
  +2 bonus to all Reflex saving throws. 
  Piercing Sight  
  [General] 
  (RoS p143) 
  Gnome  
  +4 bonus on saving throws to disbelieve Illusions (must have “disbelief” in the saving throw entry). 
  Pilgrim  
  [General] 
  (DU142 p93) 
  Know(geography): 5 ranks
  Able to speak at least 3 
  languages 
  When undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based 
  skill checks for 1 month.  After this time, you instead receive a –1 penalty on both until you reach your 
  destination. 
  Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence 
  bonus on a skill related to the destination (but loose the bonus / penalty indicated above). 
  When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will 
  saves & Charisma-based skill checks. 
  Pirate Luck 
  [General] 
  (DR323 p90) 
  Charisma 13 
  You may reroll one saving throw per day before the DM declares if it was successful or not.  You must take 
  the second roll. 
  Protected Destiny  
  [General] 
  (RoD p153) 
  Human or Half-Human  
  Character level 3rd 
  Heroic Destiny 
  If you roll a ‘natural 1’ on a saving throw, you may reroll it.  Usable once per day. 
  Resist Telekinesis 
  [General] 
  (DR309 p110)
  Intelligence 13 
  Combat Expertise 
  Spellcraft:   
  2 ranks 
  You are practiced at avoiding the various effects of Telekinesis. 
  1. +8 bonus to resist the effects of Telekinesis (combat maneuver) (which includes Bull Rush, etc.). 
  2. +4 bonus on Will saves to avoid Telekinesis (violent thrust). 
  Sailor Will  
  [General] 
  (DR323 p90) 
  Base Will Save +2 
  +1 bonus on Will saves. 
  +4 bonus on your check to avoid being Demoralized (see the Intimidate skill). 
  Spirit of Dawn  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a Rising Sun 
  Diplomacy:   
  2 ranks 
  +4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). 
  You may encourage all allies that can hear & understand you.  Each ally (and yourself) receives a  
  +2 Moral bonus on Will saves for Charisma modifier rounds.  This is a Swift Action, usable 1/day. 
  Steadfast 
  Determination  
  [General] 
  (PH2 p83) 
  Endurance 
  1.  Use your Constitution modifier in place of your Wisdom modifier on Will saves. 
  2.  You do not automatically fail Fortitude saves on a roll of ‘natural 1’. 
  Strong Mind 
  [General] 
  (Eb p61) 
  (Und p27) 
  Wisdom 11 
  Receive a +3 bonus on saving throws vs. Psionic abilities and mind attacks. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 17 
  Saving Throw Feats 
  Source 
  Prerequisite 
  Description 
  Strong Stomach 
  [General] 
  (DR326 p55) 
  — 
  Receive a +4 bonus on saving throws vs. extraordinary, supernatural, or spell-like effects that cause Nausea 
  or any other scent-based effect. 
  Tomb-Born Resilience  
  [General] 
  (LM p30) 
  Non-Good Alignment 
  Tomb-Tainted Soul 
  +2 bonus on saving throws vs. mind-affecting spells and abilities, poison, and disease. 
  Unquenchable Flame 
  of Life 
  [General] 
  (FoE p148) 
  — 
  Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Undead. 
  If Undead are your Favored Enemy, you receive your Favored Enemy bonus vs. Undead instead of the +2. 
  Unyielding Bond of 
  Soul 
  [General] 
  (FoE p148) 
  — 
  Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Outsiders. 
  If Outsiders are your Favored Enemy, you receive your Favored Enemy bonus vs. Outsiders instead of the +2
  Vengeance of Noon  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a High Sun 
  Power Attack 
  +4 bonus on saves vs. Fire effects (supersedes the bonus from Feat: Born under a High Sun). 
  One of your weapons gains the ‘Flaming’ weapon quality (doing +1d6 Fire damage) for Charisma modifier 
  rounds.  This is a Swift Action, usable 1/day. 
  We Few, We Happy 
  Few 
  [General, Fighter] 
  (DR335 p88) 
  Perform (oratory):   
  7 ranks 
  Following a 1 minute speech, you may make a Perform (oratory) check.  Any ally who listened to the whole 
  speech and understood it may use this check in place of his/her next Will save (though the subject must 
  decide before rolling).  If not used within 10 minutes, the effect dissipates. 
   
   
   
  Movement Feats 
   
   Movement Feats 
  Source 
  Prerequisite 
  Description 
  Brachiation  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+ 
  Climb:  
  4 ranks 
  Jump:  
  4 ranks 
  You can move through medium and dense forest area at your normal land speed. 
  You must be at least 20’ from the ground to use this ability. 
  Dash 
  [General] 
  (CWar p97)  
  (Mini p25) 
  — 
  You may increase your movement by 5’ as long as you are wearing no more than Light armor and are no 
  more than Lightly Encumbered. 
  Fleet of Foot’ 
  [General] 
  (CWar p99) 
  Dexterity 15 
  Run 
  When running or charging, you can make one turn of up to 90 degrees.  To maintain a charge, the last 10’ 
  must still be in a straight line. 
  You can only use this Feat when wearing no more than Light Armor and no more than Lightly Encumbered. 
  Floatation  
  [General] 
  (DR314 p45) 
  Skill Focus (Swim) 
  Swim:   
  4 ranks 
  You may float on calm water as a Free Action.  You are considered Prone, but otherwise may cast spell 
  and/or attack.  You may sleep while floating on the water. 
  Flow with the 
  Current  
  [General] 
  (DR314 p45) 
  Skill Focus (Swim) 
  Floatation 
  Swim:   
  4 ranks 
  While swimming, you receive a +2 bonus to Initiative checks & Reflex saving throws. 
  Improved Flight  
  [General] 
  (CAdv p110) 
  Ability to fly 
  Your maneuverability while flying improves one step (clumsy → poor → average → good → perfect). 
  Improved Swimming  
  [General, Scout] 
  (CAdv p110) 
  (CAdv p10)+ 
  Swim:   
  6 ranks 
  You can swim half your speed as a Move Action, or your speed as a Full Round Action. 
  Rapid Swimming  
  [General] 
  (Storm p93) 
  Racial Swim speed 
  Base Fortitude Save +2 
  Swim speed increases by +20’. 
  Roofwalker  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Mobility 
  Balance:   
  5 ranks 
  Jump:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Fleet of Feet – You can walk across a precarious surface at full speed without a penalty on your Balance 
  check. 
  Graceful Drop – If you intentionally jump from a height, you take less damage than if you had fallen.  On a 
  successful Jump check, you take falling damage as if you had dropped 20’ fewer. 
  Master of the Roof – Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you. 
  Run  
  [General] 
  (PH p99) 
  — 
  When running, the following apply: 
  1. You move at 5x your normal movement if wearing no more than Light armor & carrying no more than 
  Light encumbrance. 
  2. You move at 4x your normal movement if wearing heavier armor or carrying more encumbrance. 
  3. You receive a +4 bonus on Jump checks when making a jump after a running start. 
  4. While running, you retain your Dexterity bonus to AC. 
  Sahuagin Flip  
  [General, Fighter] 
  (Storm p93) 
  Racial Swim speed 
  Dodge 
  After making a Standard Action melee attack, you may ‘withdraw’ (i.e., 2x movement) as a Move Action as 
  long as your are swimming away. 
  Sandstep  
  [General] 
  (DR323 p90) 
  — 
  The DC’s of your Balance, Move Silently, and Tumble checks are not increase by the light / dense rubble & 
  light undergrowth of a desert. 
  Also, entering a square of light undergrowth in a desert only costs you 1 square of movement (instead of 2). 
  Sprinter  
  [General] 
  (DR313 p31) 
  Dexterity 15 
  Constitution 15 
  Run 
  You may increase your movement by 10’ for a number of rounds equal to your Constitution modifier. 
  This ability may be used up to 3 times per day. 
  Swim-By Attack  
  [General] 
  (Storm p94) 
  Racial Swim speed 
  You may take a Move Action and have a Standard Action (typically an attack) occur at some point in the 
  movement.  In effect, ‘Spring Attack’ when you are swimming. 
  Tunnel Rat 
  [General] 
  (DR326 p55) 
  Escape Artist:  
  4 ranks 
  When squeezing, each space counts as 1 square of movement and you only suffer a –2 penalty on attack 
  rolls.  Normally, each space squeezed through costs 2 squares of movement and the penalty is –4. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 18 
  Armor & Shield Feats 
   
  Armor & Shield 
  Source 
  Prerequisite 
  Description 
  Armor Proficiency 
  (heavy)  
  [General] 
  (PH p89) 
  Armor Proficiency 
  (medium) 
  You are proficient with all normal Heavy Armors. 
  Armor Proficiency 
  (light) 
  [General] 
  (PH p89) 
  — 
  You are proficient with all normal Light Armors. 
  Armor Proficiency 
  (medium)  
  [General] 
  (PH p89) 
  Armor Proficiency 
  (light) 
   
  You are proficient with all normal Medium Armors. 
  Armor Specialization  
  [General, Fighter] 
  (PH2 p75) 
  Armor Proficiency 
  (appropriate type) 
  Base Attack Bonus +12 
  Choose a type of Medium or Heavy Armor that you are proficient with.  When wearing a Masterwork 
  (including Magical) version of this armor, you gain Damage Reduction 2 / —.  Does not apply when you 
  loose your Dexterity bonus to AC. 
  May be taken multiple times, each time with a different type of armor. 
  Dwarven Armor 
  Proficiency  
  [General, Fighter] 
  (RoS p138) 
  Dwarf only 
  Armor Proficiency 
  (heavy) 
  You are proficient with Battle Plate, Interlocking Plate, Interlocking Scale, and Mountain Plate. 
  Exotic Armor 
  Proficiency  
  [General, Fighter] 
  (Und p25) 
  (RoS p139) 
  Armor Proficiency 
  (appropriate type) 
  You are proficient with a specific type of Exotic Armor. 
  Exotic Shield 
  Proficiency  
  [General, Fighter] 
  (RoS p139) 
  Shield Proficiency 
  Base Attack Bonus +1 
  You are proficient with a specific type of Exotic Shield. 
  Greater Heavy Armor 
  Optimization  
  [General, Fighter] 
  (RoS p141) 
  Armor Proficiency 
  (heavy) 
  Heavy Armor 
  Optimization 
  Base Attack Bonus +8 
  When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2. 
  These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total 
  reduction of Armor Check penalty of 3. 
  Heavy Armor 
  Optimization  
  [General, Fighter] 
  (RoS p141) 
  Armor Proficiency 
  (heavy) 
  Base Attack Bonus +4 
  When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1. 
  Shield Proficiency  
  [General] 
  (PH p100) 
  — 
  You are proficient with all shields (except Tower Shields). 
  Tower Shield 
  Proficiency  
  [General] 
  (PH p101) 
  Shield Proficiency 
  You are proficient with Tower Shields. 
   
   
  Hit-Point & Healing Feats 
   
  Hit-Point / Healing 
  Source 
  Prerequisite 
  Description 
  Diehard  
  [General] 
  (PH p93) 
  Endurance 
  1.  You automatically stabilize if you are reduced to –1 hp or lower. 
  2.  When reduced to –1 hp or lower, you have the option of not going Unconscious.  If you stay awake, you 
  are considered Disabled.  This means you can make one Move Action or one Standard Action each 
  round.  If you use a Standard Action (or a Free Action that is strenuous), you take 1 hp of damage.  
  Endurance  
  [General, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  — 
  Ranger 3rd  
  1.  +4 bonus on checks for performing a physical action over a period of time, such as swimming or 
  running. 
  2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 
  3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation. 
  Faster Healing 
  [General] 
  (CWar p98) 
  Base Fortitude Save +5 
  The rate of your natural healing of hit-points and ability damage increases.   
  The hp value is multiplied by the Character level.  Additional values are listed at (CWar p98). 
  Day’s Activity 
  Normal 
  with Faster Healing 
  Strenuous Activity 
  0 hp & 0 ability score 
  1 hp & 2 ability score 
  Light Activity 
  1 hp & 1 ability score 
  1½ hp & 2 ability score 
  Complete Bed Rest 
  1½ hp & 2 ability score 2 hp & 2 ability score 
  Hibernate  
  [General] 
  (DR313 p30) 
  Constitution 13 
  Endurance 
  If you sleep for 8 uninterrupted hours, you regain 2x your Character level in hit-points –and– 2 points of 
  ability damage to each affected score. 
  If you sleep for 24 uninterrupted hours, you regain 4x your Character level in hit-points –and– 4 points of 
  ability damage to each affected score. 
  Improved Toughness 
  [General, Fighter] 
  (CWar p101) 
  (MM3 p207) 
  Base Fortitude Save +2 
  Gain 1hp per hit-die.  This applies to future hit-dice too.  If a  hit-die is permanently lost, you lose the bonus 
  hp. 
  Second Wind 
  [General] 
  (Mini p28) 
  — 
  You may heal yourself (Constitution modifier) hit-points (minimum 1), usable once per day. 
  Toughness  
  [General] 
  (PH p101) 
  — 
  Gain +3 hit points. 
  This feat may be taken multiple times. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 19 
  Social Feats 
   
  Social Feats 
  Source 
  Prerequisite 
  Description 
  Favored of the 
  Companions 
  [Exalted] 
  (BoED p43) 
  Pledged fealty to one of 
  the Paragon of the 
  Guardinals (NG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Knight of Stars’ or ‘Servant of the Heavens’ after taking this feat. 
  Friend of Earth  
  [General] 
  (DR314 p29) 
  Member of an earth-
  focused sect or a 
  follower of an earth-
  based deity 
  You receives a +4 bonus on any Charisma-based check to influence earth creatures, including creatures with 
  the [earth] subtype, intelligence Constructs made from stone, etc. 
  You receives a +2 bonus on any Charisma-based check to influence any created associated with earth or 
  stone that does not have an [earth] subtype, such as Dwarves. 
  Knight of Stars 
  [Exalted] 
  (BoED p44) 
  Pledged fealty to a 
  member of the Court of 
  Stars (CG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Favored of the Companions’ or ‘Servant of the Heavens’ after taking this feat. 
  Noble Born  
  [General] 
  (DR333 p45) 
  1st Level only 
  Diplomacy & Knowledge (nobility & royalty) are always class skills for you. 
  If you take the feat Leadership, receive +2 bonus on your Leadership score. 
  Resourceful Buyer  
  [General] 
  (RoD p153) 
  — 
  Whenever you are buying goods, the community is treated as one category larger for determining the value 
  of the most expensive items available.  This benefit does not stack with any other effect with a similar 
  benefit. 
  Servant of the 
  Heavens 
  [Exalted] 
  (BoED p46) 
  Pledged fealty to one of 
  the rulers of the Seven 
  Heavens (LG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Favored of the Companions’ or ‘Knight of Stars’ after taking this feat. 
  Smatterings  
  [General] 
  (RoD p153) 
  Intelligence 13 
  You can quickly learn enough of a language to ask and understand simples questions, explanations, and 
  instructions.  It takes 2d6 days to gain the benefit the first time you encounter the language, but only 1d4 
  days for subsequent encounters. 
  This benefit only applies to verbal communication. 
  True Believer 
  [General] 
  (CDiv p86) 
  (DR333 p50) 
  Must have a Patron 
  Deity & be within one 
  step of the Deity’s 
  alignment 
  +2 Insight bonus on one Saving Throw per day, decided before making the save. 
  May use Relics of your Deity. 
  Wise Elder  
  [General] 
  (DR334 p84) 
  Leadership 
  Recognized Leader 
  Old age 
  Membership in a tribe 
  When using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must 
  take the second roll (even if worse).  Usable 1/day.  
  You may gain a Cohort with levels in Barbarian as if your Leadership score was +2 (supersedes bonus from 
  Recognized Leader). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 20 
  Leadership Feats 
   
  Leadership Feats 
  Source 
  Prerequisite 
  Description 
  Assemble the Horde  
  [General] 
  (DR346 p52) 
  Leadership 
  Character level 6th 
  Leadership score 4 
  higher than your level 
  +1 bonus on your Leadership score. 
  For each Follower who is above 1st level, gain an extra 1st level follower. 
  Class Champion  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  Leadership score 4 
  higher than your level 
  +1 bonus on your Leadership score. 
  Gain two additional Followers of the highest level available for your Leadership score, but they must be the 
  same class (i.e., Fighter, Cleric, Rogue, etc.) as you. 
  Close Cohort  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  Leadership score 2 
  higher than your level 
  Your Cohort may be one level below your level (instead of two below, as usual). 
  Dragon Cohort  
  [General] 
  (Dcn p105) 
  Character level 9th 
  Speak Language 
  (Draconic) 
  You gain a Dragon Cohort(Dcn p139), just as you would have with the Leadership feat; however, you may 
  treat the Dragon’s ELC as if it were 3 lower than indicated. 
  Dragon Steed  
  [General] 
  (Dcn p105) 
  Ride:  8 ranks 
  Charisma 13 
  Speak Language 
  (Draconic) 
  You gain the service of a Dragonnel(Dcn p150) as a steed.  It serves you loyally, like a Cohort. 
  If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your special 
  mount. 
  Ecclesiarch 
  [General] 
  (Eb p52) 
  Know (religion):  6 ranks 
  You are respected by a church hierarchy. 
  Add Gather Information and Know (local) to your In-Class Skill List. 
  If you have the Leadership Feat, receive a +2 bonus on your Leadership score. 
  Eye for Talent  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  Leadership score 2 
  higher than your level 
  Sense Motive:  9 ranks 
  +1 bonus on your Leadership score. 
  You can replace Followers in 1d4 weeks (instead of the usual 1d4 months). 
  Fanatical Devotion  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  Leadership score 3 
  higher than your level 
  +1 bonus on your Leadership score. 
  You do not receive a penalty on your Leadership score when a Follower dies. 
  Great Captain  
  [General] 
  (Storm p92) 
  Leadership 
  Know(geography):7 ranks
  Profession(sailor): 7 ranks
  1. You may command your vessel in combat as a Move Action (normally a Standard Action). 
  2. You may perform an Aid Other action that applies to all on board the vessel you command.  The action 
  applies to one check, typically ‘Profession (sailor)’ or ‘Profession (siege engineer)’. 
  Improved Leadership 
  [General] 
  (DR317 p82) 
  Leadership 
  Charisma 15 
  +2 bonus on your Leadership score. 
  Leadership  
  [General] 
  (PH p106) 
  (DMG p106)+ 
  Character level 6th  
  You attract a cohort and/or followers to help you in your goals. 
  Natural Leader  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  +2 bonus on your Leadership score. 
  Noble Born  
  [General] 
  (DR333 p45) 
  1st Level only 
  Diplomacy & Knowledge (nobility & royalty) are always class skills for you. 
  If you take the feat Leadership, receive +2 bonus on your Leadership score. 
  Recognized Leader  
  [General] 
  (DR334 p84) 
  Leadership 
  Old age 
  Membership in a tribe 
  Diplomacy & Knowledge (history) are always in-class skills for you. 
  Receive a +1 bonus on Diplomacy & Knowledge (history) checks. 
  You may gain a Cohort with levels in Barbarian as if your Leadership score was +1. 
  Undead Leadership  
  [General] 
  (LM p31) 
  Character level 6th 
  Non-Good Alignment 
  Know (religion): 1 rank 
  You attract followers and a Cohort as if you had the Leadership Feat.  Your Leadership score is +2 for 
  attracting Undead, and –4 for attracting living followers.  If you decide to attract an Undead Cohort, its 
  maximum ECL is two below yours. 
  Venerable Elder  
  [General] 
  (DR334 p84) 
  Leadership 
  Recognized Leader 
  Wise Elder 
  Venerable age 
  Membership in a tribe 
  +10 Insight bonus on any Diplomacy or Intimidate check.  Usable 1/day. 
  You may gain a Cohort with levels in Barbarian as if your Leadership score was +4 (supersedes bonus from 
  Wise Elder). 
  Wise Elder  
  [General] 
  (DR334 p84) 
  Leadership 
  Recognized Leader 
  Old age 
  Membership in a tribe 
  When using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must 
  take the second roll (even if worse).  Usable 1/day.  
  You may gain a Cohort with levels in Barbarian as if your Leadership score was +2 (supersedes bonus from 
  Recognized Leader). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 21 
  Feats that Grant Spells 
   
  Spell Granting Feats 
  Source 
  Prerequisite 
  Description 
  Binding Brand  
  [General] 
  (PGE p36) 
  — 
  You have the mark of the Binding Brand, a stylized flame. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Guidance, Protection from Evil, Resistance.  DC is Charisma-based. 
  Born under the 
  Crescent Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Sense Motive & Spot checks. 
  Detect Thoughts, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Full 
  Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate & Use Magical Device checks. 
  Command, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the 
  Gibbous Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Bluff & Gather Information checks. 
  Calm Animals, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Half 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Balance & Concentration checks. 
  Expeditious Retreat, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Born under the New 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Hide & Sleight of Hand checks. 
  Disguise Self, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Communicator 
  [General] 
  (CArc p76) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Arcane Mark, Comprehend Languages, Message 
  Gift of the Xoriat 
  [General] 
  (DR332 p45) 
  Devotion to the Cult of 
  the Dragon Below 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Daze, Lesser Confusion, Lullaby.  DC is Charisma-based. 
  Insightful 
  [General] 
  (CArc p80) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Detect Magic, Detect Secret Doors, Read Magic. 
  Necropolis Born 
  [General] 
  (CArc p81) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Cause Fear, Ghost Sound, Touch of Fatigue.  DC is Charisma-based. 
  Night Haunt 
  [General] 
  (CArc p81) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Dancing Lights, Prestidigitation, Unseen Servant.  DC is Charisma-based. 
  Soul of the North 
  [General] 
  (CArc p83) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Chill Touch, Ray of Frost, Resistance.  DC is Charisma-based. 
  Spell Hand 
  [General] 
  (CArc p83) 
  — 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Mage Hand, Open/Close, Tenser’s Floating Disk.  DC is Charisma-based. 
  Touch of Captivation 
  [General] 
  (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  Your eyes look unnatural, such as being slitted or having strangely colored pupils. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Charm Person, Daze, Prestidigitation.  DC is Charisma-based. 
  Touch of Deception 
  [General] 
  (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  When not disguised, your hair looks unusual, such as a strange color or unusual pattern. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Disguise Self, Ghost Sound, Open/Close.  DC is Charisma-based. 
  Touch of 
  Summoning 
  [General] 
  (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  Your facial features look unusual, such as a heavy brow ridge, deeply sunken eyes, etc. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Acid Splash, Mage Hand, Summon Monster I (fiendish creatures only).  DC is Charisma-based. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 22 
  Flying Feats 
   
  Flying Feats 
  Source 
  Prerequisite 
  Description 
  Aerial Reflexes  
  [General] 
  (RotW p148) 
  — 
  When flying, gain a bonus on Reflex saves based on your Maneuverability: 
    Maneuverability 
  Bonus 
  Maneuverability 
  Bonus 
    
  Perfect 
  +4 
  Poor 
  +1 
    
  Good 
  +3 
  Clumsy 
  +0 
    
  Average 
  +2 
  Aerial Superiority  
  [General] 
  (RotW p148) 
  — 
  When flying, gain a +1 Dodge bonus to AC against opponents who cannot fly or who have a worse 
  Maneuverability rating then you. 
  Born Flyer  
  [General] 
  (RotW p148) 
  Dexterity 13 
  Gain a +4 Competence bonus on saves or checks you make to maneuver in the air or to stay aloft. 
  Note:  This feat allows you to qualify for other feats that have a natural Fly speed as the prerequisite. 
  Diving Charge  
  [General] 
  (RotW p150) 
  — 
  If you make a Charge action while Flying, move at least 30’ while descending at least 10’, you gain a 
  damage bonus based on your Flying speed, plus you have the option of ‘turning in place’ after the attack so 
  that you are now flying parallel to the ground (instead of crashing into it). 
    
  Fly Speed 
  Bonus 
    
  up to 30’ 
  +1d6 
    
  31’ – 90’ 
  +2d6 
    
  91’+ 
  +3d6 
  Improved Flight  
  [General] 
  (RotW p151) 
  Natural Fly Speed 
  Your maneuverability category while flying improves by one category. 
  Winged Warrior  
  [Tactical, Fighter] 
  (RotW p153) 
  Must have Wings 
  Hover 
  Base Attack Bonus +4 
   
  You may use the following 3 tactical maneuvers: 
  Dustup – If you are standing in or flying no more than 10’ above an area of lots of loose debris, you can use 
  a Move Action to create a 20’ radius hemispherical cloud.  Creatures looking through 10’ of the cloud 
  have Concealment, while 20’ grants Total Concealment & any within the cloud must make a 
  Concentration check vs. DC 10 + ½ your character level to cast a spell. 
  Flying Leap – If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb 
  checks due to the lift and stabilization effects of your wings. 
  Shroud of Feathers – By spending a Move Action to surround your body with your wings, you can make a 
  Feint in combat as part of an attack.  You cannot be flying to use this maneuver.  You can only use this 
  maneuver once per foe per combat. 
   
   
   
  Misc. Feats 
   
  Misc. Feats 
  Source 
  Prerequisite 
  Description 
  Ancestral Relic  
  [General] 
  (BoED p39) 
  Good Alignment 
  Character level 3rd  
  Receive an item of masterwork quality that previously belonged to a family member or a member of your 
  religious order. 
  As you go up in level, the item can gain power to match your character level. 
  Crowd Tactics  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Hide:  5 ranks 
   
  You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: 
  Moving with the Flow – Entering a crowd square does not cost you extra movement. 
  One with the Crowd – +4 bonus to Hide checks while in a crowd square. 
  Master of the Mob – +4 bonus to Diplomacy checks to direct a crowd. 
  Danger Sense  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+ 
  (Mini p25) 
  Improved Initiative 
  You may roll two dice when making your Initiative check and take the better roll.  Usable 1/day.  
  Darkness Adaptation  
  [General] 
  (DR333 p84) 
  Raised in an arctic 
  environment 
  You see twice as far as normal in areas of poor illumination.  If you possess Low-Light Vision, you can see 
  three times the normal distance. 
  Deep Breather  
  [General] 
  (DR335 p56) 
  Constitution 16 
  You may hold your breath 2x the normal number of rounds for your race before you risk drowning. 
  For example, a Human with this feat could hold his/her breath (4 * Constitution score) rounds. 
  Dragon Friend  
  [General] 
  (Dcn p105) 
  Charisma 11 
  Speak Language 
  (Draconic) 
  You are a known and respected ally of dragons. 
  +4 bonus to Diplomacy checks to adjust the attitude of a Dragon. 
  +2 bonus to Ride checks made when you are mounted on a Dragon. 
  +4 bonus on saves against the Frightful Presence of Good Dragons. 
  You cannot take this feat if you have already taken the Dragonthrall feat. 
  Dragon Totem 
  [General] 
  (Eb p52) 
  Region of origin 
  Argonnesssen or Seren. 
  Base Attack Bonus +1 
  Choose one of the following Dragons to be your Totem.  You gain Energy Resistance 5 against the listed 
  energy. 
  Totem 
  Energy 
   
  Totem 
  Energy 
  Black 
  Acid 
  Gold 
  Fire 
  Blue 
  Electricity 
  Green 
  Acid 
  Brass 
  Fire 
  Red 
  Fire 
  Bronze 
  Electricity 
  Silver 
  Cold 
  Copper 
  Acid 
  White 
  Cold 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  General Feats 
   
  Page 23 
  Misc. Feats 
  Source 
  Prerequisite 
  Description 
  Dragonthrall  
  [General] 
  (Dcn p105) 
  Speak Language 
  (Draconic) 
  You have pledged your life to the service of evil dragonkind. 
  +4 bonus on Bluff checks against a Dragon. 
  +2 bonus to Ride checks made when you are mounted on a Dragon. 
  +4 bonus on saves against the Frightful Presence of Evil Dragons. 
  –2 to your saves vs. Enchantment spells & effects cast by Dragons. 
  You cannot take this feat if you have already taken the Dragonfriend feat. 
  Earth Sense  
  [General] 
  (RoS p138) 
  Constitution 13 
  Wisdom 13 
  While touching the ground, you can take a Move Action to sense the number of creatures within 20’ who 
  are also touching the ground. You cannot pinpoint the location of any creature with this feat. 
  Note:  Creatures with the Air or Aquatic subtypes may not select this feat. 
  Flesh of the Ice 
  Tomb  
  [General] 
  (DU109 p50) 
  Non-Good Alignment 
  Tomb-Tainted Soul 
  Endurance 
  Cold damage you take becomes non-lethal damage. 
  Greater Kiai Shout  
  [General] 
  (CWar p99)
  Charisma 13 
  Base Attack Bonus +9 
  Kiai Shout 
  When you make a Kiai Shout, your opponents are Panicked for 2d6 rounds. 
  Heroic Destiny  
  [General] 
  (RoD p152) 
  Human or Half-Human 
  Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, 
  you may roll 1d6 and add it as a bonus to the roll, check, or save. 
  Human Heritage  
  [General] 
  (RoD p152) 
  1st level only 
  Half-Human or Human-
  descended(RoD p150) 
  You are considered Humanoid(human) for the purpose of adjudicating all effects. 
  You retain any other subtypes you had (such as orc or extraplanar). 
  You gain 4 additional skill points. 
  Inspired Master 
  [General] 
  (DR339 p34) 
  — 
  Any magic item you use has its ‘Caster level’ treated as if it were +1 level. 
  Item Familiar 
  [General] 
  (UA p170) 
  Character level 3rd  
  You bond with an object similarly to how a wizard bonds with a familiar.  Your ‘item familiar’ gains 
  aspects of your life-force (which grants you abilities) as you go up in level.  See Unearthed Arcana p170. 
  Kiai Shout  
  [General] 
  (CWar p102)
  Charisma 13 
  Base Attack Bonus +1 
  As a Standard Action, you may make a shout that causes all opponents within 30’ that have fewer HD / 
  Character levels than you to become Shaken (WillNeg  DC is Charisma-based). 
  You may use this ability 3 times per day. 
  Nymph’s Kiss 
  [Exalted] 
  (BoED p44) 
  — 
  1. +2 bonus on all Charisma-based skill checks. 
  2. +1 bonus on saving throws against spells & spell-like abilities. 
  3. +1 skill point per level, starting at this level. 
  Orcus’ Bloodthirst 
  Ritual  
  [General] 
  (DR315 p58) 
  Patron Deity:  Orcus 
  Evil alignment 
  On a successful Sneak Attack or confirmed Critical Hit, you may declare that you are also inflicting extreme 
  pain upon your foe, who is Stunned for 1 round (FortNeg, DC is Wisdom based).  Foes that are immune to 
  pain, Sneak Attacks, and/or Criticals are immune to this ability.  Usable 1/day. 
  For purposes of Detect Evil (and similar spells & effects), you have an ‘Evil Aura’ as powerful as an Evil 
  Cleric of your same level. 
  Intelligent Undead typically have a starting attitude towards you of Indifferent. 
  Quiet Feet  
  [General] 
  (DR343 p32) 
  Dexterity 15 
  Stealthy 
  You are not detectable by the ‘tremorsense’ special ability as long as you only move at ½ speed –and– do 
  not attack. 
  Technomagical 
  Implant  
  [General] 
  (DR351 p92) 
  Constitution 13 
  Character level 3rd 
  You may be implanted with Technomagical Implants (magic items that bond to the skin).   
  There is a list on DR351 p93. 
  Tomb-Born Fortitude  
  [General] 
  (LM p30) 
  Non-Good Alignment 
  Tomb-Tainted Soul 
  You have a 25% chance to resist Critical Hits and Sneak Attacks. 
  You do not risk death from massive damage. 
  Tomb-Born Vitality  
  [General] 
  (LM p31) 
  Non-Good Alignment 
  Tomb-Tainted Soul 
  You to not need to sleep, and are immune to magical sleep effects. 
  If  you are a spellcaster, you still require 8 hours of rest to prepare spells. 
  Tomb-Tainted Soul  
  [General] 
  (LM p31) 
  Non-Good Alignment 
  You are healed by Negative Energy (such as Inflict Wounds spells) and damaged by Positive Energy (such 
  as Cure Wounds spells). 
  Touched by Ether  
  [General] 
  (DR343 p32) 
  Charisma 13 
  You always have Concealment vs. Incorporeal creatures (20% miss chance), since you are hard for them to 
  see. 
  Wild Touch 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment  
  Use Magic Device:   
  8 ranks 
  When determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, 
  activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two.  This 
  ability may be used once per day. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 24 
  Combat Feats 
   
  General Combat Feats 
   
  General Combat  
  Source 
  Prerequisite 
  Description 
  Combat Intuition  
  [General, Fighter] 
  (CAdv p106) 
  Base Attack Bonus  +5 
  Sense Motive:  4 ranks 
   
  As a Free Action, you can make a Sense Motive check to assess the challenge presented by an  
  opponent (CAdv p102).  You gain a +4 bonus to the check, and narrow the result to a single category. 
  Whenever you make a melee attack against a creature you also attacked in melee last round, gain a  
  +1 Insight bonus to your attack roll. 
  Daunting Presence  
  [General, Fighter] 
  (LM p25)  
  (Mini p25) 
  Charisma 13 
  Base Attack Bonus +1 
   
  You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an 
  Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your 
  Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken 
  Deadly Defense 
  [General, Fighter] 
  (CSco p076) 
  — 
  When ‘Fighting Defensively’ or using Combat Expertise with at least a –2 penalty, you do +1d6 damage 
  with a Light or Finesse melee weapon.  You may only use this feat if you are wearing Light Armor or less. 
  Distracting Attack 
  [General, Fighter] 
  (Mini p25) 
  Base Attack Bonus +1 
  Any creature who attacks an opponent you attacked in the last round (even if you missed),  receives a +1 
  Circumstance bonus on attack rolls against the opponent. 
  Earth Adept  
  [General] 
  (RoS p138) 
  Constitution 13 
  Wisdom 13 
  Earth Sense 
  +1 bonus on weapon damage if both you and your opponent are touching the ground. 
  Earth Master  
  [General] 
  (RoS p138) 
  Constitution 13 
  Wisdom 13 
  Earth Adept 
  Earth Sense 
  +1 bonus on attack rolls if both you and your opponent are touching the ground. 
  Flick of the Wrist 
  [General] 
  (CWar p99) 
  (RotW p150) 
  Dexterity 17 
  Quick Draw 
  Sleight of Hand:  5 ranks 
  If you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first 
  attack. 
  This ability can only be used once per round and only once per opponent in a given battle. 
  Frightful Presence  
  [General] 
  (Dcn p106) 
  Charisma 15 
  Intimidate:  9 ranks 
  Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do 
  become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma 
  modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours.  
  This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons. 
  Goad  
  [General, Fighter] 
  (CAdv p109)  
  (Mini p26) 
  Charisma 13 
  Base Attack Bonus +1 
  As a Move Action, you can goad an opponent who threatens you, has line of sight on you, can hear you, and 
  has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponent’s next turn, if the 
  above still applies, it cannot make melee attacks against anyone but you (WillNeg, DC = 10+ ½ character 
  level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally. 
  Holy Subdual 
  [Exalted, Fighter] 
  (BoED p44) 
  Subduing Strike 
  If you cause your weapon to do nonlethal damage, you have the option of making the following do 
  nonlethal damage too:  bonus damage from a Holy Sword, Smite Evil class ability, or any other Smite 
  ability. 
  Improved Initiative 
  [General, Fighter, Scout] 
  (PH p96) 
  (CAdv p10)+ 
  — 
  Gain a +4 bonus on Initiative checks. 
  Intuitive Attack 
  [Exalted, Fighter] 
  (BoED p44) 
  Base Attack Bonus +1 
  When fighting with a Simple Weapon appropriate for your size, or a natural attack, you have the option of 
  using your Wisdom modifier in place of your Strength modifier as a bonus on your attacks. 
  Monkey Grip 
  [General] 
  (CWar p103) 
  Base Attack Bonus +1 
  You may use some weapons one size category larger than normal in exchange for a –2 penalty on attacks.  
  A Medium-sized character could use a Large-sized Longsword as a One-Handed Weapon.  
  This feat does not allow you to use an oversized double weapon or to wield an oversized Light weapon in 
  your off-hand. 
  Mountain Warrior  
  [General] 
  (RoS p142) 
  Base Attack Bonus +3 
  Survival:  5 ranks 
  +1 bonus to attack rolls on ranged attacks made from higher ground. 
  +1 bonus to damage rolls on melee attacks made from higher ground. 
  Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll. 
  +2 bonus on Balance checks made when moving on steep slopes. 
  Overwhelming Assault 
  [General] 
  (PH2 p81) 
  Base Attack Bonus +15 
  As a Free Action, designate a foe.  If this foe is adjacent to you at the start and end of his/her round and does 
  not attack you, cast a spell on you, or use a special ability on you, you receive a +4 melee attack bonus vs. 
  that foe on the next round. 
  Quick Draw  
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Base Attack Bonus +1 
  You may draw a weapon as a Free Action. 
  You may draw a hidden weapon as a Move Action. 
  You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full 
  Round Attack (if your BAB is high enough). 
  Simple Weapon 
  Proficiency 
  [General] 
  (PH p100) 
  — 
  Become proficient with all simple weapons (which includes Daggers, Maces, Sickles, Clubs, Morningstars, 
  Spears, Quarterstaffs, Crossbows, Darts, Javelins, & Slings). 
  Spectral Skirmisher 
  [General, Fighter] 
  (PH2 p83) 
  Base Attack Bonus +6 
  When you are Invisible, you gain the following benefits: 
  a)  creatures who cannot see you receive a –5 penalty on Listen checks to hear you. 
  b)  a creature attempting a melee attack against the square you are in generates an Attack of Opportunity.  
  If you attack the creature, then he/she automatically knows where you are (assuming  you are still 
  Invisible). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 25 
  General Melee Feats 
   
  General Melee Feats 
  Source 
  Prerequisite 
  Description 
  Blind-Fight  
  [General, Fighter, Scout] 
  (PH p89) 
  (CAdv p10)+ 
  — 
  If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to 
  hit. 
  You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker.  Also, your attacker 
  does not get a +2 bonus due to being invisible. 
  Darkness & poor lighting only reduce your movement to 75%, instead of 50%. 
  Death Blow  
  [General] 
  (CAdv p106) 
  Base Attack Bonus +2 
  Improved Initiative 
  You may perform a Coup de Grace as a Standard Action that provokes an Attack of Opportunity. 
  Elusive Dance  
  [General, Fighter] 
  (DR333 p88) 
  Perform (dance): 5 ranks 
  During your action, you may designate an opponent who may not make Attacks of Opportunity against you. 
  If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature. 
  Flensing Strike 
  [General] 
  (Eb p53) 
  Exotic Weapon 
  Proficiency (kama) 
  Weapon Focus (kama) 
  Monk 2nd, Monk 6th  
  As a Full Round Attack, make a single attack roll with a Kama.  If it hits, your opponent takes the normal 
  damage and is wracked with pain for 1 minute, receiving a –4 penalty on attacks, saves, & checks for  
  1 minute unless he/she makes a Fortitude save.  The DC is 10 + ½ Character level + Wisdom modifier. 
  This ability may only be used on living, corporeal creatures that feel pain and are subject to critical hits. 
  An Evil Monk may take this feat for their 2nd or 6th level bonus Monk Feats. 
  Giantbane 
  [Tactical, Fighter] 
  (CWar p111) 
  Medium-size or smaller 
  Base Attack Bonus +6 
  Tumble: 
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Duck Underneath – If you take a Total Defense action against a foe who is at least two size categories larger 
  than you, you gain an additional +4 bonus on your AC.  If your foe misses on his/her attack, you may 
  make a Tumble check vs. DC 15 to move to the opposite side of your foe. 
  Death from Below – If you successfully performed a Duck Underneath maneuver the round before, you can 
  make an immediate single attack on the foe you ducked under.  Your foe is Flat-Footed & you gain a +4 
  bonus on your attack. 
  Climb Aboard – If you are adjacent to a foe at least two size categories larger than you, you may make a 
  Climb check vs. DC 10 to climb onto your foe.  As long as you are on your foe, he/she has a –4 penalty on 
  attack rolls to hit you & you are carried with him/her.  Your foe may get you off with a Grapple check 
  opposed by your Climb check. 
  Hear the Unseen  
  [General, Fighter, Scout] 
  (CAdv p119) 
  (CAdv p10)+ 
  Blind-Fight 
  Listen:  
  5 ranks 
  As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30’ (as long as you 
  have line of effect on them). This benefit does not eliminate your miss chance. 
  If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. 
  If you are Deafened, or in an area of Silence, you cannot use this feat. 
  Lunging Strike 
  [General, Fighter] 
  (PH2 p80) 
  Base Attack Bonus +6 
   
  As a Full Round Attack, you may make one attack with +5’ reach.  May be used with armed, unarmed, & 
  touch attacks. 
  Precise Swing 
  [General] 
  (Eb p58) 
  Base Attack Bonus +5 
  Ignore the effects of Cover (but not Total Cover) when making any melee attack. 
  Prone Attack 
  [General, Fighter] 
  (CWar p103) 
  Dexterity 15 
  Base Attack Bonus +2 
  Lightning Reflexes 
  1.  Opponents do not receive a bonus on their melee attack roll when you are Prone. 
  2.  If you attack while Prone, you receive no penalty on the attack roll.  If it is successful, you regain your 
  feet as a Free Action. 
  Raptor School 
  [Tactical] 
  (CWar p111) 
  Wisdom 13 
  Jump:   
  5 ranks 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Eagle’s Swoop – If you Charge or jump down at least 10’ onto your foe, you may make a Jump check to do 
  extra damage.  You DC is 15 to do +2 damage –or– DC 25 to do +4 damage.  If you fail the Jump check, 
  you miss your foe entirely & if the check misses by 5+, you end up Prone.  
  Falcon’s Feathers – As a Standard Action, you may attempt a Feint action using a cloak to cause the 
  distraction.  For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the 
  Feint.  If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. 
  Hawk’s Eye – As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive 
  rounds).  The next melee attack  you make on that opponent receives a +2 bonus to attack & damage for 
  each round you observed (maximum of +6).  If you do not attack within 3 round of observing or your 
  opponent attacks you first, the bonuses are lost. 
  Spear Master 
  [General, Fighter] 
  (DR30 p89) 
  — 
  You may choose to wield a Spear or Shortspear as a Double Weapon.  The blunt end does Bludgeoning 
  damage in the same amount as the Piercing end.  Each end must be Enchanted separately. 
  Stalwart  
  [General] 
  (DR323 p96) 
  — 
  You receive a +4 bonus on opposed Strength checks made to resist Bull Rush, Overrun, and Trip attacks. 
  Subduing Strike 
  [General, Fighter]  
  (BoED p46) 
  — 
  You may deal nonlethal damage with a melee weapon without taking a –4 penalty on the attack roll. 
  If  you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon. 
  Tunnel Fighting  
  [General, Fighter] 
  (RoS p145) 
  Base Attack Bonus +1 
  You do not take a penalty on your attack rolls or to your AC when squeezing into or through a tight space. 
  Tunnelfighter  
  [General] 
  (Und p27) 
  Dexterity 13 –or– 
  Tunnelrunner 
  You ignore the penalty for hampered melee in a narrow or low space; your penalty for using a two-handed 
  weapon in such conditions is only -4; you do not lose your Dexterity bonus to armor class in such places. 
  If a space is both low and narrow, you function as if only one of the penalties applied. 
  Weapon Finesse 
  [General, Fighter] 
  (PH p102) 
  Base Attack Bonus +1 
  Use your Dexterity modifier instead of your Strength modifier as the bonus to your melee attacks when 
  using any Light Weapon, a Rapier, a Spiked Chain, or a Whip.  (note:  this feat now applies to all 
  appropriate weapons). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 26 
  Two-Weapon Feats 
   
  Two-Weapon Feats 
  Source 
  Prerequisite 
  Description 
  Double Hit 
  [General, Fighter] 
  (Mini p25) 
  Dexterity 17 
  Base Attack Bonus +6 
  Combat Reflexes 
  Two-Weapon Fighting 
  Before you make an Attack of Opportunity, you may choose to attack with both weapons, taking the 
  standard penalties for fighting with two weapons. 
  Dual Strike  
  [General, Fighter] 
  (CAdv p108) 
  Two-Weapon Fighting 
  Improved Two-Weapon 
  Fighting 
  As a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks 
  use the same attack roll and the worse of the two weapon’s attack modifier. If you are using a one-handed 
  or light weapon in your off-hand, you take a –4 penalty; otherwise the penalty is –10. 
  Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage 
  (such as sneak attack) is only applied once. A critical hit only deals critical damage from the primary. 
  Greater Two-Weapon 
  Defense 
  [General, Fighter] 
  (CWar p100) 
  Dexterity 19 
  Base Attack Bonus +11 
  Improved Two-Weapon 
  Defense 
  Two-Weapon Defense 
  Two-Weapon Fighting 
  When wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +3 
  Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +6 Shield bonus to AC. 
  Greater Two-Weapon 
  Fighting 
  [General, Fighter] 
  (PH p95) 
  Dexterity 19 
  Base Attack Bonus +11 
  Improved Two-Weapon 
  Fighting 
  Ranger 11th  
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7, and a third attack at –12. 
  Haft Strike 
  [General] 
  (DR331 p28) 
  Two-Weapon Fighting 
   
  When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand 
  attack with the haft of the Polearm that does damage as if it were a Club.  All normal Two-Weapon 
  Fighting rules apply.   
  If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. 
  Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a 
  Full Attack Action. 
  Improved Two-
  Weapon Defense 
  [General, Fighter] 
  (CWar p101) 
  Dexterity 17 
  Base Attack Bonus +6 
  Two-Weapon Defense 
  Two-Weapon Fighting 
  When wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +2 
  Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +4 Shield bonus to AC. 
  Improved Two-
  Weapon Fighting 
  [General, Fighter]  
  (PH p96) 
  Dexterity 17 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger 6th  
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7. 
  Oversized Two-
  Weapon Fighting  
  [General, Fighter] 
  (CAdv p111) 
  Strength 13 
  Two-Weapon Fighting 
  When wielding a One-Handed weapon in your off hand, you only take penalties as if it were a Light 
  weapon. 
  Pin Shield 
  [General] 
  (CWar p103) 
  Base Attack Bonus +4 
  Two-Weapon Fighting 
   
  As part of a Full Round Attack, you may skip your off-hand attacks (but still take the –2 penalty) in order to 
  grab your opponent’s shield during the attack.  This deprives your opponent of his/her Shield Bonus to 
  AC.  You may only use this ability when fighting an opponent within one size category larger or smaller 
  than you who is using a shield and you are fighting with two weapons. 
  Spear Master 
  [General, Fighter] 
  (DR30 p89) 
  — 
  You may choose to wield a Spear or Shortspear as a Double Weapon.  The blunt end does Bludgeoning 
  damage in the same amount as the Piercing end.  Each end must be Enchanted separately. 
  Two-Weapon Attack 
  of Opportunity  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 17 
  Combat Reflexes 
  Two-Weapon Fighting 
  When you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the 
  normal penalties for doing so.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Two-Weapon 
  Defense 
  [General, Fighter] 
  (PH p102) 
  Dexterity 15 
  Two-Weapon Fighting 
  When wielding two weapons or a double weapon (but not when using Unarmed Strikes or Natural 
  Weapons), you gain a +1 Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +2 Shield bonus to AC. 
  Two-Weapon 
  Fighting 
  [General, Fighter] 
  (PH p102) 
  Dexterity 15 
  Ranger 2nd  
  Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by –2 on 
  your primary hand & –6 on your secondary hand.  This works out to –2 on both hands when wielding a 
  Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. 
  As part of a Full Round Attack, you may make a single attack with your secondary weapon. 
  Two-Weapon Pounce 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger 6th  
  At the end of a Charge, you may attack with both your primary & off-hand weapons.  The +2 attack bonus 
  for the Charge and the –2 penalty for fighting with two weapons cancel out.  You still receive the –2 
  penalty to AC for the Charge. 
  Two-Weapon Rend 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +11 
  Two-Weapon Fighting 
  Ranger 11th  
  If you damage an opponent with each of your weapons in a given round, you do extra damage equal to  
  1d6 + 1 ½ Strength modifier.  With regards to Damage Reduction, use the off-hand weapon’s 
  characteristics. 
  A given creature may only take this rending damage once per round. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 27 
  Weapon Specific Feats 
   
  Each of these feats can be taken multiple times, each with a different ‘chosen’ weapon. 
   
  Weapon Specific 
  Source 
  Prerequisite 
  Description 
  Exotic Weapon 
  Proficiency 
  [General, Fighter] 
  (PH p94) 
  Base Attack Bonus +1 
  For Dwarven Waraxe or 
  Bastard Sword, Str 13 
  Become proficient in chosen exotic weapon (i.e., Exotic Weapon Proficiency (spiked chain)) grants 
  proficiency with a Spiked Chain. 
  Graceful Edge 
  [General, Fighter] 
  (DU128 p44) 
  Base Attack Bonus +1 
  Weapon Finesse 
  Weapon Focus with the 
  chosen One-Handed 
  Slashing weapon 
  When fighting with the chosen weapon in your primary hand and no weapon or shield in your off-hand, 
  receive the following benefits: 
  a)  treat the chosen weapon as ‘Light’ (i.e., Weapon Finesse applies to it); 
  b)  receive a +1 Shield bonus to AC; and 
  c)  if Fighting Defensively or using Total Defense, receive a +2 Shield bonus to AC. 
  Greater Weapon Focus 
  [General, Fighter] 
  (PH p95) 
  Fighter 8th  
  Weapon Focus with the 
  chosen weapon 
  Gain an additional +1 bonus to attack rolls with the chosen weapon. 
  Greater Weapon 
  Specialization  
  [General, Fighter] 
  (PH p95) 
  Fighter 12th  
  Weapon Focus with the 
  chosen weapon 
  Greater Weapon Focus 
  with the chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  Gain an additional +2 bonus on damage rolls with the chosen weapon. 
  Improved Critical  
  [General, Fighter] 
  (PH p95) 
  Base Attack Bonus +8 
  Proficiency with the 
  chosen weapon 
  The threat range for the chosen weapon is doubled (20 becomes 19-20, 19-20 becomes 17-20, 18-20 
  becomes 15-20). 
  Does not stack with Keen Edge or any other effect which also improves threat range. 
  Martial Weapon 
  Proficiency  
  [General] 
  (PH p97) 
  — 
  Become proficient in chosen martial weapon. 
  Barbarians, Fighters, Paladins, and Rangers receive proficiency in all Martial Weapons. 
  Necropotent  
  [General, Fighter] 
  (LM p29) 
  Fighter 4th  
  Weapon Focus with the 
  chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  You gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead. 
  Power Critical  
  [General, Fighter] 
  (CWar p103) 
  Weapon Focus 
  Base Attack Bonus +4 
  Gain a +4 bonus to confirm a threatened critical with your chosen weapon. 
  Sanctify Martial 
  Strike 
  [Exalted] 
  (BoED p46) 
  Charisma 15 
  Weapon Focus  
  Damage done by chosen weapon is considered ‘Good’ for the purposes of overcoming Damage Reduction. 
  In addition, the chosen weapon does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders 
  & Evil  Undead. 
  Weapon Focus  
  [General, Fighter] 
  (PH p102) 
  Base Attack Bonus +1 
  Proficiency with the 
  chosen weapon 
  Gain a +1 bonus to attack rolls with the chosen weapon. 
  You may take this feat with Unarmed Attacks, Ranged Spells, Grapple, or even a Natural Attack. 
  Weapon 
  Specialization  
  [General, Fighter] 
  (PH p102) 
  Fighter 4th  
  Weapon Focus 
  Gain a +2 bonus on damage rolls with the chosen weapon. 
  Weapon Supremacy 
  [General] 
  (PH2 p85) 
  Fighter 18th  
  Weapon Focus with the 
  chosen weapon 
  Greater Weapon Focus 
  with the chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  Greater Weapon 
  Specialization with the 
  chosen weapon 
  Weapon Mastery with the 
  chosen weapon’s type 
  When fighting with the chosen weapon, receive the following benefits: 
  a)  +4 bonus to avoid being Disarmed; 
  b)  if Grappled, you may still attack with the chosen weapon as a Standard Attack or a Full Round Attack 
  without penalty; 
  c)  when you make a Full Round Attack, you may assign a +5 bonus on any attack roll after the 1st; 
  d)  you may “Take 10” on your attack roll, once per round; and 
  e)  +1 bonus to AC. 
  Note:  unlike Weapon Focus & other weapon specific feats, this feat may only be taken once (you may only 
  have supremacy with one type of weapon). 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 28 
  Weapon Mastery Feats 
   
  Weapon Mastery 
  Source 
  Prerequisite 
  Description 
  Crushing Strike  
  [General] 
  (PH2 p78) 
  Base Attack Bonus +14 
  Weapon Focus (any 
  bludgeoning) 
  Weapon Specialization 
  (any bludgeoning) 
  Melee Weapon Master – 
  Bludgeoning 
  When making a Full Round Attack with any Bludgeoning melee weapon, you receive a +1 cumulative 
  bonus on attack rolls for each roll that has hit this round (i.e., it restarts at +0 at the start of each round). 
  Driving Attack  
  [General] 
  (PH2 p78) 
  Base Attack Bonus +14 
  Weapon Focus (any 
  piercing) 
  Weapon Specialization 
  (any piercing) 
  Melee Weapon Master – 
  Piercing 
  Spend a Full Round Attack action to make a single melee attack with any Piercing weapon.  If the attack 
  hits, you do damage and make a modified Bull Rush that uses your damage in place of your Strength 
  modifier, does not provoke an Attack of Opportunity, and does not cause you to move.  If you move your 
  opponent 10’ or more, you may reduce the distance moved by your opponent to have him/her fall Prone at 
  the end of the movement. 
  Melee Weapon 
  Mastery – 
  Bludgeoning  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  bludgeoning melee) 
  Weapon Specialization 
  (any bludgeoning 
  melee) 
  Any Melee Bludgeoning weapon you wield has a +2 bonus on attack & damage rolls. 
  Melee Weapon 
  Mastery – Piercing  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  piercing melee) 
  Weapon Specialization 
  (any piercing melee) 
  Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls. 
  Melee Weapon 
  Mastery – Slashing  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  slashing melee) 
  Weapon Specialization 
  (any slashing melee) 
  Any Melee Slashing weapon you wield has a +2 bonus on attack & damage rolls. 
  Slashing Flurry  
  [General] 
  (PH2 p82) 
  Base Attack Bonus +14 
  Weapon Focus (any 
  slashing) 
  Weapon Specialization 
  (any slashing) 
  Melee Weapon Master – 
  Slashing 
  When making a Standard Attack with a melee Slashing weapon, you may make two attacks – the first is at a 
  –5 penalty, the second is at a –10 penalty. 
  When making a Full Round Attack with a melee Slashing weapon, you may make an extra attack at your 
  highest attack bonus, but all attacks have a –5 penalty. 
   
   
   
  Defensive Feats 
   
  Defensive Feats 
  Source 
  Prerequisite 
  Description 
  Battle Hardened’ 
  [General, Fighter] 
  (DR343 p93) 
  Base Attack Bonus +4 
  You gain a +1 Circumstance bonus to your AC if two (or more) opponents who threaten you. 
  Close-Quarters 
  Fighting 
  [General, Fighter] 
  (CWar p97) 
  Base Attack Bonus +3 
  You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has 
  Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. 
  If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the 
  attacker has Improved Grapple or a similar ability.  In this case, add you damage to the initial Grapple 
  check to see if the creature starts its Grapple. 
  This Feat does not grant an extra Attack of Opportunity. 
  Eyes in the Back of 
  Your Head  
  [General] 
  (CWar p98) 
  Wisdom 13 
  Base Attack Bonus +1 
  Attackers who are flanking you do not receive a +2 attack bonus.  You still are considered Flanked, so you 
  can still be Sneak Attacked.  This ability does not apply if you are Flat-Footed or deprived of your Dex. 
  Stoneback  
  [General, Fighter] 
  (RoS p144) 
  Shield Proficiency 
  Tunnel Fighting 
  If you have a ready Shield (with which you are proficient) and one side of your space is entirely in contact 
  with a solid wall, you cannot be Flanked. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
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  Combat Feats 
   
  Page 29 
  Shield Feats 
   
  Shield Feats 
  Source 
  Prerequisite 
  Description 
  Active Shield 
  Defense 
  [General, Fighter] 
  (PH2 p 71) 
  Shield Proficiency 
  Shield Specialization 
  When Fighting Defensively while using a Shield, you do not take the normal –4 penalty on attack when you 
  make an Attack of Opportunity. 
  When using an All Out Defense action using a Shield, you still threaten the area around you as normal and 
  can make Attacks of Opportunity at a –4 penalty on the attack roll. 
  Agile Shield Fighter 
  [General, Fighter] 
  (PH2 p74) 
  Shield Proficiency 
  Improved Shield Bash 
  Shield Specialization 
  When making a Full Round Attack with a weapon and a Shield Bash, the penalty is –2 on each, instead of 
  whatever the penalty would have been (i.e., due to not having Two-Weapon Fighting, etc.). 
  Blood-Spiked 
  Charger 
  [Tactical, Fighter] 
  (PH2 p92) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Weapon Focus (spiked 
  armor) 
  Weapon Focus (spiked 
  shield) 
  You may use the following 3 tactical maneuvers: 
  Spiked Avalanche – If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with 
  your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that 
  receives a 2x Strength modifier bonus to damage –or– attacks with both your Spiked Armor and your 
  Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). 
  Spiked Rebuke – When you Fight Defensively with a Spiked Shield and an opponent missed your AC but 
  would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in 
  the next round) receives a +2 bonus on its attack roll. 
  Spiked Slam – As a Full Round Action, you may make a single attack with your Spiked Shield that 
  generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage 
  below.  You do not threaten adjacent squares until the start of your next round. 
   
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
   
  Small 
  +1d4 
  Large 
  +1d8 
  Gargantuan +2d8 
   
  Medium 
  +1d6 
  Huge 
  +2d6 
  Colossal 
  +3d6 
  Formation Expert 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +5 
  You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: 
  Lock Shield – If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. 
  Step into the Breach – If there is a line of adjacent allies and one ally within a single move falls, you may 
  make a single move to that ally’s location as if you had a Readied Action. 
  Wall of Polearms – Gain a +2 attack bonus if you and your adjacent allies are each wielding the same 
  weapon, which must be off the following list:  Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, 
  or Ranseur. 
  Improved Buckler 
  Defense 
  [General, Fighter] 
  (CWar p100) 
  Shield Proficiency 
  When you attack with a weapon in your off-hand, you may still apply your Buckler’s Shield bonus to your 
  AC.  
  Improved Shield Bash  
  [General, Fighter] 
  (PH p96) 
  Shield Proficiency 
  You may attack with your shield and still keep your Shield bonus to AC. 
  Improved Shield Snare 
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency 
  Combat Reflexes 
  Improved Shield Bash 
  Shield Snare 
  If your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of 
  Opportunity against your opponent immediately.  You gain a +2 bonus on your attacks against this 
  opponent as long as he/she remains disarmed. 
  Improved Shieldmate 
  [General, Fighter] 
  (Mini p27) 
  Base Attack Bonus +4 
  Shieldmate 
  Adjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient 
  and can take actions.  The bonus increases to +3 if you are using a Tower Shield. 
  Shield and Pike Style 
  [General, Fighter] 
  (DR338 p92) 
  Proficient with Light 
  Shields 
  When wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive 
  the full Shield bonus to AC of a Light Shield you are wearing. 
  Note:  Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously. 
  Shield Charge  
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +3 
  Improved Shield Bash 
   
  If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack 
  immediately without provoking an Attack of Opportunity.  If it fails, your opponent does not get an 
  attempt to trip you. 
  Shield Slam  
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +6 
  Improved Shield Bash 
  Shield Charge 
   
  You may make a ‘Shield Slam’ as a Full Attack or at the end of a Charge.  If it hits, your opponent takes 
  normal damage and is Dazed for 1 round (FortNeg, DC is Strength-based). 
  Shield Sling 
  [General, Fighter] 
  (PH2 p 82) 
  Shield Proficiency 
  Base Attack Bonus +9 
  Improved Shield Bash 
  Shield Specialization 
  You can use your Light Shield or Heavy Shield as a Thrown Weapon.  It does its normal bashing damage 
  plus your Strength modifier. 
  The Shield can also be used to make a Ranged Trip, though the Size modifier on the attempt can be no more 
  than +0 (though it can be lower for a Small sized creature). 
  Shield Snare  
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency  
  Improved Shield Bash 
  To use this Feat, you must ready a Shield Snare action in response to an opponent’s melee attack.  When 
  your opponent attacks, you immediately make a Disarm attempt with your shield that does not generate an 
  Attack of Opportunity.  If you fail, your opponent cannot attempt to disarm you in response. 
  When making the disarm check, treat a Buckler as a Light weapon, a Light Shield as a One-Handed 
  weapon, and a Heavy or Tower Shield as a Two-Handed weapon. 
  If you attempt a Shield Snare action, you lose your Shield Bonus to AC until the start of your next turn. 
  Shield Specialization 
  [General, Fighter] 
  (PH2 p82) 
  Shield Proficiency 
  When you take this feat, choose between ‘Buckler’, ‘Light Shields’, and ‘Heavy Shields’.  You receive a +1 
  improvement to your Shield bonus to AC when using that type of Shield. 
  You may take this feat multiple types, each with a different type of Shield. 
  Shield Ward 
  [General, Fighter] 
  (PH2 p82) 
  Shield Proficiency 
  Shield Specialization 
  Add your Shield bonus to AC to the following: 
  a)  Touch AC; and 
  b)  resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts. 
  Shieldmate 
  [General, Fighter] 
  (Mini p28) 
  Base Attack Bonus +1 
  Adjacent allies receive a +1 Shield bonus to AC when you are using a Shield with which you are proficient 
  and can take actions.  The bonus increases to +2 if you are using a Tower Shield. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 30 
  Mounted Combat Feats 
   
  Mounted Combat 
  Source 
  Prerequisite 
  Description 
  Cavalry Charger 
  [Tactical, Fighter] 
  (CWar p108) 
  Base Attack Bonus +7 
  Mounted Combat 
  Spirited Charge 
  Trample 
   
  You may use the following 3 tactical maneuvers: 
  Unhorse – While mounted, if you Charge and successfully hit a mounted opponent, you may make an 
  immediate Bull Rush attempt.  If successful, your opponent moves back but his/her mount does not. 
  Leaping Charge – While mounted, if you Charge a foe at least one size category smaller than you, you may 
  choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or 
  DC 20 for +4 damage).  If you fail, you do not get an attack.  If you fail by 5+, you also fall off your mount.
  Fell Trample – While mounted, you may Overrun more than one foe.  Each successfully Overrun foe 
  receives an attack (typically a hoof). 
  Improved Mounted 
  Archery 
  [General, Fighter] 
  (CWar p101) 
  Mounted Combat 
  Mounted Archery 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the 
  attack roll.  If your mount is running, you receive a –2 penalty. 
  You may attack at any point in your mount’s movement. 
  Mounted Archery  
  [General, Fighter] 
  (PH p98) 
  Mounted Combat 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive a –2 penalty on 
  the attack roll (instead of the standard –4 penalty).  If your mount is running, you receive a –4 penalty 
  (instead of –8). 
  Mounted Casting  
  [General] 
  (Mini p27) 
  Mounted Combat 
  Ride:   
  1 rank 
  Receive a +10 bonus on Concentration checks to cast while mounted. 
  Mounted Combat  
  [General, Fighter] 
  (PH p98) 
  Ride:   
  1 rank 
  Once per round, if your mount is hit in combat, you may make a Ride check.  If this check is greater than 
  the attack roll, you negate the hit. 
  Mounted Fighting  
  [General, Fighter, Scout] 
  (DR346 p86) 
  Mounted Combat 
  Base Attack Bonus +8 
  Ride:   
  11 ranks 
  +1 bonus on attack and damage while mounted. 
  Ride-By Attack  
  [General, Fighter] 
  (PH p99) 
  Mounted Combat 
  Ride:   
  1 rank 
  When doing a Charge action on your mount, you may move, attack, and then continue the movement (up to 
  a double move).  This does not provoke an Attack of Opportunity from the creature you attack. 
  Spirited Charge  
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride-By Attack 
  Ride:   
  1 rank 
  When attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance). 
  Trample 
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride:   
  1 rank 
  When doing an Overrun action while mounted, your foe may not avoid you.  If you knock the foe down,  
  your mount may make one hoof attack (including the +4 bonus because the foe is Prone). 
  Tunnel Riding  
  [General] 
  (RoS p145) 
  Mounted Combat 
  Tunnel Fighting 
  You and your mount do not take penalties on attack rolls or to AC when squeezing into or through tight 
  spaces. You can fight in any space large enough for the mount to squeeze through. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 31 
  Ranged Combat Feats 
   
  Ranged Combat 
  Source 
  Prerequisite 
  Description 
  Able Sniper  
  [General] 
  (RotW p148) 
  Dexterity 13 
  Hide:   
  5 ranks 
  When using at ranged attack on a flat-footed opponent who is at least 30’ away, you gain a +2 bonus on the 
  attack roll. 
  Gain a +4 bonus on Hide checks to hide again after making an attack roll from hiding (PH p76).  
  Bow Feint  
  [General, Fighter] 
  (DR350 p90) 
  Intelligence 13 
  Point Blank Shot 
  You may make a ‘Feint in Combat’ action with a ranged weapon (this feat is not bow-specific).  Your target 
  must be within 30’ and be able to see you.  This action requires a Standard Action with a loaded weapon. 
  Normally, you may only ‘Feint in Combat’ with a melee weapon. 
  Bowslinger  
  [General, Fighter] 
  (Und p24) 
  Base Attack Bonus +1 
  +2 bonus on your attack roll when you fire or throw a ranged weapon at a Flat Footed opponent. 
  Brutal Throw  
  [General, Fighter] 
  (CAdv p106) 
  — 
  Use your Strength modifier instead of your Dexterity modifier as a bonus to attack rolls with thrown 
  weapons. 
  Concealed Ambush 
  [General] 
  (DR339 p87) 
  Point Blank Shot 
  Precise Shot 
  Hide:   
  10 ranks 
  Move Silently:  10 ranks 
  When attempting a Hide check after making a ranged attack while hidden (i.e., ‘Sniping’), you only receive 
  a –10 penalty on your Hide check (instead of the standard –20). 
  Coordinated Archery  
  [General] 
  (DR316 p84) 
  Base Attack Bonus +1 
  To use this ability, you must be adjacent to at least one other character that has the Coordinated Archery feat 
  and who is executing the Coordinated Archery action. 
  Each member of the group using the Coordinated Archery action Delays his/her action to the lowest group 
  member’s Initiative.  Each member then makes at least one non-magical ranged attack (but may make up 
  to a Full Round Attack if desired) at one or more targets within a 30’ area.  Each member of the 
  Coordinated attack receives a +2 on the Attack roll –and– +1 on the Damage roll. 
  Note:  Since each group member ‘Delays’ instead of ‘Readying’, he/she receives a Full Round Action. 
  Crossbow Sniper  
  [General, Fighter] 
  (PH2 p77) 
  Base Attack Bonus +1 
  Weapon Focus (any 
  crossbow) 
  When firing a Crossbow with which you have Weapon Focus, you receive the following: 
  1.  +½ Dexterity modifier damage; 
  2.  Sneak Attack & Skirmish class abilities may be used at a range of 60’ (instead of 30’). 
  Deadeye Shot  
  [General, Fighter] 
  (PH2 p78) 
  Base Attack Bonus +4 
  Point Blank Shot 
  Precise Shot 
  Skirmish or Sneak 
  Attack class ability 
  Follow these steps to use this feat: 
  1)  Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 
  2)  If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only. 
  Defensive Archery  
  [General, Fighter] 
  (RotW p148) 
  Point Blank Shot 
  +4 bonus to AC vs. Attacks of Opportunity provoked when you make a ranged attack. 
  Efficient Pull  
  [General, Fighter] 
  (DR350 p90) 
  Point Blank Shot 
  Treat your Strength as being +2 when wielding a Strength-rated (i.e., Mighty) Longbow. 
  Far Shot 
  [General, Fighter, Scout] 
  (PH p94) 
  (CAdv p10)+ 
  Point Blank Shot 
  Range increment of projectile weapons you use is multiplied by 1.5. 
  Range increment for thrown weapons is multiplied by 2. 
  Grenadier  
  [General, Fighter] 
  (PH2 p79) 
  — 
  You receive a +1 bonus to hit with ‘splash’ weapons and do +1 damage with them (including those only 
  subjected to the splash). 
  Improved Precise Shot 
   [General, Fighter] 
  (PH p96) 
  Dexterity 19 
  Base Attack Bonus +11 
  Point Blank Shot 
  Precise Shot 
   
  Ranger 11th  
  When you are making a ranged attack, the following apply: 
  Ignore the AC bonus granted by Cover (but Total Cover still applies). 
  Ignore the miss chance granted by Concealment (but Total Concealment still applies). 
  When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target. 
  Improved Rapid Shot 
  [General, Fighter] 
  (CWar p101) 
  Point Blank Shot 
  Rapid Shot 
  Manyshot 
  When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest 
  base attack bonus) without the standard –2 penalty. 
  Manyshot 
  [General, Fighter] 
  (PH p97) 
  Dexterity 17 
  Base Attack Bonus +6 
  Point Blank Shot 
  Rapid Shot 
   
  Ranger 6th  
  As part of a Standard Action, you may fire two arrows at a single opponent within 30’.  You make a single 
  attack roll with a –4 penalty.  If it hits, then the opponent takes the damage from both arrows, but only 
  takes “precision based” damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, 
  etc.).  Damage Reduction applies to each arrow separately. 
  If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of –6. 
  If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of –8. 
  Penetrating Shot  
  [General, Fighter] 
  (PH2 p81) 
  Strength 15 
  Base Attack Bonus +10 
  Point Blank Shot 
  As a Standard Action, you may attack all creatures in a 60’ Line with a single projectile weapon attack.  
  Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only 
  applies to the first. 
  Plunging Shot  
  [General] 
  (RotW p152) 
  Dexterity 13 
  Point Blank Shot 
  If your target is at least 30’ lower than you, your ranged attack does +1d6 damage. 
  Point Blank Shot  
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  — 
  +1 bonus on attack & damage rolls with ranged weapons when used within 30’ of their target.   
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Power Throw  
  [General, Fighter] 
  (CAdv p111) 
  Strength 13 
  Brutal Throw 
  Power Attack 
  On your round before making an attack, you may choose a number X to subtract from all thrown weapon 
  attacks and add it to your damage until your next round. The number X may be no more than your base 
  attack bonus. 
  Precise Shot 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Point Blank Shot 
  You can use ranged weapons into melee without taking a –4 penalty on your attack. 
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Ranged Disarm 
  [General, Fighter] 
  (CWar p103) 
  Dexterity 15 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  This feat applies to one ranged weapon with which you are proficient. 
  You may make a Disarm Attempt with the chosen weapon as long as you are within 30’ of your opponent. 
  This feat does not stack with Improved Disarm. 
  This feat may be taken multiple times, each with a different weapon. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 32 
  Ranged Combat 
  Source 
  Prerequisite 
  Description 
  Ranged Pin 
  [General, Fighter] 
  (CWar p104) 
  Dexterity 15 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  You may pin your opponent’s clothes / armor to a wall, tree, etc., that is within 5’.  You must succeed on a 
  Ranged Attack and then win an Opposed Grapple Check (size modifier still apply).  If successful, you 
  opponent must make an Escape Artist check vs. DC 15 as a Standard Action to become free. 
  This feat does not stack with Improved Grapple. 
  Ranged Sunder 
  [General, Fighter] 
  (CWar p104) 
  Strength 13 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  When attacking an object, you deal full damage (instead of ½ damage) with Slashing or Bludgeoning 
  Ranged Weapons –or– ½ damage (instead of no damage) with Piercing Ranged Weapons.  You must be 
  within 30’ of your target to use this feat. 
  This feat does not stack with Improved Sunder. 
  Ranged Threat  
  [General, Fighter] 
  (DR350 p90) 
  Base Attack Bonus +6  
  Combat Reflexes 
  Point Blank Shot 
  Precise Shot 
  If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a 
  single ranged attack against him/her/it at your highest attack bonus.  This consumes all of your remaining 
  Attacks of Opportunity for the round. 
  Ranged Weapon 
  Mastery – 
  Bludgeoning  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  bludgeoning ranged) 
  Weapon Specialization 
  (any bludgeoning 
  ranged) 
  Any Ranged Bludgeoning weapon you wield has a +2 bonus on attack & damage –and– +20’ range 
  increment. 
  Ranged Weapon 
  Mastery – Piercing  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  piercing ranged) 
  Weapon Specialization 
  (any piercing ranged) 
  Any Ranged Piercing weapon you wield has a +2 bonus on attack & damage rolls –and– +20’ range 
  increment. 
  Ranged Weapon 
  Mastery – Slashing  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  slashing ranged) 
  Weapon Specialization 
  (any slashing ranged) 
  Any Ranged Slashing weapon you wield has a +2 bonus on attack & damage rolls –and– +20’ range 
  increment. 
  Rapid Reload 
  [General, Fighter, Scout] 
  (PH p99) 
  (CAdv p10)+ 
  Weapon Proficiency 
  with a Crossbow 
  You may reload a specific type of Crossbow more quickly than is standard.   
  A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make 
  multiple attacks as part of a Full Round Attack (if your BAB is high enough)). 
  A Heavy Crossbow may be reloaded as a Move Action. 
  Note:  You may take this feat multiple times.  Each time it applies to a different type of crossbow. 
  Rapid Shot 
  [General, Fighter] 
  (PH p99) 
  Dexterity 13 
  Point Blank Shot 
  Ranger 2nd  
  When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest 
  base attack bonus), but all your attacks are at –2. 
  Ricochet  
  [General, Fighter] 
  (DR343 p93) 
  Dexterity 19 
  Blind-Fight 
  Point Blank Shot 
  Precise Shot 
  Improved Precise Shot 
  Base Attack Bonus +15 
  When you hit a creature with a thrown weapon that does Bludgeoning damage, you may make an additional 
  attack at a creature adjacent to your initial target.  The second attack roll receives a –5 penalty to hit.  If 
  successful, the second target takes ½  * (weapon damage + Strength modifier), and cannot be used for a 
  Sneak Attack. 
  Usable once per round.  Only one additional target can be struck by a ricochet. 
  Sharp-Shooting 
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +3 
  Point Blank Shot 
  Precise Shot 
  If your target has Cover (but not Total Cover), he/she only gain a +2 bonus to AC (instead of the standard 
  +4 bonus to AC). 
  Shot on the Run  
  [General, Fighter, Scout] 
  (PH p100) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Point Blank Shot 
  Dodge 
  Mobility 
  When making a Standard Action attack with a ranged weapon, you can move before and after the attack, up 
  to your base movement. 
  Throw Anything 
  [General, Fighter] 
  (CWar p105) 
  Dexterity 15 
  Base Attack Bonus +2 
  You may throw a melee weapon with which you are proficient as if it were a ranged weapon with a range 
  increment of 10’ with no penalty on the attack roll. 
  Woodland Archer  
  [Tactical, Fighter] 
  (RotW p154) 
  Point Blank Shot 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in 
  the same round to hit the same foe. 
  Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can 
  ignore the Miss Chance against the same foe in the following round. 
  Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain 
  hidden), the following round you can make a single attack, take a Move Action (normally not allowed), 
  and then make a Hide check to remain hidden.  As long as you remain unseen, you can continue making 
  Sniping Attacks. 
  Zen Archery 
  [General] 
  (CWar p106) 
  Wisdom 13 
  Base Attack Bonus +1 
  You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 33 
  Weapon Style Feats 
   
  Weapon Style Feats 
  Source 
  Prerequisite 
  Description 
  Anvil of Thunder  
  [Style] 
  (CWar p112) 
  Strength 13 
  Improved Sunder 
  Power Attack 
  Two-Weapon Fighting 
  Weapon Focus (light hammer –or–
  warhammer) 
  Weapon Focus (battleaxe –or– 
  dwarven waraxe –or– handaxe) 
  If you hit the same creature with both your Axe & your Hammer on the same round, your 
  opponent is Dazed for 1 round (FortNeg, DC is Strength-based). 
  Axespike  
  [Style] 
  (RoS p137) 
  Weapon Proficiency (armor spikes) 
  Weapon Proficiency (greataxe) 
  Armor Proficiency (heavy) 
  Weapon Focus (armor spikes) 
  When you make a Full Attack with your Greataxe, you can make an additional attack with your 
  Armor Spikes at a –5 penalty. You can only add ½ your Strength modifier to this attack. 
  Bear Fang 
  [Style] 
  (CWar p112) 
  Strength 15 
  Power Attack 
  Two-Weapon Fighting 
  Weapon Focus (dagger) 
  Weapon Focus (battleaxe –or– 
  dwarven waraxe –or– handaxe) 
  If you hit the same creature with both your Axe & your Dagger on the same round, you have 
  the option of starting a Grapple as a Free Action without provoking an Attack of Opportunity. 
  If successful, you drop your Axe, but gain an additional attack with your Dagger against your 
  foe at your highest attack bonus (with the standard –4 penalty). 
  Bite of Steel 
  [Style] 
  (DR332 p88) 
  Base Attack Bonus +5 
  Exotic Weapon Proficiency (sai) 
  Weapon Focus (sai) 
  Two-Weapon Fighting 
  Improved Two-Weapon Fighting 
  When making a Full Round Attack with a Sai in your off-hand, you may use your Sai attacks to 
  attempt to pin your opponent’s off-hand weapon (if any).  Make an Opposed Attack roll (with 
  a +4 bonus due to the Sai).  If successful, your opponent may not use his/her off-hand weapon 
  in the following round (unless he/she moves outside your reach). 
  You may make an attempt for each attack you have with your off-hand weapon, though once 
  successful, you loose the remainder of your attacks with that weapon (since it is pinned too). 
  Crescent Moon 
  [Style] 
  (CWar p113) 
  Improved Disarm 
  Improved Two-Weapon Fighting 
  Two-Weapon Fighting 
  Weapon Focus (dagger) 
  Weapon Focus (bastard sword –or– 
  longsword –or– scimitar –or–  
  short sword) 
  If you hit the same creature with both your Sword & your Dagger on the same round, you can 
  make an immediate Disarm attempt as a Free Action. 
  Devastating Thunder 
  [Style] 
  (DR332 p88) 
  Mounted Combat 
  Spirited Charge 
  Trample 
  When you make a successful Spirited Charge, all opponents within 30’ of the trampled creature 
  are Shaken for 1 round (WillNeg, DC = 5 + ½ damage dealt).  This is a Fear effect. 
  Whether or not the save is successful, a creature cannot be affected by your Devastating 
  Thunder more than once per hour. 
  Frontline Archer 
  [Style] 
  (DR332 p88) 
  Dexterity 15 
  Weapon Focus (longbow) 
  Combat Reflexes 
  Improved Trip 
  You may use your Longbow to make a Melee Trip attack.  If successful, you may the follow-
  up attack granted by Improved Trip with the Longbow, which does damage equal to a Club of 
  the same size. 
  If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. 
  Hammer’s Edge 
  [Style] 
  (CWar p113) 
  Strength 15 
  Improved Bull Rush 
  Two-Weapon Fighting 
  Weapon Focus (bastard sword –or– 
  longsword –or– scimitar) 
  Weapon Focus (light hammer –or–
  warhammer) 
  If you hit the same creature with both your Sword & your Hammer on the same round, your 
  opponent is knocked Prone (FortNeg, DC is Strength-based). 
  High Sword Low Axe  
  [Style] 
  (CWar p113) 
  Improved Trip 
  Two-Weapon Fighting 
  Weapon Focus (bastard sword –or– 
  longsword –or– scimitar) 
  Weapon Focus (battleaxe –or– 
  dwarven waraxe –or– handaxe) 
  If you hit the same creature with both your Sword & your Axe on the same round, you may 
  attempt a Trip action as a Free Action.  If successful,  you may make your Improve Trip 
  attack immediately. 
  Lightning Mace 
  [Style] 
  (CWar p113) 
  Combat Reflexes 
  Two-Weapon Fighting 
  Weapon Focus (light mace) 
  If fighting with a Light Mace in each hand, anytime you threaten a Critical, you gain an 
  additional attack at the same attack bonus. 
  Net and Trident 
  [Style] 
  (CWar p114) 
  Dexterity 15 
  Exotic Weapon Proficiency (net) 
  Two-Weapon Fighting 
  Weapon Focus (trident) 
  As a Full Round Action, make a combined Net & Trident attack. 
  1. Throw your Net. 
  2. ‘Control’ your opponent with an opposed Strength check.  This must succeed to proceed to 
  steps 3 & 4. 
  3. Take a 5’ step. 
  4. Make a Full Round Attack with your Trident. 
  Quick Staff 
  [Style] 
  (CWar p114) 
  Combat Expertise 
  Dodge 
  Two-Weapon Fighting 
  Weapon Focus (quarterstaff) 
  When fighting with your Quarterstaff, if you use Combat Expertise to gain a Dodge bonus, the 
  Dodge bonus is 2 better than your attack penalty. 
  Shielded Axe  
  [Style] 
  (RoS p144) 
  Proficiency with Dwarven Waraxe 
  Proficiency with Handaxe 
  Shield Proficiency 
  Two-Weapon Fighting 
  When you make a Full Attack with your Dwarven Waraxe (primary hand) and Handaxe 
  (offhand), you still gain the shield bonus for a Buckler. 
  Additionally, you do not take the usual –1 penalty to attack rolls while using a Buckler. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 34 
  Weapon Style Feats 
  Source 
  Prerequisite 
  Description 
  Spellrazor  
  [Style] 
  (RoS p144) 
  Combat Casting 
  Exotic Weapon Proficiency (Gnome 
  Quickrazor) 
  Two-Weapon Fighting 
  Concentration:  5 ranks 
  As a Full-Round action, you can cast a melee touch attack spell, attack with the spell, and make 
  an off-hand attack with your Gnome Quickrazor. 
  Spinning Halberd 
  [Style] 
  (CWar p114) 
  Combat Reflexes 
  Two-Weapon Fighting 
  Weapon Focus (halberd) 
  When you make a Full Round Attack with a Halberd, you receive a +1 Dodge bonus to AC & 
  an additional attack with the staff end at a –5 penalty which is a 1d6 + ½ Strength modifier 
  Bludgeoning damage. 
  Storm of Flying Strikes 
  [Style] 
  (DR332 p88) 
  Strength 15 
  Base Attack Bonus +6 
  Power Attack 
  Improved Bull Rush 
  Two-Weapon Fighting 
  When using Power Attack with at least a –5 penalty, if you hit your opponent more than once 
  in a single round, your opponent is knocked Prone at the end of your round (FortNeg, DC = 
  10 + your Strength modifier + number of times you hit this round).  Your opponent may add 
  any Stability bonuses to this saving throw.   
  This ability has no effect on an opponent who is already Prone. 
  Three Mountains  
  [Style] 
  (CWar p114) 
  Strength 13 
  Cleave 
  Improved Bull Rush 
  Power Attack 
  Weapon Focus (heavy mace –or– 
  morningstar –or– greatclub) 
  If you strike the same creature twice in the same round with your Heavy Mace, Morningstar, or 
  Greatclub, your opponent is Nauseated for 1 round (FortNeg, DC is Strength-based) 
  Turtle Dart  
  [Style] 
  (RoS p145) 
  Exotic Armor Proficiency (Battle 
  Plate –or– Mountain Plate) 
  Tower Shield Proficiency –or–Exotic 
  Shield Proficiency (Extreme Shield) 
  Weapon Focus (shortsword) 
  When wearing Exotic Heavy Armor and using an Extreme or Tower Shield, you do not 
  provoke Attacks of Opportunity for moving away from a creature which you attacked with 
  Shortsword in the same round. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 35 
  Charging Feats 
   
  Charging Feats 
  Source 
  Prerequisite 
  Description 
  Blood-Spiked 
  Charger 
  [Tactical, Fighter] 
  (PH2 p92) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Weapon Focus (spiked 
  armor) 
  Weapon Focus (spiked 
  shield) 
  You may use the following 3 tactical maneuvers: 
  Spiked Avalanche – If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with 
  your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that 
  receives a 2x Strength modifier bonus to damage –or– attacks with both your Spiked Armor and your 
  Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). 
  Spiked Rebuke – When you Fight Defensively with a Spiked Shield and an opponent missed your AC but 
  would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in 
  the next round) receives a +2 bonus on its attack roll. 
  Spiked Slam – As a Full Round Action, you may make a single attack with your Spiked Shield that 
  generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage 
  below.  You do not threaten adjacent squares until the start of your next round. 
   
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
   
  Small 
  +1d4 
  Large 
  +1d8 
  Gargantuan +2d8 
   
  Medium 
  +1d6 
  Huge 
  +2d6 
  Colossal 
  +3d6 
  Combat Brute 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +6 
  Improved Sunder 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Advancing Blows – If you successfully Bull Rush an opponent, you receive a +1 bonus per 5’ you moved 
  the opponent on attack & damage rolls against that opponent on the next round only. 
  Sundering Cleave – If you destroy an opponent’s weapon or shield with a Sunder action, you receive an 
  immediate melee attack on the opponent at the same attack bonus which the Sunder used. 
  Momentum Swing – If you successfully Charge an opponent, and then on the following round use Power 
  Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon 
  or x3 for a Two-Handed weapon. 
  Flying Kick 
  [General] 
  (CWar p99) 
  Strength 13 
  Jump:   
  4 ranks 
  Improved Unarmed Strike
  Power Attack 
  You do +1d12 damage when you Charge & end with an Unarmed Strike. 
  Frightful Presence  
  [General] 
  (Dcn p106) 
  Charisma 15 
  Intimidate:   
  9 ranks 
  Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do 
  become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma 
  modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours.  
  This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons. 
  Greater Powerful 
  Charge 
  [General, Fighter] 
  (Eb p54)  
  (Mini p27) 
  Medium-size or larger 
  Base Attack Bonus +4 
  Powerful Charge 
  As Powerful Charge, but treat yourself as one size category larger. 
  Hurling Charge  
  [General, Fighter] 
  (Mini p27) 
  Base Attack Bonus +6 
  Quick Draw 
  When making a Charge, you may make an attack with a Thrown Weapon during your charge, then draw a 
  Melee Weapon for your attack at the end of your Charge. 
  Note:  if you kill the creature you are charging at with your thrown attack, you must still stop when you 
  reach it and still have the penalty to AC until your next round. 
  Note:  if you take the ‘Hurling Charge’ attack, you only receive one attack at the end of your Charge (some 
  creatures / classes are entitled to extra, often due to the ‘Pounce’ special ability). 
  Leap Attack  
  [General] 
  (CAdv p110) 
  (CAdvErrata)+ 
  Power Attack 
  Jump:   
  8 ranks 
  You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal 
  distance and end in a square which threatens your opponent, you deal +100% Power Attack damage. 
  Powerful Charge 
  [General, Fighter] 
  (Eb p57) 
  (MM3 p207)  
  (Mini p27) 
  Medium-size or larger 
  Base Attack Bonus +1 
  If the melee attack you make at the end of a Charge hits, you do extra damage.  If you have multiple attacks 
  at the end of a Charge, the bonus damage only applies to one of them. 
   Size 
  Bonus Damage 
  Size 
  Bonus Damage 
   Medium 
  +1d8 
  Gargantuan 
  +4d6 
   Large 
  +2d6 
  Colossal 
  +6d6 
   Huge 
  +3d6 
   
  Raptor School 
  [Tactical] 
  (CWar p111) 
  Wisdom 13 
  Jump:   
  5 ranks 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Eagle’s Swoop – If you Charge or jump down at least 10’ onto your foe, you may make a Jump check to do 
  extra damage.  You DC is 15 to do +2 damage –or– DC 25 to do +4 damage.  If you fail the Jump check, 
  you miss your foe entirely & if the check misses by 5+, you end up Prone.  
  Falcon’s Feathers – As a Standard Action, you may attempt a Feint action using a cloak to cause the 
  distraction.  For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the 
  Feint.  If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. 
  Hawk’s Eye – As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive 
  rounds).  The next melee attack  you make on that opponent receives a +2 bonus to attack & damage for 
  each round you observed (maximum of +6).  If you do not attack within 3 round of observing or your 
  opponent attacks you first, the bonuses are lost. 
  Reckless Charge  
  [General, Fighter] 
  (Mini p27) 
  — 
  When you Charge, you may increase the penalty to your AC to –4 and increase your attack bonus to +4. 
  Shock Trooper 
  [Tactical, Fighter] 
  (CWar p112) 
  Base Attack Bonus +6 
  Improved Bull Rush 
  Power Attack 
  You may use the following 3 tactical maneuvers: 
  Directed Bull Rush – On a successful Bull Rush at the end of a Charge, you may move your opponent one 
  hex to the left or right for each hex you move him/her backwards.  
  Domino Rush – On a successful Bull Rush that pushes your opponent into the same hex as another 
  opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. 
  Heedless Charge – If you make a Charge that ends in an attack that uses Power Attack (at least a –5 to your 
  attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty.  This is in 
  additional to the –2 AC due to the Charge. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 36 
  Polearm Feats 
   
  Unless otherwise noted, the following are considered Polearms (see the Equipment Index for more details):  Ankus;  Awl Pike;  Axe, Lochaber;   
  Axe, Orc Double;  Bardiche;  Bec de Corbin;  Duom;  Fauchard;  Glaive;  Goad;  Greatspear;  Halberd;  Hammer, Lucerne;  Longspear;  Longstaff;  Naginata;  
  Partisan;  Pilum;  Poleaxe, Heavy;  Quarterstaff;  Ranseur;  Ritiik;  Sasumata;  Sharrash, Talenta;  Sodegarami;  Spear;  Spetum;  Urgrosh, Dwarven;  Voulge;  
  Warpike, Dwarven. 
   
  Polearm Feats 
  Source 
  Prerequisite 
  Description 
  Braced for Charge 
  [General] 
  (DR331 p28) 
  Base Attack Bonus +1 
   
  If you ready a Polearm to receive a Charge, it does double damage.  This does not effect Polearms that 
  already do double damage against a charge. 
  Formation Expert 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +5 
  You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: 
  Lock Shield – If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. 
  Step into the Breach – If there is a line of adjacent allies and one ally within a single move falls, you may 
  make a single move to that ally’s location as if you had a Readied Action. 
  Wall of Polearms – Gain a +2 attack bonus if you and your adjacent allies are each wielding the same 
  weapon, which must be off the following list:  Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, 
  or Ranseur. 
  Haft Strike 
  [General] 
  (DR331 p28) 
  Two-Weapon Fighting 
   
  When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand 
  attack with the haft of the Polearm that does damage as if it were a Club.  All normal Two-Weapon 
  Fighting rules apply.   
  If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. 
  Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a 
  Full Attack Action. 
  Long Strike 
  [General] 
  (DR331 p28) 
  Base Attack Bonus +2 
   
  As a Full Attack Action, you may make one attack with your Polearm as if it had Reach +5’ than normal 
  (which grants non-reach Polearms Reach 10’). 
  Pike Hedge 
  [General, Fighter] 
  (DR317 p83) 
  Base Attack Bonus +2 
  Combat Reflexes 
  Hold the Line 
  When readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, 
  Halberd, etc.) do 3x, while all other melee weapons do 2x. 
  Pole Balance 
  [General] 
  (DR331 p28) 
  — 
   
  When wielding a Polearm with two hands, you receive a +4 Circumstance bonus to resist being Bull Rushed 
  and being Tripped.  The bonus also applies to Balance checks to keep your footing as long as there is a 
  solid surface to brace the Polearm against. 
  You may not use this feat while Flat-Footed. 
  Pole Fighting 
  [General] 
  (DR331 p28) 
  Flurry of Blows class 
  feature 
  Weapon Focus (chosen 
  Polearm) 
  You may perform Flurry of Blows with the chosen Polearm. 
  Shield and Pike Style 
  [General, Fighter] 
  (DR338 p92) 
  Proficient with Light 
  Shields 
  When wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive 
  the full Shield bonus to AC of a Light Shield you are wearing. 
  Note:  Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously. 
  Short Haft 
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +3 
  Weapon Focus (reach 
  weapon) 
  As a Swift Action, you may reduce the Reach of any reach weapon (other than Spiked Chain & Whip) by 
  5’.  This changed the squares that you ‘threaten’.   
  Returning the weapon to its normal reach is also a Swift Action. 
  Shorten Grip 
  [General] 
  (DR331 p28) 
  — 
  When wielding a Polearm with Reach with which you have proficiency, you may attack adjacent foes at a  
  –2 penalty. 
  Note:  you cannot use this feat with an Awl Pike. 
  Spinning Defense 
  [General] 
  (DR331 p28) 
  Combat Expertise 
  Deflect Arrows 
  While wielding a Polearm during a Total Defense Action, you gain the following: 
  a) an additional +1 Dodge bonus to AC; and 
  b) you may use Deflect Arrows any number of times until your next turn, but you cannot use the Snatch 
  Arrow (if you have it).  You do not need a free hand to Deflect Arrows. 
  Spinning Halberd 
  [Style] 
  (CWar p114) 
  Combat Reflexes 
  Two-Weapon Fighting 
  Weapon Focus (halberd) 
  When you make a Full Round Attack with a Halberd, you receive a +1 Dodge bonus to AC & an additional 
  attack with the staff end at a –5 penalty which is a 1d6 + ½ Strength modifier Bludgeoning damage. 
  Vault 
  [General] 
  (DR331 p28) 
  Strength 13 
  Jump:   
  4 ranks 
  While wielding a Polearm during a Total Defense Action, you gain the following: 
  a) the DC for a Long Jump is reduced by 5; and 
  b) the DC for a High Jump is equal to 3x the distance to be cleared (instead of 4x). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 37 
  Attack of Opportunity Feats 
   
  Attack of 
  Opportunity Feats 
  Source 
  Prerequisite 
  Description 
  Backstab  
  [General, Fighter] 
  (DR340 p86) 
  Combat Reflexes 
  You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than 
  you. 
  Canny Opportunist  
  [General, Fighter] 
  (DR340 p86) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, 
  even if you are Flat-Footed:  Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat. 
  Close-Quarter Defense  
  [General, Fighter] 
  (DR309 p110) 
  Combat Reflexes 
  You gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions:  
  an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering 
  your weapon or armor, etc. 
  If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of 
  Opportunity, you may still take an Attack of Opportunity with a –10 penalty to your attack roll (instead of 
  a +2). 
  Close-Quarters 
  Fighting  
  [General, Fighter] 
  (CWar p97) 
  Base Attack Bonus +3 
  You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has 
  Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. 
  If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the 
  attacker has Improved Grapple or a similar ability.  In this case, add you damage to the initial Grapple 
  check to see if the creature starts its Grapple. 
  This Feat does not grant an extra Attack of Opportunity. 
  Combat Reflexes  
  [General, Fighter] 
  (PH p92) 
  — 
  Monk 2nd  
  1. You may make Attacks of Opportunity while Flat-Footed.  
  2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the 
  normal limit of 1), but only one such attack per creature each round. 
  Defensive 
  Opportunist  
  [General, Fighter] 
  (DR340 p87) 
  Intelligence 13 
  Combat Expertise 
  Tumble:   
  5 ranks 
  If you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal 
  penalty for Fighting Defensibly. 
  Defensive Sweep 
  [General, Fighter] 
  (PH2 p78) 
  Base Attack Bonus +15 
  If an opponent begins his/her round adjacent to you and does not move for the entire round (including a 5’ 
  Step), he/she generates an Attack of Opportunity for you just after his/her round ends. 
  Defensive Throw 
  [General] 
  (CWar p97) 
  Dexterity 13 
  Combat Reflexes 
  Dodge 
  Improved Trip 
  Improved Unarmed Strike
  If the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you 
  can make an Attack of Opportunity against that opponent to attempt to trip him. 
  Deft Opportunist  
  [General] 
  (CAdv p106)  
  (Mini p25) 
  Dexterity 15 
  Combat Reflexes 
  +4 bonus on attack rolls when making Attacks of Opportunity. 
  Double Hit 
  [General, Fighter] 
  (Mini p25) 
  Dexterity 17 
  Base Attack Bonus +6 
  Combat Reflexes 
  Two-Weapon Fighting 
  Before you make an Attack of Opportunity, you may choose to attack with both weapons, taking the 
  standard penalties for fighting with two weapons. 
  Expert Tactician  
  [General] 
  (CAdv p109) 
  Dexterity 13 
  Base Attack Bonus +2 
  Combat Reflexes 
  If you hit a creature with an Attack of Opportunity, you and your allies gain a +2 Circumstance bonus on 
  melee attack rolls and damage rolls against that opponent for 1 round. 
  Exploit Adjustment  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Canny Opportunist 
  You may make an Attack of Opportunity on an opponent you threaten who takes a 5’ step from one square 
  adjacent to you to another square adjacent to you. 
  Greater Combat 
  Reflexes  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 15 
  Base Attack Bonus +11 
  Combat Reflexes 
  Improved Combat 
  Reflexes 
  When you make an Attack of Opportunity, you are allowed three attacks.  The first is at your normal attack 
  bonus, the second is at –5, and the third is at –10.  This counts as three of your Attacks of Opportunity per 
  round and your maximum is not increased. 
  Hindering 
  Opportunist 
  [General] 
  (PH2 p79) 
  Base Attack Bonus +3 
  Combat Reflexes 
  When an opponent generates an Attack of Opportunity, you may forgo the attack and instead take an ‘Aid 
  Other’ action to help an ally attacking the same opponent. 
  Hold the Line 
  [General] 
  (CWar p100) 
  Base Attack Bonus +2 
  Combat Reflexes 
  You receive an Attack of Opportunity against an opponent who is charging and that enters a hex that you 
  threaten.  Your attack is resolved before the charge finishes. 
  Improved Combat 
  Reflexes  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Base Attack Bonus +6 
  Combat Reflexes 
  When you make an Attack of Opportunity, you are allowed two attacks.  The first is at your normal attack 
  bonus, while the second is at –5.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Improved Shield Snare 
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency 
  Combat Reflexes 
  Improved Shield Bash 
  Shield Snare 
  If your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of 
  Opportunity against your opponent immediately.  You gain a +2 bonus on your attacks against this 
  opponent as long as he/she remains disarmed. 
  Karmic Strike  
  [General] 
  (CWar p102) 
  Dexterity 13 
  Combat Expertise 
  Dodge 
  On your turn, you may choose to take a –4 penalty to your AC in exchange for the option of taking an 
  Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. 
  This feat does not grant additional Attacks of Opportunity. 
  Mercurial Strike 
  [General] 
  (DR310 p69) 
  Quick Draw 
  Base Attack Bonus +5 
  If an opponent generates an Attack of Opportunity and you are unarmed, you may draw a melee weapon and 
  make your Attack of Opportunity, with your opponent being Flat-Footed. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 38 
  Attack of 
  Opportunity Feats 
  Source 
  Prerequisite 
  Description 
  Occult Opportunist  
  [General] 
  (DR340 p87) 
  Know(arcana):  5 ranks 
  Spellcraft:   
  5 ranks 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her:  
  Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke 
  attempt. 
  If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. 
  DC (10 + damage). 
  Opportunistic 
  Tactician  
  [General, Fighter] 
  (DR340 p87) 
  Combat Reflexes 
  Dodge 
  Mobility 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Overhead Thrust  
  [General] 
  (Dcn p106) 
  Base Attack Bonus +6 
  Close-Quarters Fighting 
  Power Attack 
  You can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack 
  designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this 
  feat if you are flat-footed or already grappled. 
  You gain a special attack modifier based on your opponent’s size: 
  Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12),  Colossal (+16) 
  If your attack succeeds, you do triple damage. 
  Ranged Threat  
  [General, Fighter] 
  (DR350 p90) 
  Base Attack Bonus +6  
  Combat Reflexes 
  Point Blank Shot 
  Precise Shot 
  If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a 
  single ranged attack against him/her/it at your highest attack bonus.  This consumes all of your remaining 
  Attacks of Opportunity for the round. 
  Robilar’s Gambit  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +12 
  Combat Reflexes 
  If you activate this ability at the start of your turn, you gain the following: 
  a)  foes receive a +4 bonus on their attack & damage rolls against you; 
  b)  after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after 
  his/her attack. 
  Sidestep  
  [General] 
  (Mini p28) 
  Dexterity 15 
  Dodge 
  Mobility 
  Tumble: 
  7 ranks 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Sneak Attack of 
  Opportunity  
  [General] 
  (DR340 p87) 
  Combat Reflexes  
  Sneak Attack class ability 
  with at least +3d6 
  On your first Attack of Opportunity of the round, add your Sneak Attack damage to the attack’s damage. 
  Two-Weapon Attack 
  of Opportunity  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 17 
  Combat Reflexes 
  Two-Weapon Fighting 
  When you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the 
  normal penalties for doing so.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Wolfpack  
  [Tactical] 
  (RotW p153) 
  Dexterity 15 
  Dodge 
  Mobility 
  Spring Attack 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Distract Foe – You and an ally must have Flanked your foe for at least one round to use this ability.  As a 
  Full Round Action, make a single melee attack.  If it hits, make a Bluff check with the damage as a bonus 
  vs. your foes Sense Motive check with his/her BAB as a bonus.  If you are successful, all of your allies that 
  give you a Flanking bonus receives an Attack of Opportunity on the foe. 
  Drive Back – You and at least one ally must Threaten the same foe and an ally must perform an Aid Other 
  action to help your attack on t hat foe.  As a Full Round Action, make a melee attack.  If you hit, you do 
  damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your 
  foe’s square.  Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength 
  check and your foe cannot be moved back more than 5’. 
  Gang Dodge – You and at least one ally must Threaten the same foe.  Perform an Aid Other action to give 
  every one of your allies that threaten the same foe a +2 bonus to AC.  This bonus lasts until your next turn, 
  provided you still threaten the same foe. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 39 
  Unarmed Combat Feats 
   
  Unarmed Combat 
  Feats 
  Source 
  Prerequisite 
  Description 
  Beast Strike 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Base Attack Bonus +5 
  Claw or Slam attack 
  When making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage. 
  Clever Wrestling 
  [General] 
  (CWar p97) 
  (Dcn p103) 
  (Storm p92) 
  Small or Medium size 
  Improved Unarmed Strike
  When grappling with an opponent greater than Medium size, you gain a bonus when attempting to escape a 
  Grapple or Pin.  The size of the bonus depends on the opponent’s size: 
  Large – +2     Huge – +4    Gargantuan – +6    Colossal – +8 
  Cunning Sidestep 
  [General] 
  (Dcn p103) 
  Small or Medium size 
  Improved Unarmed Strike
  Clever Wrestling 
  When your opponent is larger than Medium size, you gain a bonus on any opposed check you make to avoid 
  being Bull Rushed, Tripped, Knocked Down, or Pushed. The bonus depends on the opponent’s size: 
  Large – +2     Huge – +4    Gargantuan – +6    Colossal – +8 
  This feat is effective against the Large and in Charge feat. 
  The bonus from this feat does not stack with Clever Wrestling. 
  Cutpurse 
  [General] 
  (DR322 p37) 
  Improved Unarmed Strike
  Sleight of Hand:  5 ranks 
  When is melee combat, you may attempt a Sleight of Hand check to pickpocket your opponent without 
  generating an Attack of Opportunity.  If you beat his/her Spot check, opponent thinks the attempt was 
  some type of combat movement. 
  Defensive Metered 
  Foot 
  [General] 
  (DR337 p97) 
  Concentration:  6 ranks 
  Improved Unarmed Strike
  Choose an opponent as a Free Action.  Each time this opponent misses you consecutively, you gain a 
  cumulative +1 Dodge bonus to AC (max +5).  If this opponent hits you, the bonus is lost.  If this opponent 
  misses you again, the count restarts at +1.  This feat only applies on one opponent at a time. 
  Deflect Arrows  
  [General, Fighter] 
  (PH p93) 
  Dexterity 13 
  Improved Unarmed Strike
  Monk 2nd   
  You may deflect one projectile per round that would have hit you, but only if the following are true: 
  1.  you are not Flat-Footed and aware of the attack. 
  2.  one of your hands is free. 
  3.  the projectile is not purely magic (such as Melf’s Acid Arrow) or massive (such as a giant’s boulder). 
  Deft Fist  
  [General] 
  (DR319 p71) 
  Dexterity 13 
  Wisdom 13 
  Improved Unarmed Strike
  Weapon Finesse 
  Weapon Focus (unarmed 
  strike) 
  When making an unarmed melee attack against a foe with Cover (but not Total Cover), your target does not 
  receive the Cover bonus to AC. 
  Disrupting Strike 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails –and– is a shapechanger, he/she reverts immediately to his/her natural form.  
  This also ends a Shifter’s ‘Shifting’ racial ability. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + once per Monk levels each day. 
  You may use this ability only once per round. 
  Eagle Claw Attack 
  [General] 
  (CWar p97) 
  Wisdom 13 
  Power Attack 
  Improved Sunder 
  Improved Unarmed Strike
  When you make an Unarmed Strike against an object, add your Wisdom modifier to your damage. 
  Earth’s Embrace 
  [General] 
  (CWar p97) 
  Strength 15 
  Improved Grapple or 
  improved grab ability 
  Improved Unarmed Strike
  Each round you Maintain a Pin, you do an extra +1d12 damage as long as you and the person you are 
  grappling both remain immobile (granting opponents a +4 bonus to attack you).  
  You do not do extra damage on creatures immune to critical hits. 
  Fear No Binds 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Escape Artist:   4 ranks 
  You are difficult to contain: 
  1.  you do not receive penalties on attack rolls while grappling 
  2.  you may make Unarmed Strike attacks while bound with non-magical bindings 
  3.  you do not receive penalties on attack or Dexterity when Entangled 
  4.  if you are targeted with a Net and defeat your opponent’s Strength check to “control” your 
  movement, you may drag your opponent around instead (if he/she does not release the Net) 
  Flying Kick 
  [General] 
  (CWar p99) 
  Strength 13 
  Jump:   
  4 ranks 
  Improved Unarmed Strike
  Power Attack 
  You do +1d12 damage when you Charge & end with an Unarmed Strike. 
  Improved Grapple  
  [General, Fighter] 
  (PH p95) 
  Dexterity 13 
  Improved Unarmed Strike 
  Monk 1st  
  When you make a Grapple action, the following apply: 
  Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being 
  a Grapple. 
  You receive a +4 bonus on all Grapple checks, no matter who began the Grapple. 
  Improved Unarmed 
  Strike  
  [General, Fighter] 
  (PH p96) 
  — 
  Monk 1st  
  You are considered ‘armed’ when not using a weapon (i.e., an armed opponent does not get an Attack of 
  Opportunity against you when you attack). 
  Your Unarmed Strike does Lethal or Nonlethal damage, as you desire. 
  Martial Throw  
  [General, Fighter] 
  (Mini p27) 
  Dexterity 17 
  Improved Unarmed Strike 
   
  If you hit an opponent up to your size with an Unarmed Strike, you may initiate a Dexterity-based Grapple 
  check.  If you win, you and your opponent swap positions.  This does not generate Attacks of Opportunity.  
  Usable once per round. 
  Offensive Metered 
  Foot 
  [General] 
  (DR337 p97) 
  Concentration:  6 ranks 
  Improved Unarmed Strike
  Choose an opponent as a Free Action.  Each time you hit this opponent consecutively, you gain a 
  cumulative +1 Insight bonus on attacks against that opponent (max +5).  If you miss this opponent, the 
  bonus is lost.  If you hit this opponent again, the count restarts at +1.  This feat only applies on one 
  opponent at a time. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 40 
  Unarmed Combat 
  Feats 
  Source 
  Prerequisite 
  Description 
  Ring the Ear  
  [Ambush] 
  (DR344 p103) 
  Improved Unarmed Strike 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +2d6 
  On a successful Sneak Attack using an Unarmed Strike, you may reduce the Sneak Attack dice by 1d6 to 
  Deafen your foe for 1 minute (FortNeg, DC = 10 + ½ Character level + Strength modifier). 
  Roundabout Kick  
  [General] 
  (CWar p105) 
  Strength 15 
  Improved Unarmed Strike
  Power Attack 
  If you confirm a Critical Hit with an Unarmed Strike, you can immediately make another unarmed attack at 
  the same bonus on the opponent that received your Critical Hit. 
  Scorpion’s Grasp 
  [General] 
  (DU120 p35) 
  Strength 13 
  Dexterity 13 
  Improved Grapple 
  Improved Unarmed Strike
  If you hit a creature with a One-Handed or Light weapon, deal damage normally and then you have the 
  option of starting a Grapple as a Free Action without provoking an Attack of Opportunity (no touch 
  needed). 
  If a grapple is started and you were wielding a One-Handed weapon, you drop it. 
  If a grapple is started and you were wielding a Light weapon, you may continue holding it.  Each round, you 
  may attack your grappled foe as normal with it, except you do not have the standard –4 penalty. 
  Snatch Arrows  
  [General, Fighter] 
  (PH p100) 
  Dexterity 15 
  Improved Unarmed Strike 
  Deflect Arrows 
  You may catch one projectile per round that would have hit you, but only if the following are true: 
  1.  you are not Flat-Footed and aware of the attack. 
  2.  one of your hands is free. 
  3.  the projectile is not magic (such as Melf’s Acid Arrow) or massive (such as a Giant’s boulder). 
  If you catch a thrown weapon (such as a Spear), you may throw it immediately at the person who threw it at 
  you, even though it is not your turn. 
  Throat Punch  
  [Ambush] 
  (CSco p082) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Improved Unarmed Strike
  On a successful Sneak Attack with an Unarmed Strike, you may reduce the Sneak Attack dice by 2d6 to 
  impede your foe’s ability to speak for 3 rounds.  The foe receives a –5 penalty on skill checks related to 
  speech and has a 50% failure chance when casting a spell with a Verbal component. 
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Toothed Blow  
  [General] 
  (Storm p94) 
  Strength 13 
  Improved Unarmed Strike 
   
  Your Unarmed Strikes now do Bludgeoning & Piercing damage.  You may make Unarmed Strikes 
  underwater without taking a penalty. 
  Versatile Unarmed 
  Strike 
  [General, Fighter] 
  (PH2 p85) 
  Improved Unarmed Strike
  As a Swift Action, you may change the damage type of your Unarmed Strikes to ‘bludgeoning’ (default), 
  ‘piercing’, or ‘slashing’.  The damage type remains until you use this ability again to change it. 
   
   
   
  Stunning Fist Feats 
   
  Stunning Fist Feats 
  Source 
  Prerequisite 
  Description 
  Disrupting Strike 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails –and– is a shapechanger, he/she reverts immediately to his/her natural form.  
  This also ends a Shifter’s ‘Shifting’ racial ability. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + once per Monk levels each day. 
  You may use this ability only once per round. 
  Extra Stunning  
  [General] 
  (CWar p98) 
  Base Attack Bonus +2 
  Improved Unarmed Strike
  Stunning Fist 
  You can use Stunning Fist +3 times per day. 
  You may take this feat multiple times. 
  Fiery Fist 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 2nd  
  1.  By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 
  Fire damage for the rest of your turn. 
  2.  You receive +1 Stunning Fist use per day. 
  Fiery Ki Defense 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 
  1d6 Fire damage to anyone to hits you in melee for the rest of your turn. 
  Fists of Iron 
  [General] 
  (CWar p99) 
  Base Attack Bonus +2 
  Improved Unarmed Strike
  Stunning Fist 
  By using up one of your daily Stunning Fist attacks, you cause +1d6 damage.  You must declare the use of 
  this ability before making your attack roll & the use is lost if you miss. 
  Freezing the 
  Lifeblood 
  [General, Fighter] 
  (CWar p99) 
  Wisdom 17 
  Base Attack Bonus +10 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare that you are using this ability before you attack.  If it hits, you do no damage, but your 
  Humanoid opponent is Paralyzed for 1d4+1 rounds unless it makes a Fortitude save (DC = 10 + Character 
  level + Wisdom modifier).  Does not effect non-Humanoids & opponents immune to Stunning. 
  Depletes one use of Stunning Fist even if the attack misses. 
  Ki Blast 
  [General, Fighter] 
  (PH2 p80) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  1.  By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force 
  energy in your hand.  As a Standard Action, you may throw the orb up to 60’.  If you hit on a Ranged 
  Touch attack, you do (3d6 + Wisdom modifier) Force damage.  If not thrown by the end of your round, 
  the orb dissipates. 
  2.  You receive +1 Stunning Fist use per day. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 41 
  Stunning Fist Feats 
  Source 
  Prerequisite 
  Description 
  Pain Touch 
  [General] 
  (CWar p103) 
  Wisdom 15 
  Base Attack Bonus +2 
  Stunning Fist 
  The target of a successful Stunning Fist attack is Nauseated for 1 round after the round which he/she was 
  Stunned.  This ability may not be used on creatures two size categories or more larger than the user. 
  Pressure Point Strike  
  [General] 
  (DR336 p103) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Know (arcana):  5 ranks 
  Ki Strike (magic) class 
  ability 
  The following abilities must be declared before the strike is attempted and the indicated number of Stunning 
  Fist uses are consumed even if it misses.  May only be used on Humanoids, Monstrous Humanoids, and 
  Giants. 
  Harmful effects allow a Fortitude save vs. DC = 10 + ½ Character level + Wisdom modifier. 
  Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). 
    #StunFist 
  Effect 
    
  1 
  Target Stunned for 1 round (i.e., base Stunning Fist ability). 
    
  1 
  Remove Stunned, Sickened, or Fatigued. 
    
  2 
  Blind, Deafen, –or– Paralyze opponent for 1d4 rounds. 
    
  2 
  Remove Paralysis, Blindness, or Deafness 
    
  3 
  Lower target’s Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Increase ally’s natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Delay Poison for 1d4 hours. 
    
  3 
  Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 
    
  4 
  Neutralize Poison. 
    
  4 
  Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 
    
  5 
  Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 
    
  5 
  Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect. 
  Rapid Stunning 
  [General, Fighter] 
  (CWar p104) 
  Combat Reflexes 
  Base Attack Bonus +6  
  Stunning Fist 
  You may make one extra Stunning Fist-based attack in a round (normally you can only make one such 
  attack each round).  This feat does not grant extra uses overall, just the ability to try more than once in a 
  single round. 
  You make take this feat multiple times.  Their effects stack. 
  Ring the Gold Bell  
  [General] 
  (DR319 p71) 
  Wisdom 13 
  Base Attack Bonus +5 
  Improved Unarmed Strike
  Stunning Fist 
  Weapon Focus (unarmed 
  strike) 
  You may inflict Unarmed Strike damage, plus effects such as Stunning Fist that are inflicted along with  
  your Unarmed Strike, as a Ranged Attack with a maximum range of 5’ + 5’ per Wisdom modifier.   
  Usable (1 + Wisdom modifier) times per day. 
  Stone Monkey  
  [General] 
  (DR309 p68) 
  Wisdom 15 
  Improved Unarmed Strike
  Stunning Fist 
  When Grappling, you gain the new Grapple Option of partially disabling an opponent’s arm or leg.  On a 
  successful check, your opponent must make a Fortitude save (DC is Wisdom-based) to avoid receiving a  
  –2 penalties on all rolls & checks using the targeted limb for 1d6+1 rounds.  If the limb is also used for 
  movement (legs for walking, arms for climbing, etc.), the movement is reduced by 5’ (minimum 0’).  Once 
  partially disabled, targeting the same limb again has no additional effect. 
  Stunning Fist  
  [General, Fighter] 
  (PH p101) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Monk 1st  
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails, he/she is Stunned for 1 round (i.e., until your next action).  A Stunned creature 
  cannot take any Action, loses any Dexterity bonus to AC, & has an additional –2 penalty to AC. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + once per Monk levels each day. 
  You may use this ability only once per round. 
  Sudden Willow Strike  
  [General] 
  (PGE p109) 
  Dexterity 13 
  Wisdom 13  
  Improved Unarmed Strike
  Stunning Fist 
  Weapon Focus 
  (quarterstaff) 
  You can use your Stunning Fist feat with Quarterstaff attacks. 
  Water Splitting Stone 
  [General, Fighter] 
  (PH2 p85) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +9 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 6th   
  If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 
  bonus to damage (i.e., ignore 4 points of Damage Reduction). 
  Weakening Touch 
  [General, Fighter] 
  (CWar p106) 
  Wisdom 17  
  Base Attack Bonus +2 
  Improved Unarmed Strike
  Stunning Fist 
  On a successful Unarmed Strike, you cause no damage, but your opponent receives a –6 penalty to his/her 
  Strength for 1 minute.  Multiple uses do not stack, but reset the duration. 
  Depletes one use of Stunning Fist even if the attack misses. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 42 
  Group Tactics Feats 
   
  Group Tactics Feats 
  Source 
  Prerequisite 
  Description 
  Body Guard  
  [General] 
  (DR339 p34) 
  — 
  To use this feat, you must be adjacent to another character with this feat. 
  If both characters need to make a saving throw against the same effect, the two of you may swap your 
  saving throw bonus for this single save (though you may do it again later).  Both characters must be 
  willing. 
  Formation Expert  
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +5 
  You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: 
  Lock Shield – If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. 
  Step into the Breach – If there is a line of adjacent allies and one ally within a single move falls, you may 
  make a single move to that ally’s location as if you had a Readied Action. 
  Wall of Polearms – Gain a +2 attack bonus if you and your adjacent allies are each wielding the same 
  weapon, which must be off the following list:  Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, 
  or Ranseur. 
  Improved Aid Other  
  [General] 
   (DR339 p34) 
  — 
  When you use the Aid Other action to improve an allies AC, Attack bonus, or Skill check, you grant an 
  additional +1 bonus (usually +3). 
  Pack Feint  
  [General] 
  (DR313 p31) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +3 
  Bluff:   
  3 ranks 
  When you successfully use Bluff to ‘Feint in Combat’, the target loses its Dexterity bonus to AC for your 
  next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To 
  benefit from this Feat, each ally’s next attack and your next attack must be made on or before your next 
  turn. 
  Pack Tactics  
  [General] 
  (DR313 p31) 
  Wisdom 13 
  When you are flanking an  opponent, your allies that are not flanking the same opponent receives a +1 
  bonus to their melee attacks.  Your flanking allies retain their normal +2 bonus. 
  Phalanx Fighting 
  [General, Fighter] 
  (CWar p103) 
  Base Attack Bonus +1 
  Shield Proficiency 
  1. If you are fighting with a Light Weapon and a Heavy Shield, you gain a +1 bonus to AC. 
  2. If you are fighting as above and within 5’ of an ally who is also fighting with a Light Weapon and a 
  Heavy Shield, you may form a Shield Wall, which grants an additional +2 bonus to AC & a +1 bonus 
  on Reflex saves to all members of the Shield Wall. 
  Swarm Fighting 
  [General] 
  (CWar p105) 
  Small size  
  Dexterity 13 
  Base Attack Bonus +1 
  You may share a 5’ hex with your Small-sized allies that also have this feat.  Against a creature of at least 
  Medium-size, each attacker with Swarm Fighting who also has this feat (after the first) grants all of his/her 
  allies a +1 Morale bonus on the attack roll, up to a maximum of your Dexterity modifier. 
  For example, if 4 Halflings swarm fight an Ogre, each receives a +3 Moral bonus to attack. 
  Wolfpack  
  [Tactical] 
  (RotW p153) 
  Dexterity 15 
  Dodge 
  Mobility 
  Spring Attack 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Distract Foe – You and an ally must have Flanked your foe for at least one round to use this ability.  As a 
  Full Round Action, make a single melee attack.  If it hits, make a Bluff check with the damage as a bonus 
  vs. your foes Sense Motive check with his/her BAB as a bonus.  If you are successful, all of your allies that 
  give you a Flanking bonus receives an Attack of Opportunity on the foe. 
  Drive Back – You and at least one ally must Threaten the same foe and an ally must perform an Aid Other 
  action to help your attack on that foe.  As a Full Round Action, make a melee attack.  If you hit, you do 
  damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your 
  foe’s square.  Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength 
  check and your foe cannot be moved back more than 5’. 
  Gang Dodge – You and at least one ally must Threaten the same foe.  Perform an Aid Other action to give 
  every one of your allies that threaten the same foe a +2 bonus to AC.  This bonus lasts until your next turn, 
  provided you still threaten the same foe. 
   
   
   
  Commander Feats 
   
  Commander Feats 
  Source 
  Prerequisite 
  Description 
  Commander 
  [General] 
  (DR323 p28) 
  Charisma 13 
  All allies within 30’ gain a +1 Morale bonus on saves vs. Fear effects. 
  Defense of the 
  Righteous 
  [General] 
  (DR323 p28) 
  Charisma 17 
  Commander 
  Good alignment  
  All allies within 30’ gain a +1 Morale bonus on Fortitude saves 
  Gang Tactics 
  [General] 
  (DR323 p28) 
  Charisma 15 
  Commander 
  Evil alignment  
  All allies within 30’ deal +1 damage when Flanking a creature vulnerable to flanking. 
  Halfling’s Cunning 
  [General] 
  (DR323 p29) 
  Charisma 13 
  Commander 
  Small size or smaller 
  All allies within 30’ receive a +1 Morale bonus on attacks vs. creatures at lease one size category larger then 
  themselves. 
  Inspire Bloodletting 
  [General] 
  (DR323 p29) 
  Charisma 13 
  Commander 
  All allies within 30’ receive a +1 Morale bonus on rolls to Confirm a Threatened Critical Hit. 
  Inspire Bloodthirst 
  [General] 
  (DR323 p29) 
  Charisma 15 
  Commander 
  Weapon Focus (any 
  melee weapon) 
  Intimidate:  5 ranks 
  All allies within 30’ receive a +1 Morale bonus on all Melee attack rolls. 
  Rouse Courage 
  [General] 
  (DR323 p29) 
  Charisma 13 
  Commander 
  All allies within 30’ may reroll a failed save vs. a Fear effect.   
  An ally affected by a Fear effect that moves within 30’ of you can make one additional save to resist the 
  Fear effect. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 43 
  Feats Based on Combat Expertise 
   
  Combat Expertise 
  Source 
  Prerequisite 
  Description 
  Aid Giver  
  [General, Fighter] 
  (DR343 p92) 
  Strength 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  Power Attack 
  As a Full Round Action, you may use an Aid Other action to benefit every adjacent ally, granting either a  
  +2 bonus on Attack rolls or a +2 bonus to AC. 
  Canny Opportunist  
  [General, Fighter] 
  (DR340 p86) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, 
  even if you are Flat-Footed:  Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat. 
  Combat Cloak Expert 
  [Tactical, Fighter] 
  (PH2 p93) 
  Base Attack Bonus +6 
  Dexterity 15 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  You may use the following 3 tactical maneuvers: 
  Cloak Defense – When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC.  If 
  you take a Total Defense Action, you receive a +2 Shield bonus to AC. 
  Cloaked Strike – In the first round, advance without wielding a weapon until you are adjacent to your 
  opponent.  On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you 
  draw your Light weapon.  If successful, your opponent looses his/her Dexterity bonus to AC –or– his/her 
  Shield bonus to AC (your choice) until the end of your round. 
  Whirling Cloak – After striking an opponent in melee, you may spend a Move Action to make a melee 
  touch attack against the same opponent.  If successful, the opponent may not make Attacks of Opportunity 
  against an ally of your choice until the start of your opponent’s next round. 
  Combat Expertise  
  [General, Fighter, Scout] 
  (PH p92) 
  (CAdv p10)+ 
  Intelligence 13 
  When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until 
  your next action.  X can be up to your base attack bonus, with a maximum of 5. 
  Curling Wave Strike  
  [General, Fighter] 
  (Storm p92) 
  Intelligence 13 
  Combat Expertise 
  Improved Trip 
  If you successfully trip an opponent in melee, you may forgo your free follow-up attack to instead attempt 
  to trip another opponent within reach at the same attack bonus total as the previous attack. 
  You may only use this feat once per round (i.e., if you trip the second opponent, you don’t get to try to trip a 
  third). 
  Daunting Nuisance  
  [General, Fighter] 
  (DR343 p93) 
  Intelligence 13 
  Combat Expertise 
  Base Attack Bonus +4 
  By making a successful Touch Attack, your opponent is treated as being Flat-Footed by all creatures 
  adjacent to it, except for you.  This is a Mind-Affecting Extraordinary effect. 
  Defensive 
  Opportunist  
  [General, Fighter] 
  (DR340 p87) 
  Intelligence 13 
  Combat Expertise 
  Tumble:   
  5 ranks 
  If you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal 
  penalty for Fighting Defensibly. 
  Defensive Strike  
  [General, Fighter] 
  (CWar p97) 
  Dexterity 13 
  Intelligence 13 
  Dodge 
  Combat Expertise 
  If you take a Total Defense action and an opponent attacks & misses you, on your next turn, you receive a 
  +4 bonus to attack that opponent. 
  Defensive Throw  
  [General] 
  (CWar p97) 
  Dexterity 13 
  Combat Reflexes 
  Dodge 
  Improved Trip 
  Improved Unarmed Strike
  If the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you 
  can make an Attack of Opportunity against that opponent to attempt to Trip him. 
  Double Weapon 
  Disarm  
  [General, Fighter] 
  (DR309 p110) 
  Intelligence 13 
  Combat Expertise 
  Improved Disarm 
  When you attempt to disarm an opponent wielding a double weapon, you gain a +4 bonus on the check (in 
  addition to the bonus from Improved Disarm). 
  Exhausting Defense 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +5 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
   
  You may use the following 3 tactical maneuvers: 
  Fatigue the Foe – If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least –2 
  and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. 
  DC 15 or become Fatigued until the end of the encounter. 
  Exhaust the Foe – If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat 
  Expertise of at least –4 and the foe is your Dodge target, then on each consecutive round, the foe must 
  make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point 
  he/she becomes Fatigued). 
  The Best Offense – If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out 
  Defense Action and then on the following round attack without using Combat Expertise, the foe is 
  considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round. 
  Exploit Adjustment  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Canny Opportunist 
  You may make an Attack of Opportunity on an opponent you threaten who takes a 5’ step from one square 
  adjacent to you to another square adjacent to you. 
  Extend Defense  
  [General] 
  (DR339 p87) 
  Intelligence 13 
  Combat Expertise 
  As a Standard Action, you may grant an adjacent creature a +2 Cover bonus to AC.  If this creature is 
  attacked, there is a 50% chance the attack ends up being targeted at you (with regards to AC, who takes the 
  damage, etc.).   
  This effect lasts until the start of your next round or until the creature move more than 5’ from you. 
  Improved Combat 
  Expertise 
  [General, Fighter] 
  (CWar p100) 
  Intelligence 13 
  Base Attack Bonus +6 
  Combat Expertise 
  When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until 
  your next action.  X can be up to your base attack bonus, with a maximum of your Base Attack Bonus 
  (instead of +5). 
  Improved Disarm  
  [General, Fighter] 
  (PH p95) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Disarm Action, the following apply: 
  Your opponent does not get an Attack of Opportunity against  you. 
  You receive a +4 bonus on the Disarm check. 
  If your Disarm attempt fails, your opponent does not get a chance to try to disarm you. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 44 
  Combat Expertise 
  Source 
  Prerequisite 
  Description 
  Improved Feint  
  [General, Fighter] 
  (PH p95) 
  Intelligence 13 
  Combat Expertise 
  You may make a Feint in Combat as a Move Action (instead of a Full Round Action). 
  Improved Trip  
  [General, Fighter] 
  (PH p96) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Trip Action, the following apply: 
  1. Your opponent does not get an Attack of Opportunity against you. 
  2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 
  3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up 
  attack on him/her at the same attack bonus of the action you used to make the trip. 
  Improved Whirlwind 
  Attack  
  [General, Fighter] 
  (DR343 p93) 
  Intelligence 13 
  Dexterity 13 
  Base Attack Bonus +4 
  Combat Expertise 
  Dodge 
  Mobility 
  Spring Attack 
  Whirlwind Attack 
  When making a Full Round Attack, you get one attack on each opponent within your reach at your best 
  attack bonus, plus a single attack at each of your other attack bonuses vs. a legal target of your choice.   
  For example, an 11th level Fighter has a Base Attack Bonus of +11 / +6 /  +1.  He/she would take an attack 
  at +11 (plus modifiers) against all opponents within reach, plus one attack at +6 and one attack at +1. 
  Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc. 
  Karmic Strike 
  [General] 
  (CWar p102) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  On your turn, you may choose to take a –4 penalty to your AC in exchange for the option of taking an 
  Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. 
  This feat does not grant additional Attacks of Opportunity. 
  Lacerate  
  [Ambush] 
  (DR344 p103) 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Painful Strike  
  Combat Expertise 
  Improved Disarm 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use 
  of one of his/her hands for 1 minute (FortNeg, DC = 10 + ½ Character level + damage dealt).  Any object 
  is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. 
  This ability only applies to living creatures who can feel pain. 
  Melee Evasion  
  [General, Fighter] 
  (PH2 p81) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  When Fighting Defensively, you may use an Immediate Action to improve your AC against one attack 
  made by the creature that is your designated ‘dodge’ target.  Against this attack only, your Normal & 
  Touch AC is (d20 + your Base Attack Bonus).   
  Note:  Your Dexterity bonus to AC must apply to the designated attack. 
  Mighty Are Fallen 
  [General, Fighter] 
  (DR309 p110) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  Mobility 
  You receive a +4 bonus to AC when your opponent is using Power Attack on his/her attack. 
  Sense Weakness  
  [General] 
  (Dcn p106) 
  Intelligence 13 
  Combat Expertise 
  Weapon Focus (any) 
  Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of 
  the target’s Damage Reduction. This benefit cannot reduce the effective DR to less than 0. 
  Spinning Defense 
  [General] 
  (DR331 p28) 
  Intelligence 13 
  Combat Expertise 
  Deflect Arrows 
  While wielding a Polearm during a Total Defense Action, you gain the following: 
  a) an additional +1 Dodge bonus to AC; and 
  b) you may use Deflect Arrows any number of times until your next turn, but you cannot use the Snatch 
  Arrow (if you have it).  You do not need a free hand to Deflect Arrows. 
  Sweeping Trip  
  [General, Fighter] 
  (PH p96) 
  Intelligence 13 
  Combat Expertise 
  Improved Trip 
  When you successfully Trip an opponent, you may forgo the “follow-up” attack and instead make a Trip 
  attack against a new opponent that is adjacent to both you and the tripped opponent (i.e., you are trying to 
  knock the first opponent into the second).  This action does not provoke an Attack of Opportunity, but if it 
  fails, the second opponent may attempt to Trip you. 
  You may only use this ability once per round. 
  Whirlwind Attack  
  [General, Fighter] 
  (PH p102) 
  Intelligence 13 
  Dexterity 13 
  Base Attack Bonus +4 
  Combat Expertise 
  Dodge 
  Mobility 
  Spring Attack 
  When making a Full Round Attack, you get one attack on each opponent within your reach at your best 
  attack bonus.   
  Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 45 
  Feats Based on Combat Reflexes 
   
  Combat Reflexes 
  Feats 
  Source 
  Prerequisite 
  Description 
  Adaptable Flanker 
  [General, Fighter] 
  (PH2 p71) 
  Base Attack Bonus +4 
  Combat Reflexes 
  Vexing Flanker 
  Designate an opponent as a Swift Action.  When adjacent to that opponent, your current hex and one other 
  you threaten count as being occupied by you for purposes of determining whether you and your allies gain 
  Flanking bonuses. 
  Backstab  
  [General, Fighter] 
  (DR340 p86) 
  Combat Reflexes 
  You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than 
  you. 
  Close-Quarter Defense 
  [General, Fighter] 
  (DR309 p110) 
  Combat Reflexes 
  You gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions:  
  an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering 
  your weapon or armor, etc. 
  If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of 
  Opportunity, you may still take an Attack of Opportunity with a –10 penalty to your attack roll (instead of 
  a +2). 
  Combat Reflexes 
  [General, Fighter] 
  (PH p92) 
  — 
  Monk 2nd  
  1. You may make Attacks of Opportunity while Flat-Footed.  
  2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the 
  normal limit of 1), but only one such attack per creature each round. 
  Defensive Throw 
  [General] 
  (CWar p97) 
  Dexterity 13 
  Combat Reflexes 
  Dodge 
  Improved Trip 
  Improved Unarmed Strike
  If the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you 
  can make an Attack of Opportunity against that opponent to attempt to Trip him/her. 
  Deft Opportunist  
  [General] 
  (CAdv p106)  
  (Mini p25) 
  Dexterity 15 
  Combat Reflexes 
  +4 bonus on attack rolls when making Attacks of Opportunity. 
  Double Hit 
  [General, Fighter] 
  (Mini p25) 
  Dexterity 17 
  Base Attack Bonus +6 
  Combat Reflexes 
  Two-Weapon Fighting 
  Before you make an Attack of Opportunity, you may choose to attack with both weapons, taking the 
  standard penalties for fighting with two weapons. 
  Expert Tactician  
  [General] 
  (CAdv p109) 
  Dexterity 13 
  Base Attack Bonus +2 
  Combat Reflexes 
  If you hit a creature with an Attack of Opportunity, you and your allies gain a +2 Circumstance bonus on 
  melee attack rolls and damage rolls against that opponent for 1 round. 
  Greater Combat 
  Reflexes 
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 15 
  Base Attack Bonus +11 
  Combat Reflexes 
  Improved Combat 
  Reflexes 
  When you make an Attack of Opportunity, you are allowed three attacks.  The first is at your normal attack 
  bonus, the second is at –5, and the third is at –10.  This counts as three of your Attacks of Opportunity per 
  round and your maximum is not increased. 
  Hindering 
  Opportunist 
  [General] 
  (PH2 p79) 
  Base Attack Bonus +3 
  Combat Reflexes 
  When an opponent generates an Attack of Opportunity, you may forgo the attack and instead take an ‘Aid 
  Other’ action to help an ally attacking the same opponent. 
  Hold the Line 
  [General] 
  (CWar p100) 
  Base Attack Bonus +2 
  Combat Reflexes 
  You receive an Attack of Opportunity against an opponent who is charging and that enters a hex that you 
  threaten.  Your attack is resolved before the charge finishes. 
  Improved Combat 
  Reflexes 
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Base Attack Bonus +6 
  Combat Reflexes 
  When you make an Attack of Opportunity, you are allowed two attacks.  The first is at your normal attack 
  bonus, while the second is at –5.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Improved Shield Snare 
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency 
  Combat Reflexes 
  Improved Shield Bash 
  Shield Snare 
  If your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of 
  Opportunity against your opponent immediately.  You gain a +2 bonus on your attacks against this 
  opponent as long as he/she remains disarmed. 
  Opportunistic 
  Tactician  
  [General, Fighter] 
  (DR340 p87) 
  Combat Reflexes 
  Dodge 
  Mobility 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Pike Hedge 
  [General, Fighter] 
  (DR317 p83) 
  Base Attack Bonus +2 
  Combat Reflexes 
  Hold the Line 
  When readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, 
  Halberd, etc.) do 3x, while all other melee weapons do 2x. 
  Ranged Threat  
  [General, Fighter] 
  (DR350 p90) 
  Base Attack Bonus +6  
  Combat Reflexes 
  Point Blank Shot 
  Precise Shot 
  If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a 
  single ranged attack against him/her/it at your highest attack bonus.  This consumes all of your remaining 
  Attacks of Opportunity for the round. 
  Robilar’s Gambit  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +12 
  Combat Reflexes 
  If you activate this ability at the start of your turn, you gain the following: 
  a)  foes receive a +4 bonus on their attack & damage rolls against you; 
  b)  after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after 
  his/her attack. 
  Sneak Attack of 
  Opportunity  
  [General] 
  (DR340 p87) 
  Combat Reflexes  
  Sneak Attack class ability 
  with at least +3d6 
  On your first Attack of Opportunity of the round, add your Sneak Attack damage to the attack’s damage. 
  Stalwart Defense 
  [General] 
  (PH2 p83) 
  Base Attack Bonus +9 
  Combat Reflexes 
  Hindering Opportunist 
  If an opponent you threaten makes a melee attack against one of your allies, you may expend one of 
  ‘Attacks of Opportunity’ to do an ‘Aid Other’ action for your ally in order to grant him/her a +2 bonus to 
  AC vs. this attack.   
  You may only use this ability against a given opponent once per round. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 46 
  Combat Reflexes 
  Feats 
  Source 
  Prerequisite 
  Description 
  Two-Weapon Attack 
  of Opportunity  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 17 
  Combat Reflexes 
  Two-Weapon Fighting 
  When you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the 
  normal penalties for doing so.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Vexing Flanker 
  [General, Fighter] 
  (PH2 p85) 
  Combat Reflexes 
  You receive a +4 bonus on attack rolls to hit a Flanked opponent (instead of the normal +2). 
   
   
   
  Feats Based on Dodge 
   
  Dodge Feats 
  Source 
  Prerequisite 
  Description 
  Bounding Assault  
  [General] 
  (PH2 p75) 
  Dexterity 13 
  Base Attack Bonus +12 
  Dodge 
  Mobility 
  Spring Attack 
  When doing an Attack Action with a melee weapon, you may move, attack twice (with the second attack at 
  –5), and then continue the movement (up to your speed).  This does not provoke an Attack of Opportunity 
  from two creatures (at least one of which you must attack).  You must move at least 5’ before and after the 
  attack to make use of this feat. 
  You may attack both creatures you have designated –or– attack one with both attacks. 
  Combat Cloak Expert 
  [Tactical, Fighter] 
  (PH2 p93) 
  Base Attack Bonus +6 
  Dexterity 15 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  You may use the following 3 tactical maneuvers: 
  Cloak Defense – When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC.  If 
  you take a Total Defense Action, you receive a +2 Shield bonus to AC. 
  Cloaked Strike – In the first round, advance without wielding a weapon until you are adjacent to your 
  opponent.  On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you 
  draw your Light weapon.  If successful, your opponent looses his/her Dexterity bonus to AC –or– his/her 
  Shield bonus to AC (your choice) until the end of your round. 
  Whirling Cloak – After striking an opponent in melee, you may spend a Move Action to make a melee 
  touch attack against the same opponent.  If successful, the opponent may not make Attacks of Opportunity 
  against an ally of your choice until the start of your opponent’s next round. 
  Combat Tactician 
  [General] 
  (PH2 p77) 
  Dexterity 13 
  Base Attack Bonus +12 
  Dodge 
  Designate a creature to be target of this feat as a Free Action.  If neither you or the target threaten each other 
  at the start of your turn, you receive a +2 bonus on melee damage against that target during your turn. 
  Defensive Throw 
  [General] 
  (CWar p97) 
  Dexterity 13 
  Combat Reflexes 
  Dodge 
  Improved Trip 
  Improved Unarmed Strike
  If the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you 
  can make an Attack of Opportunity against that opponent to attempt to trip him. 
  Dodge  
  [General, Fighter, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  Dexterity 13 
   
  During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until  
  your next action.  If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus. 
  Elusive Target  
  [Tactical] 
  (CWar p110) 
  Base Attack Bonus +6 
  Dexterity 13 
  Dodge  
  Mobility 
   
  You may use the following 3 tactical maneuvers: 
  Negate Power Attack – If the opponent that you have chosen to use your Dodge against uses Power Attack 
  on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage. 
  Diverting Defense – If you are flanked and have chosen one of the flankers as your Dodge opponent, that 
  opponent’s first attack on you each round actually target’s the other flanker, who is considered Flat-
  Footed.  Any additional attacks that round are treated normally. 
  Cause Overreach – If you provoke an Attack of Opportunity by moving out of a threatened hex and your 
  opponent misses, you receive an automatic Trip attempt against the foe.  If the Trip attempt misses, your 
  opponent does not get an attempt to trip you. 
  Exhausting Defense 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +5 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
   
  You may use the following 3 tactical maneuvers: 
  Fatigue the Foe – If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least –2 
  and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. 
  DC 15 or become Fatigued until the end of the encounter. 
  Exhaust the Foe – If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat 
  Expertise of at least –4 and the foe is your Dodge target, then on each consecutive round, the foe must 
  make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point 
  he/she becomes Fatigued). 
  The Best Offense – If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out 
  Defense Action and then on the following round attack without using Combat Expertise, the foe is 
  considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round. 
  Expeditious Dodge  
  [General, Fighter] 
  (RotW p150) 
  Dexterity 13 
  Gain a +2 Dodge bonus to AC when you move 40’ or more in a single turn.  Lasts until your next turn. 
  Note:  This feat counts as ‘Dodge’ for purposes of qualifying for other feats, prestige classes, etc. 
  Karmic Strike  
  [General] 
  (CWar p102) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  On your turn, you may choose to take a –4 penalty to your AC in exchange for the option of taking an 
  Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. 
  This feat does not grant additional Attacks of Opportunity. 
  Melee Evasion  
  [General, Fighter] 
  (PH2 p81) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  When Fighting Defensively, you may use an Immediate Action to improve your AC against one attack 
  made by the creature that is your designated ‘dodge’ target.  Against this attack only, your Normal & 
  Touch AC is (d20 + your Base Attack Bonus).   
  Note:  Your Dexterity bonus to AC must apply to the designated attack. 
  Mobility  
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Dexterity 13 
  Dodge 
  +4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area.  Any 
  condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this 
  bonus too. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 47 
  Dodge Feats 
  Source 
  Prerequisite 
  Description 
  Nimble Deflections  
  [General, Fighter] 
  (DR335 p88) 
  Dexterity 13 
  Dodge 
  Perform (keyboard):  
  7 ranks 
  When wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent. 
  Opportunistic 
  Tactician  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Combat Reflexes 
  Dodge 
  Mobility 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Rapid Blitz  
  [General] 
  (PH2 p82) 
  Dexterity 13 
  Base Attack Bonus +18 
  Dodge 
  Mobility 
  Spring Attack 
  Bounding Assault 
  When doing an Attack Action with a melee weapon, you may move, attack three times (with the second 
  attack at –5 & the 3rd at –10), and then continue the movement (up to your speed).  This does not provoke 
  an Attack of Opportunity from three creatures (at least one of which you must attack).  You must move at 
  least 5’ before and after the attack to make use of this feat. 
  You may distribute your attacks between the three designated creatures as you wish. 
  Sahuagin Flip  
  [General, Fighter] 
  (Storm p93) 
  Racial Swim speed 
  Dodge 
  After making a Standard Action melee attack, you may ‘withdraw’ (i.e., 2x movement) as a Move Action as 
  long as your are swimming away. 
  Shot on the Run  
  [General, Fighter, Scout] 
  (PH p100) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Point Blank Shot 
  Dodge 
  Mobility 
  When making a Standard Action attack with a ranged weapon, you can move before and after the attack, up 
  to your base movement. 
  Sidestep  
  [General] 
  (Mini p28) 
  Dexterity 15 
  Dodge 
  Mobility 
  Tumble: 
  7 ranks 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Spring Attack  
  [General, Fighter, Scout] 
  (PH p101) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Dodge 
  Mobility 
  When doing an Attack Action with a melee weapon, you may move, attack, and then continue the 
  movement (up to your speed).  This does not provoke an Attack of Opportunity from the person you are 
  attacking.  You must move at least 5’ before and after the attack to make use of this feat. 
  Titan Fighting  
  [General, Fighter] 
  (RoS p145) 
  Dexterity 13 
  Racial Dodge bonus 
  against Giants 
  Dodge 
  Against your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the 
  usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, 
  which stacks with his usual +4 Dodge bonus – so +8 AC against one Giant, and +4 AC against all others). 
  Wolfpack  
  [Tactical] 
  (RotW p153) 
  Dexterity 15 
  Dodge 
  Mobility 
  Spring Attack 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Distract Foe – You and an ally must have Flanked your foe for at least one round to use this ability.  As a 
  Full Round Action, make a single melee attack.  If it hits, make a Bluff check with the damage as a bonus 
  vs. your foes Sense Motive check with his/her BAB as a bonus.  If you are successful, all of your allies that 
  give you a Flanking bonus receives an Attack of Opportunity on the foe. 
  Drive Back – You and at least one ally must Threaten the same foe and an ally must perform an Aid Other 
  action to help your attack on t hat foe.  As a Full Round Action, make a melee attack.  If you hit, you do 
  damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your 
  foe’s square.  Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength 
  check and your foe cannot be moved back more than 5’. 
  Gang Dodge – You and at least one ally must Threaten the same foe.  Perform an Aid Other action to give 
  every one of your allies that threaten the same foe a +2 bonus to AC.  This bonus lasts until your next turn, 
  provided you still threaten the same foe. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 48 
  Feats Based on Power Attack 
   
  Power Attack Feats 
  Source 
  Prerequisite 
  Description 
  Blinding Strike 
  [Tactical, Fighter] 
  (DR345 p90) 
  Base Attack Bonus +5 
  Strength 13 
  Dexterity 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Blind the Foe – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). 
  Weaken Gaze – If you use a Full Round Action to make one melee attack with a Power Attack of at least  
  –5, your foe takes normal damage and the DC of one of the creature’s Gaze Attacks has its DC reduced by 
  2 for 10 rounds.  Multiple uses of this maneuver stack. 
  Eye Gouge – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg,  
  DC = 10 + Power Attack value).   
  Unlike the other two maneuvers, ‘Eye Gouge’ generates and Attack of Opportunity.  If you take damage 
  from the attack, the maneuver is negated. 
  Blood-Spiked 
  Charger 
  [Tactical, Fighter] 
  (PH2 p92) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Weapon Focus (spiked 
  armor) 
  Weapon Focus (spiked 
  shield) 
  You may use the following 3 tactical maneuvers: 
  Spiked Avalanche – If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with 
  your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that 
  receives a 2x Strength modifier bonus to damage –or– attacks with both your Spiked Armor and your 
  Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). 
  Spiked Rebuke – When you Fight Defensively with a Spiked Shield and an opponent missed your AC but 
  would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in 
  the next round) receives a +2 bonus on its attack roll. 
  Spiked Slam – As a Full Round Action, you may make a single attack with your Spiked Shield that 
  generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage 
  below.  You do not threaten adjacent squares until the start of your next round. 
   
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
   
  Small 
  +1d4 
  Large 
  +1d8 
  Gargantuan +2d8 
   
  Medium 
  +1d6 
  Huge 
  +2d6 
  Colossal 
  +3d6 
  Brutal Strike  
  [General, Fighter] 
  (PH2 p76) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  You must declare you are attempting a ‘Brutal Strike’ before attacking with a Bludgeoning weapon & only 
  one ‘Brutal Strike’ can be attempted each round. 
  If your ‘Brutal Strike’ hits, your foe is Sickened for 1 round (FortNeg, DC is 10 + the number you 
  subtracted from your attack roll).  Creatures not vulnerable to Critical Hits are immune. 
  Cleave  
  [General, Fighter] 
  (PH p92) 
  Strength 13 
  Power Attack 
  If you drop a creature (i.e., put it to 0 hp or below, or simply kill it) in melee, you can immediately make a 
  melee attack with the same weapon and at the same attack bonus against a creature within reach.  You may 
  not take a 5’ step. 
  This ability may be used once per round. 
  Combat Brute 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Improved Sunder 
  You may use the following 3 tactical maneuvers: 
  Advancing Blows – If you successfully Bull Rush an opponent, you receive a +1 bonus per 5’ you moved 
  the opponent on attack & damage rolls against that opponent on the next round only. 
  Sundering Cleave – If you destroy an opponent’s weapon or shield with a Sunder action, you receive an 
  immediate melee attack on the opponent at the same attack bonus which the Sunder used. 
  Momentum Swing – If you successfully Charge an opponent, and then on the following round use Power 
  Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon 
  or x3 for a Two-Handed weapon. 
  Combat Engineer 
  [General, Fighter] 
  (DR334 p88) 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Improved Sunder 
  Know (architecture and 
  engineering):  
  4 ranks 
  +2 bonus on attack & damage when making a Sunder attempt. 
  If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points 
  of its Hardness. 
  Cometary Collision 
  [General, Fighter] 
  (PH2 p77) 
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  This feat is used to derail an opponent in the process of a charge.  To use it, you must Ready an Action to 
  Charge an opponent who is charging you or an ally. 
  When an opponent charges, it triggers your Readied Action.  If you can Charge a minimum of 10’ to meet 
  the foe, the following occurs: 
  a)  the foe’s Charge ends at the point there your two paths cross; 
  b)  in addition to the normal benefits / penalties of a Charge, you receive a +4 bonus on damage; 
  c)  your foe does not receive the benefits of a Charge, but retains the penalties.  He/she may switch the 
  target of the charge attack to you. 
  Deadly Concussion  
  [General, Fighter] 
  (DR333 p88) 
  Strength 13 
  Power Attack 
  Improved Sunder 
  Perform (percussion):  
  6 ranks 
  When you take a Sunder action with a Bludgeoning weapon against a foe’s armor or shield –and– you 
  destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield. 
  Deafening Blow 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +4 
  Strength 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Battle Clangor – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your foe 
  takes no damage, but receives a –4 penalty on saves vs. sonic & language-dependent effects for 1 minute. 
  Disorienting Blow – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your 
  foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).  
  Note:  the bludgeoning weapon must weigh at least 4 pounds). 
  Deafen Foe – If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of 
  at least –4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power 
  Attack value). 
  Eagle Claw Attack 
  [General] 
  (CWar p97) 
  Wisdom 13 
  Power Attack 
  Improved Sunder 
  Improved Unarmed Strike
  When you make an Unarmed Strike against an object, add your Wisdom modifier to your damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 49 
  Power Attack Feats 
  Source 
  Prerequisite 
  Description 
  Find Flaw  
  [General, Fighter] 
  (DR359 p123) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  When you use Power Attack while attacking an object, reduce the Hardness of the target by 1 for each point 
  of Power Attack you do. 
  Flay 
  [General, Fighter] 
  (PH2 p79) 
  Strength 13 
  Power Attack 
  When you hit a creature without a Natural Armor bonus to AC with a Slashing or Piercing weapon while 
  doing a Power Attack, the creature receives a –2 penalty on attacks for 1 round (FortNeg, DC = 10 + the 
  Power Attack amount).  This ability may only be used on a given creature once per round. 
  Flying Kick 
  [General] 
  (CWar p99) 
  Strength 13 
  Power Attack 
  Improved Unarmed Strike
  Jump:   
  4 ranks 
  You do +1d12 damage when you Charge & end with an Unarmed Strike. 
  Great Cleave 
  [General, Fighter] 
  (PH p94) 
  Base Attack Bonus +4 
  Strength 13 
  Power Attack 
  Cleave  
  As ‘Cleave’, but you may use the ability as many times per round as you are able to drop creatures. 
  Improved Overrun  
  [General, Fighter] 
  (PH p96) 
  Strength 13 
  Power Attack 
  When you do an Overrun Action, the following apply: 
  Your opponent does not have the option of avoiding being Overrun. 
  You receive a +4 bonus on the Overrun check to knock your opponent prone. 
  Improved Sunder  
  [General, Fighter] 
  (PH p96) 
  Strength 13 
  Power Attack 
  When you strike at an object held or carried by an opponent, the following apply: 
  Your opponent does not get an Attack of Opportunity against you. 
  You gain a +4 bonus on the attack roll. 
  Lacerate  
  [Ambush] 
  (DR344 p103) 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Painful Strike  
  Combat Expertise 
  Improved Disarm 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use 
  of one of his/her hands for 1 minute (FortNeg, DC = 10 + ½ Character level + damage dealt).  Any object 
  is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. 
  This ability only applies to living creatures who can feel pain. 
  Lady’s Gambit  
  [General] 
  (DR317 p82) 
  Base Attack Bonus +6 
  Strength 13 
  Iron Will 
  Power Attack 
  Once per round as a Free Action, you may sacrifice up to your Character Level in hit-points (treat this as 
  lethal damage that bypasses Damage Reduction).  For the 1 round, you receive +N bonus on Attack and 
  Damage, where N equals (hp sacrificed / 2). 
  Overhead Thrust  
  [General] 
  (Dcn p106) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Close-Quarters Fighting 
  You can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack 
  designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this 
  feat if you are flat-footed or already grappled. 
  You gain a special attack modifier based on your opponent’s size: 
  Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12),  Colossal (+16) 
  If your attack succeeds, you do triple damage. 
  Painful Strike  
  [Ambush] 
  (DR344 p103) 
  Strength 13 
  Power Attack 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to cause your foe intense pain 
  for 1 minute, resulting in a –2 penalty on attacks, skill checks, & ability check.   
  This ability only applies to living creatures who can feel pain. 
  Power Attack  
  [General, Fighter] 
  (PH p98) 
  Strength 13 
  On your round before making an attack, you may choose a number X to subtract from all melee attacks and 
  add it to your damage (as indicated below) until your next round.  The number X may be no more than 
  your Base Attack Bonus. 
  Damage bonus: 
  No damage bonus – Light Weapon;  secondary end of a Double-Weapon  
  +X damage bonus – One-Handed Weapon used in one hand;  primary end of a Double-Weapon 
  +2X damage bonus – Two-Handed Weapon;  One-Handed Weapon used in two hands;  Double-Weapon 
  when only one end is being used for an attack. 
  Pushback 
  [General, Fighter] 
  (Mini p27) 
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  If you hit an opponent of up to your size with a Melee attack, you may initiate a special Bull Rush against 
  that opponent.  If successful, you force your opponent back 5’ (straight or diagonally) and you move into 
  the square he/she previously occupied.  Neither movement generates Attacks of Opportunity.  Usable once 
  per round. 
  Quell the Profane 
  [Exalted] 
  (BoED p45) 
  Base Attack Bonus +8 
  Strength 13 
  Power Attack 
  Resounding Blow 
  Intimidate:   
  7 ranks 
  On a confirmed critical hit upon an Evil creature using a melee weapon with which you are proficient, your 
  opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Quick Cleave  
  [General, Fighter] 
  (DR343 p93) 
  Strength 13 
  Dexterity 13 
  Power Attack 
  Cleave 
  Receive a +2 Circumstance bonus on attacks made because of Cleave and/or Great Cleave. 
  Resounding Blow 
  [General, Fighter] 
  (BoED p45) 
  Strength 13 
  Power Attack 
  Intimidate:   
  7 ranks 
  On a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered 
  for 1 round (WillNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Retribution 
  [General] 
  (DR326 p33) 
  Power Attack 
  For each 5 hp of damage (round down) inflicted on you by a specific foe in a single round, you gain a +1 on 
  your next attack roll if it is against that foe that takes place in the following round.   
  For example, if a Wizard does 13 hp of damage to you with Magic Missile, you receive a +2 to attack that 
  Wizard if it is the next attack roll you make and it occurs before the end of your turn.  
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Combat Feats 
   
  Page 50 
  Power Attack Feats 
  Source 
  Prerequisite 
  Description 
  Roundabout Kick 
  [General] 
  (CWar p105) 
  Strength 15 
  Power Attack 
  Improved Unarmed Strike
  If you confirm a Critical Hit with an Unarmed Strike, you can immediately make another unarmed attack at 
  the same bonus on the opponent that received your Critical Hit. 
  Shock Trooper 
  [Tactical, Fighter] 
  (CWar p112) 
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  Base Attack Bonus +6 
   
  You may use the following 3 tactical maneuvers: 
  Directed Bull Rush – On a successful Bull Rush at the end of a Charge, you may move your opponent one 
  hex to the left or right for each hex you move him/her backwards.  
  Domino Rush – On a successful Bull Rush that pushes your opponent into the same hex as another 
  opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. 
  Heedless Charge – If you make a Charge that ends in an attack that uses Power Attack (at least a –5 to your 
  attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty.  This is in 
  additional to the –2 AC due to the Charge. 
  Terrifying Warrior  
  [General, Fighter] 
  (DR343 p93) 
  Base Attack Bonus +3 
  Strength 13 
  Power Attack 
  Cleave 
  If you drop a creature with a Cleave attack (i.e., you dropped two creatures in a row), all opponents within 
  your reach are Panicked for 1d4 rounds (WillNeg, DC is Charisma-based).  Creatures with HD equal or 
  greater than you are not effected.  This is an Extraordinary Mind-Affecting Fear Effect. 
   
   
   
  Feats Based on Combat Focus 
   
  Combat Focus Feats 
  Source 
  Prerequisite 
  Description 
  Combat Awareness 
  [Combat Focus, Fighter] 
  (PH2 p86) 
  Base Attack Bonus +12 
  Wisdom 13 
  Combat Focus 
  Blind-Fight 
  While in ‘Combat Focus’, you know the number of hit-points of each adjacent creature. 
  If you have 3+ Combat Focus feats, you also gain Blindsight 5’. 
  Combat Defense 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +6 
  Dexterity 13 
  Wisdom 13 
  Combat Focus 
  Dodge 
  While in ‘Combat Focus’, you can change your Dodge opponent as an Immediate Action. 
  If you have 3+ Combat Focus feats, you receive an extra +1 Dodge bonus to AC vs. your Dodge opponent. 
  Combat Focus 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Wisdom 13 
   
  The first time you successfully hit an opponent in an encounter, you enter ‘Combat Focus’, which lasts for 
  10 round + 1 per ‘Combat Focus’ feat.  You may only enter ‘Combat Focus’ once per encounter. 
  While in ‘Combat Focus’, you receive a +2 bonus on Will saves.  If you have 3+ Combat Focus feats, the 
  bonus improves to +4. 
  Combat Stability 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +3 
  Wisdom 13 
  Combat Focus 
  While in ‘Combat Focus’, you receive a +4 bonus on checks to resist Bull Rush, Disarm, Grapple, Overrun, 
  & Trip actions. 
  If you have 3+ Combat Focus feats, the bonus improves to +8. 
  Combat Strike 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +15 
  Wisdom 13 
  Combat Focus 
  any two other Combat 
  Focus feats 
  By ending ‘Combat Focus’ early as a Swift Action, you receive a bonus on all attack and damage rolls equal 
  to your number of ‘Combat Focus’ feats for the remainder of the current round. 
  Combat Vigor 
  [Combat Focus, Fighter] 
  (PH2 p88) 
  Base Attack Bonus +9 
  Wisdom 13 
  Combat Focus 
  While in ‘Combat Focus’, you gain Fast Healing 2. 
  If you have 3+ Combat Focus feats, you gain Fast Healing 4. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Enemy-Specific Feats 
   
  Page 51 
  Enemy-Specific Feats 
   
  vs. Casters 
   
  vs. Casters 
  Source 
  Prerequisite 
  Description 
  Mage Slayer 
  [General, Fighter] 
  (CArc p81)  
  (Mini p27) 
  Base Attack Bonus +3 
  Spellcraft:  2 ranks 
  1. You receive a +1 bonus on Will saves. 
  2. If you threaten a spellcaster, he/her cannot take the ‘cast defensively’ action. 
  3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Pierce Magical 
  Concealment 
  [General, Fighter] 
  (CArc p81) 
  Constitution 13 
  Mage Slayer 
  Blind-Fight 
  1. You may disregard a Miss Chance that results from a spell or spell-like abilities, such as from Blur, 
  Darkness, Invisibility, Obscuring Mist, etc.  You can not ignore non-magical Concealment (such as fog). 
  2. When fighting a creature under the effect of Mirror Image, you automatically know which image is real. 
  3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Pierce Magical 
  Protection 
  [General, Fighter] 
  (CArc p82) 
  Constitution 13 
  Mage Slayer 
  1. As a Standard Action, you may make a melee attack that ignores bonuses to AC granted by spells.  If this 
  attack deals damage, all spells and spell effects that grant a bonus to AC are immediately dispelled. 
  2. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
   
   
  vs. Dragons 
   
  vs. Dragons 
  Source 
  Prerequisite 
  Description 
  Dragon Foe  
  [General] 
  (Dcn p105) 
  Intelligence 13 
  +2 bonus on attack rolls vs. Dragons. 
  +2 bonus on Caster level checks to overcome a Dragon’s Spell Resistance. 
  Dragon are a –2 on saving throws against your spells, spell-like abilities, and supernatural abilities. 
  Dragon Hunter  
  [General] 
  (Dcn p104) 
  Wisdom 13 
  +2 Dodge bonus to AC against attacks made by Dragons 
  +2 Competence bonus to saving throws against the spells, attacks, and special abilities of Dragons 
  +2 Competence bonus on any opposed check (ex: bull rush, grapple) against a Dragon 
  Dragon Hunter 
  Bravery  
  [General] 
  (Dcn p104) 
  Wisdom 13 
  Dragon Hunter 
  You and all your allies within 30’ that can see  you are treated as having +4HD for purposes of being 
  exempt from a Dragon’s Frightful Presence.  If you are not affected, you Animal Companion, Familiar, 
  and/or Special Mount is not effected either. 
  If you and/or you allies are affected, receive a +4 Morale bonus on the Will save to resist the effect. 
  Dragon Hunter 
  Defense  
  [General] 
  (Dcn p104) 
  Wisdom 13 
  Dragon Hunter 
  You gain Evasion against the breath weapons of Dragons. 
  You also gain a bonus of half your Character level on saves against the Supernatural or Spell-like Abilities 
  of Dragons.   
  Dragonbane  
  [General] 
  (Dcn p105) 
  Intelligence 13 
  Base Attack Bonus +6 
  Dragonfoe 
  You may use a Full Round Action to make a single attack (melee or ranged within 30’) against a Dragon. 
  You gain a +4 bonus on your attack roll, and +2d6 extra damage if you hit. 
  Dragondoom  
  [General] 
  (Dcn p105) 
  Intelligence 13 
  Base Attack Bonus +10 
  Dragonfoe 
  Dragonbane 
  When attacking a dragon, your critical multiplier increases: 
  x2 becomes x3          x3 becomes x5          x4 becomes x7 
  The benefit of this feat does not stack with any other ability or effect that changes the multiplier. 
  Suppress Presence  
  [General] 
  (DR343 p32) 
  Dexterity 15 
  Stealthy 
  Creatures with the ‘blindsense’ special ability must make a Listen or Spot check (as appropriate for the 
  creature) vs. your Hide check to perceive you.  You must have Cover to hide from ‘blindsense’. 
   
   
  vs. Undead 
   
  vs. Undead 
  Source 
  Prerequisite 
  Description 
  Ghost Scarred  
  [General] 
  (LM p27) 
  Know (religion):  8 ranks 
  +2 Insight bonus on attack rolls and weapon damage against Incorporeal Undead. 
  +2 bonus on all saving throws to resist the spells and abilities of Incorporeal Undead. 
  Necropotent  
  [General, Fighter] 
  (LM p29) 
  Fighter 4th  
  Weapon Focus with the 
  chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  You gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead. 
  Unquenchable Flame 
  of Life  
  [General] 
  (LM p31) 
  — 
  +2 bonus on saving throws vs. the Extraordinary and Supernatural abilities of Undead.  If you have Undead 
  as a Favored Enemy, your saving throw bonus is instead equal to your Favored Enemy bonus. 
  Vampire Hunter  
  [General] 
  (LM p31) 
  Know (religion): 6 ranks 
  As a Move Action, you can unfailingly determine if a Vampire or Vampire Spawn is within 30’. 
  You are immune to the Dominating Gaze ability of Vampires and Vampire Spawn. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Enemy-Specific Feats 
   
  Page 52 
  vs. Big Creatures 
   
  vs. Big Creatures 
  Source 
  Prerequisite 
  Description 
  Clever Wrestling 
  [General] 
  (CWar p97) 
  (Dcn p103) 
  (Storm p92) 
  Small or Medium size 
  Improved Unarmed Strike
  When grappling with an opponent greater than Medium size, you gain a bonus when attempting to escape a 
  Grapple or Pin.  The size of the bonus depends on the opponent’s size: 
  Large – +2     Huge – +4    Gargantuan – +6    Colossal – +8 
  Confound the Big Folk 
  [Tactical] 
  (RotW p153) 
  Small size (or smaller) 
  Underfoot Combat 
  Tumble:   
  10 ranks 
  You may use the following 3 tactical maneuvers: 
  Knee Striker – When you occupy a square with a creature at least two size categories larger than you, the 
  creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. 
  Underfoot Defense – When you occupy a square with a creature at least two size categories larger than you, 
  and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on 
  you has a 50% chance of striking the creature who shares the square with you (that creature does not have 
  a 50% chance of striking itself). 
  Unsteady Footing – When you occupy a square with a creature at least two size categories larger than you, 
  you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of 
  Opportunity.  You can add your choice of Strength or Dexterity modifier to you check (your opponent gets 
  the better of its Strength or Dexterity as usual).  Your opponent does not get to add his/her size bonus to its 
  roll.  If the Trip attempt fails, your opponent does not get to try to trip you. 
  Cunning Sidestep 
  [General] 
  (Dcn p103) 
  Small or Medium size 
  Improved Unarmed 
  Strike 
  Clever Wrestling 
  When your opponent is larger than Medium size, you gain a bonus on any opposed check you make to avoid 
  being Bull Rushed, Tripped, Knocked Down, or Pushed. The bonus depends on the opponent’s size: 
  Large – +2     Huge – +4    Gargantuan – +6    Colossal – +8 
  This feat is effective against the Large and in Charge feat. 
  The bonus from this feat does not stack with Clever Wrestling. 
  Giantbane 
  [Tactical, Fighter] 
  (CWar p111) 
  Medium-size or smaller 
  Base Attack Bonus +6 
  Tumble:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Duck Underneath – If you take a Total Defense action against a foe who is at least two size categories larger 
  than you, you gain an additional +4 bonus on your AC.  If your foe misses on his/her attack, you may 
  make a Tumble check vs. DC 15 to move to the opposite side of your foe. 
  Death from Below – If you successfully performed a Duck Underneath maneuver the round before, you can 
  make an immediate single attack on the foe you ducked under.  Your foe is Flat-Footed & you gain a +4 
  bonus on your attack. 
  Climb Aboard – If you are adjacent to a foe at least two size categories larger than you, you may make a 
  Climb check vs. DC 10 to climb onto your foe.  As long as you are on your foe, he/she has a –4 penalty on 
  attack rolls to hit you & you are carried with him/her.  Your foe may get you off with a Grapple check 
  opposed by your Climb check. 
  Overhead Thrust  
  [General] 
  (Dcn p106) 
  Base Attack Bonus +6 
  Close-Quarters Fighting 
  Power Attack 
  You can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack 
  designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this 
  feat if you are flat-footed or already grappled. 
  You gain a special attack modifier based on your opponent’s size: 
  Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12),  Colossal (+16) 
  If your attack succeeds, you do triple damage. 
  Underfoot Combat  
  [General] 
  (RotW p152) 
  Small size (or smaller) 
  Tumble:   
  10 ranks 
  You can move into or through a square occupied by a creature at least two size categories larger than you.  
  You do not provoke Attacks of Opportunity for doing so. 
  When you are in a  square occupied by a creature at least two size categories larger than you, you gain the 
  benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you 
  occupy). 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 53 
  Spellcaster Feats 
   
  Item Creation Feats 
   
  Item Creation 
  Source 
  Prerequisite 
  Description 
  Attune Magic Weapon 
  [Item Creation] 
  (Eb p50) 
  Craft Magic Arms and 
  Armor 
  Caster level 5th  
  After spending 24 hours with a new magic weapon, you gain a +1 Insight bonus on attack roll & damage 
  with it. 
  Bind Elemental 
  [Item Creation] 
  (Eb p51) 
  Craft Wondrous Item 
  Caser level 9th 
  Able to create items with bound elements, including vehicles such as flying boats. 
  Brew Potion 
  [Item Creation] 
  (PH p89) 
  Caster level 3rd 
  Create a potion of a spell up to 3rd level that you know.  
  Craft Construct 
  [Item Creation] 
  (MM p303) 
  (MM3 p206) 
  Craft Magic Arms and 
  Armor 
  Craft Wondrous Item 
  Create any Construct whose prerequisites you meet. 
  Craft Contingent Spell 
  [Item Creation] 
  (CArc p77) 
  Caster level 11th 
  Creates a one-shot spell that is triggered on the willing subject that is automatically cast when a set of 
  conditions are true. 
  Craft Magic Arms 
  and Armor 
  [Item Creation] 
  (PH p92) 
  Caster level 5th 
  Create any magic weapon, armor or shield whose prerequisites you meet. 
  Craft Rod 
  [Item Creation] 
  (PH p92) 
  Caster level 9th 
  Create any magic rod whose prerequisites you meet. 
  Craft Rune Circle  
  [Item Creation] 
  (RoS p137) 
  Caster level 5th 
  Create any rune circle whose prerequisites you meet. 
  Craft Staff  [Item 
  Creation] 
  (PH p92) 
  Caster level 13th 
  Create any magic staff whose prerequisites you meet. 
  Craft Wand  [Item 
  Creation] 
  (PH p92) 
  Caster level 5th 
  Create any magic wand whose prerequisites you meet. 
  Craft Wondrous Item 
  [Item Creation] 
  (PH p92) 
  Caster level 3rd 
  Create any wondrous item whose prerequisites you meet. 
  Etch Rune 
  [Item Creation] 
  (DR324 p26) 
  Scribe Scroll 
  Imbues an item with a single-use spell that anyone can activate. 
  Exceptional Artisan 
  [Item Creation] 
  (Eb p52) 
  any Item Creation feat 
  Reduce the base time for crafting any magical item by 25%. 
  Extra Rings 
  [Item Creation] 
  (Eb p53) 
  Forge Ring 
  Caster level 12th 
  You may benefit from up to two magical ring on each hand, to a total of 4 rings.  
  Extraordinary Artisan 
  [Item Creation] 
  (Eb p53) 
  any Item Creation feat 
  Reduce the cost of raw material for crafting any magical item by 25%. 
  Forge Ring 
  [Item Creation] 
  (PH p94) 
  Caster level 12th 
  Create any magic ring whose prerequisites you meet. 
  Inscribe Rune  
  [Item Creation] 
  (PGF p40) 
  Intelligence 13 
  Divine Caster level 3rd 
  appropriate Craft skill 
  You may imbue an object with a single-use Divine spell by inscribing the appropriate Rune upon it.  
  Creatures may not have Runes place upon them, but may have them on their objects. 
  The Cost Multiplier of a Rune is 50. 
  Legendary Artisan 
  [Item Creation] 
  (Eb p56) 
  any Item Creation feat 
  Reduce the cost of XP for crafting any magical item by 25%. 
  Portal Master  
  [Item Creation] 
  (PGF p42) 
  Craft Wondrous Item 
  You understand Portals (i.e., teleportation tunnels with fixed ends) better than most. 
  1. You may create a Portal at ½ cost (this bonus does not stack with the Magical Artisan feat). 
  2. You may attempt to stabilize a ‘dangerous’ Portal for 1 minute with a Spellcraft check. 
  Sanctify Relic Item 
  [Item Creation] 
  (CDiv p84) 
  any other Item Creation 
  feat 
  You can create a relic, which has a special relationship to a deity and its followers. 
  Scribe Scroll  
  [Item Creation] 
  (PH p99) 
  Caster level 1st 
  Create any magic scroll whose prerequisites you meet. 
  Wand Mastery  
  [Item Creation] 
  (Eb p62) 
  Caster level 9th 
  Craft Wand 
  Any spell you cast from a wand has its DC increased by 2 and its effective caster level increased by 2. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 54 
  Feats Related to Item Creation  
   
  Item Creation 
  Related 
  Source 
  Prerequisite 
  Description 
  Double Wand Wielder  
  [General] 
  (CArc p77) 
  Craft Wand 
  Two-Weapon Fighting 
  As a Full Round Action, you can fire a Wand in each hand.  The Wand in your secondary hand (your choice) 
  uses up 2 charges, while one in your primary hand uses up 1 charge. 
  Dragoncrafter  
  [General] 
  (Dcn p105) 
  Know (arcana):  2 ranks 
  You can create Dragoncraft Items whose prerequisites you meet. 
  See Dcn p116 for details on Dragoncrafted Items. 
  Magical Artisan  
  [General] 
  (PGF p41) 
  any Item Creation Feat 
  Choose one Item Creation feat that you posses.  When you make an item with that feat, you pay only 75% 
  of the normal cost to creation the item. 
  You may take this feat multiple times, each time with a new Item Creation feat. 
  Reckless Wand 
  Wielder 
  [General] 
  (CArc p82) 
  Craft Wand 
  Use Magic Device:   
  1 rank 
  You may increase a Wand’s caster level by +2 by consuming one extra charge when using it.   
  Theurgic Creationist  
  [General] 
  (DR325 p62) 
  any Item Creation feat 
  ability to cast spells 
  from at least two spell 
  lists 
  Add the levels from all your spellcasting classes to determine your Caster lvl for taking an Item Creation feat 
  Also, your combined spellcaster level is your Caster level for the items you create.  Note that you must still 
  have access to the spells needed for making an item. 
  Wandstrike  
  [General] 
  (CArc p84) 
  Use Magic Device:   
  4 rank 
  You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge.   
  Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or 
  bonus dice (such as Sneak Attack or Smite enemy). 
  The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent.  
  A Wand’s spell effect that  does not cover an area (such as Summon Monster I) cannot be used with this 
  feat. 
   
   
  Imbued Staff Feats 
  As an alternative to having a Familiar, a Sorcerer / Wizard may imbue some of his/her power to a staff.  This Imbued Staff gains abilities as the Master goes up in 
  level (see the Creature Index for details).  The following feats may also be applied. 
   
  Imbued Staff Feats 
  Source 
  Prerequisite 
  Description 
  Enchant Staff 
  [Item Creation] 
  (DR338 p60) 
  Caster level 5th 
  ability to Imbue a Staff 
  Choose a spell you can cast that is no higher than one level below the highest you can cast.  Your Imbued 
  Staff grants you (and only you) ability to cast this spell as a Spell-like ability once per day when held. 
  Requires a 24 hour ritual that consumes 100 gp per spell level. 
  This feat may be taken multiple times.  Each time a new spell is added. 
  Imbued Defense 
  [Item Creation] 
  (DR338 p60) 
  Caster level 1st 
  ability to Imbue a Staff 
  When defensively casting a spell while holding your Imbued Staff, receive your Wisdom modifier as a 
  bonus to your AC (in addition to your Dexterity modifier) until your next Action.   
  Requires a 12 hour ritual that consumes 500 gp. 
  Imbued Strength 
  [Item Creation] 
  (DR338 p60) 
  Caster level 3rd 
  ability to Imbue a Staff 
  When attacking with your Imbued Staff, add your Wisdom modifier to the damage instead of your Strength 
  modifier. 
  Requires a 12 hour ritual that consumes 500 gp. 
  Invest Spell 
  [Item Creation] 
  (DR338 p60) 
  Caster level 9th 
  ability to Imbue a Staff 
  Choose a spell you can cast that is no higher than two levels below the highest you can cast.  Your Imbued 
  Staff grants you (and only you) ability to cast this spell as a Spell-like ability three times per day when 
  held.  You permanently loose a spell slot of the same level as the invested spell. 
  Requires a 24 hour ritual that consumes 250 gp per spell level. 
  This feat may be taken multiple times.  Each time a new spell is added. 
  Recharge Staff 
  [Item Creation] 
  (DR338 p60) 
  Caster level 12th 
  Craft Staff 
  ability to Imbue a Staff 
  If you have used Craft Staff to add spell charges to your Imbued Staff, you may expend prepared spell / 
  unused spell slots to add charges back into your Imbued Staff.  For each 5 Spell levels expended, the Staff 
  regains one charge (max 50 charges). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 55 
  Graft Feats 
   
  Graft Feats 
  Source 
  Prerequisite 
  Description 
  Graft Flesh – Aboleth  
  [Item Creation] 
  (LM p27) 
  Aboleth only 
  Heal:   
  10 ranks 
  Create Aboleth Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – 
  Beholder  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Beholder Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – 
  Fiendish  
  [Item Creation] 
  (LM p27) 
  Fiends only 
  Heal:   
  10 ranks 
  Create Fiendish Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – Undead  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Undead Grafts and apply them to another living creature (including yourself).  Examples are given at 
  LM p79. 
  Graft Flesh – Yuan-ti  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Yuan-ti Grafts and apply them to another living creature (including yourself). 
  Graft Flesh –Illithid  
  [Item Creation] 
  (LM p27) 
  (Und p25) 
  Illithids only 
  Heal:   
  10 ranks 
  Create Illithid Grafts and apply them to another living creature (including yourself). 
  Spell Graft  
  [Item Creation] 
  (DR337 p101) 
  Craft Wondrous Item 
  Know (arcana):  8 ranks 
  Able to cast Impromptu 
  Arcane spells 
  You may sacrifice the ability to cast one spell permanently to imbue a part of your body with a Supernatural 
  ability.  Examples are given at DR337 p101. 
  For example, by permanently sacrificing Burning Hands, you gain the ability to set your hands on fire.  This 
  grants your hands (and only your hands) immunity to fire, your unarmed strikes do +1d4 Fire damage, etc.  
  This is usable 1 round per caster level and is usable each day once per 4 caster levels. 
  This feat may be taken multiple times. 
   
   
   
   
  Feats that Increase a Spell’s DC 
   
  Increases Spell DC 
  Source 
  Prerequisite 
  Description 
  Commanding 
  [General] 
  (DR312 p51) 
  Charisma 15 
  Persuasive 
  Spells with the ‘compulsion’ subtype that you cast receive a +1 DC. 
  Earth Focus 
  [General] 
  (DR314 p29) 
  — 
  Any spell you cast with the [earth] subtype receives a +1 bonus to its DC.   
  If the spell has not saving throw, you cast it with a +1 effective level. 
  Greater Spell Focus 
  [General] 
  (PH p94) 
  Spell Focus 
  All spells from the chosen School of Magic receives an additional +1 DC.  
  May be taken more than once, each time with a different School of Magic. 
  Spell Focus (Chaos)  
  [General] 
  (CDiv p84) 
  any Chaotic alignment 
  Any spell you cast with the [chaotic] subtype receives a +1 bonus to its DC. 
  This does not stack with other Spell Focus feats. 
  Spell Focus (Evil) 
  [General] 
  (CDiv p84) 
  any Evil alignment 
  Any spell you cast with the [evil] subtype receives a +1 bonus to its DC. 
  This does not stack with other Spell Focus feats. 
  Spell Focus (Good) 
  [General] 
  (CDiv p84) 
  any Good alignment 
  Any spell you cast with the [good] subtype receives a +1 bonus to its DC. 
  This does not stack with other Spell Focus feats. 
  Spell Focus (Good)’ 
  [General] 
  (BoED p46) 
  any Good alignment. 
  Any spell you cast with the [good] subtype receives a +2 bonus to its DC.   
  When you are using Detect Evil or Magic Circle against Evil to find a Fiend who has possessed a creature, 
  it has a +2 to its Hide DC to avoid being found. 
  Spell Focus (Law) 
  [General] 
  (CDiv p84) 
  any Lawful alignment 
  Any spell you cast with the [lawful] subtype receives a +1 bonus to its DC. 
  This does not stack with other Spell Focus feats. 
  Spell Focus 
  [General] 
  (PH p100) 
  — 
  All spells from the chosen school of magic receives +1 DC. 
  May be taken more than once, each time with a different School of Magic. 
  Vow of Nonviolence 
  [Exalted] 
  (BoED p47) 
  Sacred Vow 
  Pledge to avoid violence 
  against Humanoids and 
  Monstrous Humanoids 
  +4 DC on spells & special abilities used on Humanoids & Monstrous Humanoids that do not cause lethal 
  damage, ability damage, negative levels, automatic death, etc. 
  If any of your allies slay a helpless / defenseless foe within 120’ of you, your ally receives a cumulative –1 
  Morale penalty for 1 hour per your Character level (max penalty is equal to your Character level).  You 
  may ask the helpless foe to make an oath of surrender.  If it makes the oath and then breaks it, your allies 
  may slay it without any negative effect. 
  Water Focus 
  [General] 
  (DR314 p45) 
  — 
  Any spell you cast with the [water] subtype receives a +1 bonus to its DC.   
  If the spell has not saving throw, you cast it with a +1 effective level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 56 
  Metamagic Feats 
   
  Metamagic Feats 
  Source 
  Prerequisite 
  Level 
  Adjustment 
  Description 
  Alternative Source 
  Spell 
  [Metamagic] 
  (DR325 p61) 
  Able to cast both Arcane 
  and Divine spells 
  +0 
  You may prepare an Arcane spell in a Divine spell slot of the same level and/or a Divine 
  spell in an Arcane spell slot of the same level.  In each case, the Caster level of that 
  spell is one lower than usual. 
  Black Lore of Moil 
  [Metamagic] 
  (CArc p75) 
  Caster level 7th 
  Spell Focus (necromancy)
  +0 
  Any Necromancy spell you cast does an additional +1d6 per two spell levels of Negative 
  Energy Damage (i.e., +1d6 for a 1st level spell, +2d6 for a 2nd & 3rd level spell, etc.).  
  If the Necromancy spell allows a saving throw, the target takes ½ Negative Energy 
  Damage on a successful save. 
  A ‘Moil’ spell requires a special material component – a small bone inscribed with 25gp 
  per Negative Energy die the spell is to cause.  Only someone with this feat can create or 
  use these components, which require an hour each to create. 
  Thus, the extra dice of damage a ‘Moil’ spells does is limited by both the spell level and 
  the cost of the material component expended with that spell. 
  Born of The Three 
  Thunders 
  [Metamagic] 
  (CArc p76) 
  Energy Substitution 
  (electricity) 
  Know (nature):  4 ranks 
  +0 
  At cast time, you may declare a spell whose type is [electricity] or [sonic] to be a spell of 
  ‘three thunders’, which does the following: 
  1. The spell’s type changes to [electricity][sonic]. 
  2. Damage done by the spell is ½ Electricity and ½ Sonic; 
  3. Any creature damaged by the spell is Stunned for 1 round (FortNeg); 
  4. Any creature Stunned by the spell is knocked Prone (RefNeg); 
  5. The caster of the spell is Dazed for 1 round (no save). 
  Cooperative Spell 
  [Metamagic] 
  (CArc p76) 
  any other Metamagic 
  +0 
  Using this feat, multiple casters can cast the same spell at the same time to result in a 
  single spell with a higher DC and a better chance of penetrating Spell Resistance.   
  To cast a cooperative spell, the following must be true: 
  1. Each caster must cast the same spell modified by this feat at the same time. 
  2. Each caster must be next to another cooperative spell caster. 
  The result is a single spell with the following modifications: 
  1. The spell’s DC is the highest DC of the cooperative casters (based on stats, feats, 
  etc.) +2 for 1st additional cooperative caster +1 for each additional cooperative 
  caster. 
  2. The spell’s chance of penetrating the target’s Spell Resistance is the highest 
  cooperative caster’s chance of defeating the Spell Resistance (based on level, feats, 
  etc.) +1 per additional cooperative caster. 
  Energy Substitution 
  [Metamagic] 
  (CArc p79) 
  (DR325 p58) 
  any other Metamagic 
  Know (arcana):  5 ranks 
  +0 
  Choose one Energy Type when you take this feat (i.e., Acid, Cold, Electricity, or Fire).  
  You may change any spell with a different Energy Type to this Energy Type.  All other 
  effects of the spell remain the same.  
  You may take this feat multiple times, each with a different Energy Type. 
  Eschew Materials 
  [General] 
  (PH p94) 
  — 
  +0 
  Material components worth 1 gp or less are no longer needed for the target spell. 
  Lord of the Uttercold 
  [Metamagic] 
  (CArc p80) 
  Energy Substitution (cold)
  Know(planes):  
  9 rank 
  +0 
  A [cold] spell can be modified to do ½ Cold damage and ½ Negative Energy Damage.   
  All other aspects of the spell remain the same. 
  Relicguard Spell 
  [Metamagic] 
  (DR347 p89) 
  — 
  +0 
  Spell does not affect objects and other nonliving things (including Constructs & Undead).
  Sanctum Spell 
  [Metamagic] 
  (CArc p82) 
  any other Metamagic 
  +0 
  A spell effected by this feat is cast at +1 Caster level if within your ‘Sanctum’ and at  
  –1 Caster level if cast outside your ‘Sanctum’. 
  A caster can only have one Sanctum, which requires several months to set up and can be 
  no larger than 20’ per level in diameter. 
  Blistering Spell 
  [Metamagic] 
  (PH2 p91) 
  — 
  +1 
  May only be applied to a [fire] spell. 
  1.  +2 hp Fire damage per Spell level. 
  2.  Targets that fail their save receive a –2 penalty on attacks & skill checks until the start 
  of the caster’s next round. 
  Consecrate Spell 
  [Metamagic] 
  (BoED p42) 
  (CDiv p79) 
  Good alignment 
  +1 
  1. Spell gains the [good] subtype. 
  2. Half the damage dealt by the spell is Untyped, so it is not blocked by any form of 
  energy resistance. 
  Corrupt Spell 
  [Metamagic] 
  (CDiv p79) 
  Evil alignment 
  +1 
  1. Spell gains the [evil] subtype. 
  2. Half the damage dealt by the spell is Untyped, so it is not blocked by any form of 
  energy resistance. 
  Death Frost Spell  
  [Metamagic] 
  (DU109 p50) 
  Spell Focus (necromancy)
  +1 
  May only be applied to a Necromancy spell: 
  1. Spell gains the [cold] subtype. 
  2. Does +2d6 Cold damage (1st round only).  Uses the same save as the base spell. 
  Energize Spell  
  [Metamagic] 
  (LM p26) 
  Non-Evil Alignment 
  Must not have the ability 
  to Rebuke Undead 
  +1 
  Effected spell does 150% damage to Undead, but 50% damage to all other targets. 
  Enlarge Spell  
  [Metamagic] 
  (PH p94) 
  — 
  +1 
  Spells whose range is defined as “Close-range”, “Medium-range”, or “Long-range” have 
  their range doubled. 
  Extend Spell 
  [Metamagic] 
  (PH p94) 
  — 
  +1 
  Target spell has its duration doubled.   
  Does not effect spells with duration of “Instantaneous”, “Concentration”, or “Permanent” 
  Fell Energy Spell 
  [Metamagic] 
  (DR312 p37) 
  — 
  +1 
  Any numerical bonuses granted by the target spell (such as Bull’s Strength granting a 
  bonus to Strength) increases by +2 if cast upon an Undead. 
  Fell Weaken  
  [Metamagic] 
  (LM p27) 
  — 
  +1 
  Any living creature damaged by a Fell Weakened spell receives a –4 penalty to Strength 
  for 1 minute. This penalty does not stack with itself. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
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  Spellcaster Feats 
   
  Page 57 
  Metamagic Feats 
  Source 
  Prerequisite 
  Level 
  Adjustment 
  Description 
  Flash Frost Spell 
  [Metamagic] 
  (PH2 p91) 
  — 
  +1 
  May only be applied to a [cold] spell. 
  1.  +2 hp Cold damage per Spell level. 
  2.  The area-of-effect is coated with frost for 1 round.  Any creature moving through the 
  area must make a Balance check or fall Prone (DC 20 if Running or Charging, 
  otherwise DC 10). 
  Imbue Summoning 
  [Metamagic] 
  (PH2 p92) 
  Spell Focus (conjuration) 
  Augment Summoning 
  +1 
  May only be applied to a (summoning) spell. 
  You may cast one spell of up to 3rd level with the range of Touch on the creature(s) 
  summoned by the affected spell.  For example, the creature could be summoned with 
  Invisibility already in effect. 
  Nonlethal 
  Substitution 
  [Metamagic] 
  (CArc p81) 
  (BoED p44) 
  any other Metamagic 
  Know (arcana):  5 ranks 
  +1 
  Choose one Energy Type when you take this feat.  You may change the damage from 
  that spell from its energy type to Nonlethal. 
  You may take this feat multiple times, each with a different Energy Type. 
  Purify Spell 
  [Metamagic] 
  (BoED p44) 
  Good alignment 
  +1 
  1. The spell gains the [good] subtype. 
  2. Neutral creatures take ½ damage. 
  3. Good creatures take no damage. 
  4. Evil Outsiders have the die size of the damage dice increased by one category (i.e.,  
  1d6 becomes a 1d8, a 1d8 becomes 2d6, etc.) 
  Rapid Spell 
  [Metamagic] 
  (CDiv p84) 
  — 
  +1 
  Decreases the casting time for spells. 
  Old Cast Time 
  New Cast Time 
  Old Cast Time 
  New Cast Time 
  1 Full Round 
  1 Standard Action 
  Multiple Minutes 
  1 Minute 
  Multiple Rounds 
  1 Full Round 
  Multiple Hours 
  1 Hour 
  Sculpt Spell 
  [Metamagic] 
  (CArc p83) 
  any other Metamagic 
  +1 
  An area of effect spell can have its area changed to one of the following: 
  1. Cylinder with a 10’ radius & 30’height; 
  2. 40’ Cone; 
  3. four 10’ cubes; 
  4. 20’ radius Sphere; or 
  5. 120’ Line. 
  Silent Spell 
  [Metamagic] 
  (PH p100) 
  — 
  +1 
  The target spell no longer has a verbal component. 
  Cannot be used with Bard spells.  
  Smiting Spell 
  [Metamagic] 
  (PH2 p92) 
  Baste Attack Bonus +1 
  +1 
  When cast, the affected Touch-range spell charges the weapon or piece of ammunition 
  you hold.  The spell discharges on a successful attack if made within one minute, 
  otherwise the spell is lost. 
  Note:  Bows, Slings, and other projectile weapons cannot be targeted. 
  Song of the Dead 
  [Metamagic] 
  (DR312 p37) 
  — 
  +1 
  Mind-Affecting spells prepared with this feat effect Intelligence Undead, but not 
  Mindless Undead, Constructs, or any living creatures of any type. 
  Any spell prepared with this Feat becomes a Necromancy spell. 
  Still Spell 
  [Metamagic] 
  (PH p101) 
  — 
  +1 
  The target spell no longer has a somatic component. Casting such a spell in armor does 
  not require an Arcane Penalty check.  
  Transdimensional 
  Spell  
  [Metamagic] 
  (CDiv p85) 
  (CArc p84) 
  — 
  +1 
  Spells modified with this metamagic have full effect on targets that are Incorporeal, 
  Ethereal, using Blink or Rope Trick, etc.  You must still perceive a foe to target it 
  with a spell, but area of effect spells work normally. 
  Earthbound Spell 
  [Metamagic] 
  (PH2 p91) 
  — 
  +2 
  Place a non-Personal spell onto a square adjacent to you.  If this square is stepped on 
  within 1 hour, the spell does off centered / targeting the creature that trod on it (after 1 
  hour, the spell dissipates).  All decision about the spell (such as the direction of a Cone 
  attack, etc.) must be made when the spell is cast. 
  An Earthbound spell may be located with a Search check vs. DC (25 + Spell level) and 
  removed with a Disable Device check vs. the same DC. 
  Empower Spell 
  [Metamagic] 
  (PH p93) 
  — 
  +2 
  All variable numeric values (typically the dice of damage) of the target spell are 
  increased by +50%. 
  Enervate Spell  
  [Metamagic] 
  (LM p26) 
  Non-Good Alignment 
  Must not have the ability 
  to Turn Undead 
  +2 
  Effected spell does 150% damage to Living Creatures, but 50% damage to Constructs, 
  Undead, and objects. 
  Explosive Spell 
  [Metamagic] 
  (CArc p79) 
  — 
  +2 
  A spell that has a Cone, Cylinder, Line, or Burst that allows a Reflex save will now push 
  any creature that fails its Reflex save out of the area of effect.  For every full 10’ a target 
  is moved, he/she takes an additional 1d6 damage, plus an extra 1d6 if he/she strikes a 
  barrier.  In addition, the target is knocked Prone. 
  Fell Drain  
  [Metamagic] 
  (LM p27) 
  — 
  +2 
  Any living creature that is dealt damage by a Fell Draining spell gains 1 Negative Level. 
  If the subject has at least as many Negative Level as HD, it dies. Negative Levels gained 
  as a result of Fell Draining spells last one hour per Caster level (max 15 hours). 
  Fell Frighten  
  [Metamagic] 
  (LM p27) 
  — 
  +2 
  Any creature damaged by a Fell Frightening spell, are Shaken for 1 minute, assuming it 
  is subject to Fear effects and Mind-Affecting spells. 
  Radiant Spell 
  [Metamagic] 
  (DR314 p21) 
  Charisma 15 
  Ability to cast a spell 
  with the [fire] subtype  
  +2 
  Can only target spells with the [fire] subtype that does damage.   
  Each time an opponent is damaged by the Radiant spell, he/she is Blinded for one round 
  per Spell Level prior to adjustment (Will save to only be Dazzled for 1 round). 
  Reach Spell 
  [Metamagic] 
  (CDiv p84) 
  — 
  +2 
  A spell with range ‘touch’ now has a range of 30’ and effectively becomes a ray 
  (requiring a Ranged Touch attack). 
  Split Ray 
  [Metamagic] 
  (CArc p83) 
  any other Metamagic 
  +2 
  A ray spell generates an additional ray when cast.  It must be target within 30’ of another 
  ray (a single creature can be targeted twice) and a separate attack roll is needed. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 58 
  Metamagic Feats 
  Source 
  Prerequisite 
  Level 
  Adjustment 
  Description 
  Chain Spell 
  [Metamagic] 
  (CArc p76) 
  any other Metamagic 
  +3 
  A spell with a single target whose range is greater than ‘touch’ now effects a primary 
  target normally and also a number of secondary target up to your Caster level (max 20).  
  No creature can be targeted more than once. 
  If the spell does damage, the secondary targets take ½ damage and are allowed a Reflex 
  save to cut the damage in half again (even if the original spell did not allow a save). 
  If the spell does not do damage, the secondary targets have a saving throw that is 4 easier.
  Delay Spell 
  [Metamagic] 
  (CArc p77) 
  any other Metamagic 
  +3 
  A spell with the range of ‘touch’, ‘personal’, or that effects an area can be delayed for 1 to 
  5 rounds.  All decisions, such as where to target, are determined at cast time.  Once the 
  delay and other decisions are made, they cannot be changed. 
  A delayed spell can be detected and dispelled. 
  Fell Animate  
  [Metamagic] 
  (LM p26) 
  — 
  +3 
  Any living creature that could normally be raised as a Zombie and that does not possess 
  more than double your HD, when slain outright by damage from a Fell Animated spell, 
  rises as a Zombie under your control at the beginning of your next turn. 
  Even if you kill several creatures with a single Fell Animated spell, you can’t create 
  more HD of undead than twice your Caster level. The standard rules for controlling 
  Undead (PH p198) apply to Zombies created with this feat. 
  Maximize Spell 
  [Metamagic] 
  (PH p97) 
  — 
  +3 
  All variable numeric values (typically the dice of damage) of the target spell 
  automatically roll maximum (i.e., all d6 count as ‘6’).  
  Repeat Spell 
  [Metamagic] 
  (CArc p82) 
  any other Metamagic 
  +3 
  On round after a Repeat spell was cast, it is cast again from the same starting location 
  (even if the caster has moved) and at the same target.  If targeted on a creature, the spell 
  will target that creature again as long as he/she has not moved more than 30’.  
  Otherwise, the spell fails.  Spells with range ‘touch’ cannot be effected by this feat. 
  Widen Spell  
  [Metamagic] 
  (PH p102) 
  — 
  +3 
  A spell with an area of effect of ‘Burst’, ‘Emanation’, ‘Line’, or ‘Spread’ has its 
  dimensions doubled.  
  Energy Admixture 
  [Metamagic] 
  (CArc p78) 
  Energy Substitution 
  +4 
  Choose an Energy Type that you took with the Energy Substitution feat.  Any spell with an
  energy subtype can be modified to do its damage again with the chosen energy type in 
  addition to its own.   
  For example Energy Admixture (acid) could make a Fireball that does 6d6 Fire damage 
  and 6d6 Acid damage.  Alternatively, the same Fireball modified by Energy Admixture 
  (fire) would do 12d6 Fire damage. 
  You may take this feat multiple times, each time choosing a different Energy Type. 
  Quicken Spell  
  [Metamagic] 
  (PH p98) 
  — 
  +4 
  The target spell may be cast as a Swift Action. 
  This feat may only be used with Prepared spells whose cast time is no more than 1 Round.
  Twin Spell  
  [Metamagic] 
  (CArc p84)  
  (PGF p46) 
  any other Metamagic 
  +4 
  The target spell takes effect twice, as if you cast it two times simultaneously on the same 
  target & with the same choices.  Each must be saved against and/or dispelled separately. 
  Persistent Spell  
  [Metamagic] 
  (CArc p81) 
  (PGF p42) 
  Extend Spell 
  +6 
  The duration of the target spell becomes 24 hours.  The spell must be Personal or have a 
  fixed range (such as Detect Magic), cannot  have an Instantaneous duration, and cannot 
  be an effect that is discharged (such as Protection from Element).   
  Spells that require concentration (such as Detect Magic) persists even when not being 
  concentrated upon.  The first round detection occurs at all times, but the caster must use 
  a Standard Action to begin concentrating again to get extra details. 
  Fortify Spell 
  [Metamagic] 
  (CArc p80) 
  — 
  <variable> 
  By increasing a spell’s level by +1, the spell receives a +2 bonus on the Caster check to 
  overcome Spell Resistance. 
  This feat may be applied multiple times, each time increasing the spell’s level by +1 and 
  granting an extra +2 on the roll to overcome Spell Resistance. 
  For example, a Fireball could be fortified to receive a +2 bonus to overcome Spell 
  Resistance, but it would take up a 4th level slot (and still be a 3rd level spell for purposes 
  of DC, Sphere of Invulnerability, etc.).  The Fireball could also receive a +4 bonus, but 
  it would then take up the slot of a 5th level spell. 
  Heighten Spell 
  [Metamagic] 
  (PH p95) 
  — 
  <variable> 
  The target spell is treated as if it were a higher level spell.  This effects a spell’s DC, 
  whether it is blocked by a Sphere of Invulnerability, etc. 
  Easy Metamagic 
  [Metamagic] 
  (DR325 p62) 
  any other Metamagic 
  with at least a +2 Level 
  Adjustment 
  n/a 
  Choose a Metamagic feat you know.  When preparing or casting spells with this feat, 
  treat the Level Adjustment as being one lower than it actually is (min +1).  For 
  example, Easy Metamagic could reduce Quicken Spell from +4 to +3. 
  You may take this feat multiple times.  Each time it applies to a new Metamagic Feat. 
  Innate Spell 
  [Metamagic] 
  (PGF p39) 
  Silent Spell 
  Still Spell 
  n/a 
  Choose a spell you know.  You may use this spell 3 times per day as a Spell-Like Ability 
  (i.e., no need for verbal, somatic, & material components).  You lose one spell slot of 
  an identical level to your Innate Spell. 
  You may take this Feat more than once, choosing a different spell each time. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 59 
  Sudden Metamagic Feats 
   
  Sudden Metamagic 
  Source 
  Prerequisite 
  Description 
  Sudden Empower 
  [Metamagic] 
  (CArc p83) 
  (Mini p28) 
  any other Metamagic 
  Once per day, you may apply Empower Spell to a spell you cast without increasing the spell’s level. 
  Sudden Energy 
  Substitution 
  [Metamagic] 
  (Mini p28) 
  Energy Substitution (any)
   
  Once per day, you may apply an Energy Substitution feat that you know to a spell you cast without 
  increasing the spell’s level. 
  Sudden Extend 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  — 
  Once per day, you may apply Extend Spell to a spell you cast without increasing the spell’s level. 
  Sudden Maximize 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  any other Metamagic 
  Once per day, you may apply Maximize Spell to a spell you cast without increasing the spell’s level. 
  Sudden Quicken 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  Quicken Spell 
  Sudden Empower 
  Sudden Extend 
  Sudden Maximize 
  Sudden Silent 
  Sudden Still 
  Once per day, you may apply Quicken Spell to a spell you cast without increasing the spell’s level. 
  Sudden Silent 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  — 
  Once per day, you may apply Silent Spell to a spell you cast without increasing the spell’s level. 
  Sudden Still 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  — 
  Once per day, you may apply Still Spell to a spell you cast without increasing the spell’s level. 
  Sudden Widen 
  [Metamagic] 
  (CArc p83)  
  (Mini p28) 
  — 
  Once per day, you may apply Widen Spell to a spell you cast without increasing the spell’s level. 
   
   
  Feats for Making Undead 
   
  Undead Creation 
  Source 
  Prerequisite 
  Description 
  Bolster Resistance  
  [General] 
  (LM p25) 
  Corpsecrafter 
  Each Undead you animate or create with a Necromancy spell gains +4 Turn Resistance. 
  Corpsecrafter  
  [General] 
  (LM p25) 
  — 
  Each Corporeal Undead you animate or create with a Necromancy spell gains a +4 Enhancement bonus to 
  Strength and +2 hit-points per Hit Die. 
  Deadly Chill  
  [General] 
  (LM p25) 
  Corpsecrafter 
  Each Undead you animate or create with a Necromancy spell deals +1d6 Cold damage with its natural 
  weapons. 
  Destructive Retribution 
  [General] 
  (LM p26) 
  Corpsecrafter 
  Each Corporeal Undead you animate or create with a Necromancy spell releases a 10’ burst of Negative 
  Energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 per 2 HD (Ref½, DC 15). 
  Hardened Flesh  
  [General] 
  (LM p27) 
  Corpsecrafter 
  Each Corporeal Undead you animate or create with a Necromancy spell gains a +2 Natural Armor bonus to 
  AC. 
  Nimble Bones  
  [General] 
  (LM p29) 
  Corpsecrafter 
  Each Undead you animate or create with a Necromancy spell gains a +4 bonus on Initiative checks and a 
  +10’ increase to its base land speed. 
   
   
  Arcane Caster Feats 
   
  Arcane Caster Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Consumption 
  [General] 
  (PH2 p74) 
  Arcane spellcaster 6th lvl 
  Arcane Toughness 
  Toughness 
  As a Swift Action, you increase the DC of a spell you cast in the current round by +4.  Using this ability 
  causes you to receive a –4 penalty on Constitution for 12 hours and to become Fatigued. 
  Arcane Disciple 
  [General] 
  (CDiv p79) 
  Know (religion):  4 ranks 
  Spellcraft:   
  4 ranks 
  Able to cast Arcane spells
  Same alignment as your 
  Patron deity 
  Spells from of one of your Patron Deity’s Domains are added to your Arcane spell list.  You may memorize 
  or spontaneously cast one per level each day.  The availability of the spell is based on your Wisdom (i.e., 
  you must have a Wisdom of 10 + spell level to use a given spell) and all save DC’s are calculated from 
  your Wisdom score. 
  You may take this feat more than once.  Each time, you gain a different Domain from you Patron Deity. 
  Arcane Flourish 
  [General] 
  (PH2 p74) 
  Arcane spellcaster 1st lvl 
  Perform (any):  4 ranks 
  You may expend a Prepared Spell or a Spell Slot as a Swift Action to grant yourself a Competence bonus  
  on your next Perform check equal to (1 + spell level expended).  The Perform check must be made within 
  1 minute or the bonus is lost. 
  Arcane Mastery 
  [General] 
  (CArc p73) 
  (CArcErrata)+ 
  Ability to cast Arcane 
  spells or use spell-like 
  abilities 
  You may “Take 10” on Caster level checks (such as with Dispel Magic), even if under stress. 
  Arcane Preparation 
  [General] 
  (CArc p73) 
  (PGF p32) 
  Able to cast Impromptu 
  Arcane spells 
  You may use one or more of your spell slots to prepare spells with Metamagic Feats.  These prepared spells 
  can be base as a Standard Action.  The prepared spell slots cannot be used for any other spell. 
  Normal:  Sorcerers & Bards can only apply Metamagics to their spells by increasing their casting time to a 
  Full Round Action. 
  Arcane Strike 
  [General] 
  (CWar p96) 
  (DR310 p58) 
  Base Attack Bonus +4 
  Able to cast Arcane spells
  Once per round as a Free Action, you can sacrifice an Arcane spell for the day to receive a bonus on your 
  next melee or ranged attack.  You gain a +2 bonus per spell level (up to your Base Attack Bonus) and 
  +1d4 damage per spell level. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 60 
  Arcane Caster Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Thesis 
  [General] 
  (PH2 p74) 
  Able to cast Arcane 
  spells 
  Know (arcana):  9 ranks 
  Chose an Arcane spell you can cast.  When casting this spell, you gain the following benefits: 
  1.  effective Caster Level is +2; 
  2.  when you apply a Metamagic to your Thesis spell, it increases the spell level by one less. 
  You may take this feat multiple times, each time with a different spell. 
  Arcane Toughness 
  [General] 
  (PH2 p75) 
  Arcane spellcaster 3rd lvl 
  Toughness 
  You may expend a Prepared Spell or a Spell Slot as an Immediate Action to heal yourself (spell level 
  expended) hp.  Only usable when you are reduced to 0 or less hp.  The healing also Stabilizes you. 
  Battle Caster 
  [General] 
  (CArc p75) 
  Class ability to ignore 
  Arcane Spell Failure 
  Chance from Armor 
  You may wear armor one category heavier than you could normally wear while avoiding Arcane Spell 
  Failure checks.  For example, a Bard with this feat could wear Medium Armor without needing to make an 
  Arcane Spell Failure check. 
  Countenance of the 
  Mage  
  [General] 
  (DR359 p124) 
  Arcane spellcaster 9th 
  Intelligence 13 
  Charisma 11 
  1. As a Full-Round Action, you may do any of the following:  clean your body / clothes, dry your body / 
  clothes, color / trim your hair (including facial & body hair), etc. 
  2. When you take this feat, you may make one single, permanent affectation.  Examples include unusually 
  colored eyes, unusually shaped pupils, an unusual shadow, always surrounded by a specific, 
  unexpected scent, etc.  The affectation has no game effect. 
  3. You may designate a 3’ x 3’ x 3’ container that can be filled with non-magical clothes & jewelry.  As a 
  Full-Round Action, you may swap the clothes & jewelry you are wearing for some of those in your 
  “closet”.  This affect my not be used to conjure weapons or gear. 
  Ears of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 14th  
  Intelligence 13 
  Choose a proper name.  If anyone speaks this name within a radius of (10 * Arcane spellcaster level) miles, 
  you immediately know the speaker’s name, direction, & distance from you.  Note that this information 
  does not distract you. 
  You may change the proper name once per year as a Standard Action. 
  Eyes of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 12th  
  Intelligence 13 
  Gain the following: 
  1. Low-Light Vision; 
  2. Darkvision improves by 60’; 
  3. +1 bonus on Search checks; 
  4. +1 Insight bonus on ranged attacks 
  Footsteps of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 12th  
  Intelligence 13 
  You can now move at your normal speed by gliding along the ground: 
  1. You may “walk” even if your ankles are bound; 
  2. +2 bonus on Balance checks; 
  3. +4 bonus on Reflex saves to avoid falling and/or traps triggered by stepping onto them. 
  Hands of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 14th  
  Intelligence 13 
  Designate an object you can lift without magical help that has been in your possession for at least 8 days. 
  As a Free Action, you may have the designated object fly to your hand.  It must be within line-of-sight –
  and– line-of-effect.  It arrives in 1 round.  Usable at will. 
  As a Full Round Action, you may summon the designated object from  any distance.  Usable 1/week. 
  A new object can only be designated if the previous one has been destroyed. 
  You may take this feat multiple times.  Each time, it applies to a different object. 
  Name of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 20th  
   
  Your name gains magical properties, which affect any creature that speaks or hears your name (other than 
  yourself).  This is a Mind-Affecting Fear effect. 
  Speaking – if the creature has as many HD as you (or greater), he/she is Shaken for 3 rounds (no save).  
  Otherwise, he/she is Frightened for 1d4+1 rounds (no save). 
  Hearing – Frightened for 3 rounds (Will save to reduce this to being Shaken for 1 round.  DC is 10 + 
  Arcane spellcaster level + your Charisma modifier). 
  Obtain Familiar 
  [General] 
  (CArc p81) 
  Arcane spellcaster 3rd lvl 
  Know (arcana):  4 ranks 
  You may obtain a Familiar as if  you were a Sorcerer or a Wizard. 
  Precocious Apprentice 
  [General] 
  (CArc p181) 
  Arcane spellcaster 1st lvl 
  Spellcasting Ability 
  score (Int or Cha) 15+ 
  1st level only 
  +2 bonus on Spellcraft checks. 
  Choose a 2nd level spell from a school of magic to which you have access.  You may cast this spell once per 
  day by making a Caster level check vs. DC 8 (failure means the spell is depleted for the day). 
  When you gain 2nd level spells, you continue to have an extra spell slot, though it no longer has to be 
  dedicated to the originally chosen spell. 
  Presence of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 18th  
  Intelligence 11 
  Charisma 17 
  Your presence of overwhelming: 
  1. Allies within 25’ gain a +1 Morale bonus on attacks & saves; 
  2. Non-allied creatures within 25’ receive a –1 penalty on attacks & saves (Mind-Affecting Fear effect); 
  3. Natural animals do not like to come within 25’ of you.  Handle Animal & Wild Empathy checks within 
  that radius receive a –1 penalty, while Ride check receive a –2 penalty (Mind-Affecting Fear effect). 
  Resinbond 
  [General] 
  (DU118 p42) 
  Ability to cast Arcane 
  spells 
  +2 bonus on opposed checks to avoid being Disarmed of a Kaorti Resin Weapon. 
  When wearing Kaorti Resin Armor, its max Dex bonus increases by +2, its Armor check penalty decreases 
  by 2, and its Arcane Spell Failure chance decreases by 10%. 
  Spell Thematics 
  [General] 
  (PGF p44) 
  Arcane spellcaster 1st lvl 
  Your spells have a visual theme, such as ‘sphere’ or ‘lightning’.  Spells you cast have special effects based 
  on your theme, such as Summon Monster I manifesting as the creature springing from a thrown sphere. 
  1. Since your spells look different, Spellcraft checks to identify what spell you are casting are at +4 DC. 
  2. For each of your current and future caster levels, you may designate one spell as a ‘thematic spell’, which 
  is thereafter cast at +1 effective Caster level. 
  Note:  you cannot make your spell invisible & the effects of your spells are not changed in any way. 
  Vatic Gaze  
  [General] 
  (PH2 p85) 
  Arcane spellcaster 9th lvl 
  1. Detect Magic, at will. 
  2. By making a Sense Motive check vs. DC (5 + target’s caster level), you may determine the highest level 
  spell the target is still capable of casting. 
  Voice of the Mage  
  [General] 
  (DR359 p125) 
  Arcane spellcaster 16th  
  Intelligence 13 
   
  Your voice becomes magical: 
  1. +1 bonus on Disguise, Intimidate, & Perform checks related to voice; 
  2. You may speak to an individual or group within 1 mile.  You do not need line of effect, but you must 
  know where you want your voice to be heard (such as in your sanctum). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 61 
  Divine Caster Feats 
   
  Divine Caster Feats 
  Source 
  Prerequisite 
  Description 
  Extra Divine Power 
  [General] 
  (DR343 p91) 
  Divinely granted class 
  ability with a set 
  number of uses per day 
  Receive +2 uses of your Divinely granted class ability each day.  This includes a Shugenja’s Sense 
  Elements ability and a Spirit Shaman’s Spirit Form ability, but not abilities granted by Domains. 
  This feat may be taken multiple times.  Each time it applies to a different class ability. 
  Initiate of Boccob  
  [Initiate] 
  (DR342 p49) 
  Patron Deity: Boccob 
  Able to cast 3rd level 
  Divine spells 
  You can make all Knowledge checks Untrained. 
  +1 caster level on Divination spells. 
  Add the following to one of your Divine spells list: 
  1st:  Memory Jar(DR342 p54) – The target gains a bonus on Knowledge checks. 
  2nd:  Identify(PH p243) – Determines properties of a magic item. 
  4th:  Research Aid(DR342 p55) – Get assistance when performing research. 
  Initiate of Ehlonna  
  [Initiate] 
  (DR342 p50) 
  Patron Deity: Ehlonna 
  Able to cast 3rd level 
  Divine spells 
  Pass without Trace (self only), 1/day as a Spell-like ability. 
  Add Handle Animal and Survival to the skill list of one of your Divine spellcasting classes. 
  Add the following to one of your Divine spells list: 
  1st:  Longstrider(PH p249) – Increases your speed. 
  2nd:  Snare(PH p280) – Creates a magical booby trap. 
  4th:  Commune with Nature(PH p211) – Learn about terrain for one mile per level. 
  8th:  Animal Shapes(PH p198) – One ally per level polymorphs into chosen animal. 
  Initiate of Erythnul  
  [Initiate] 
  (DR342 p50) 
  Patron Deity: Erythnul 
  Able to cast 4th level 
  Divine spells 
  When you bring a creature to –10 hp (i.e., kill it) with a Critical Hit, you automatically receive a Death 
  Knell.  Does not apply to the Coup de Grace action. 
  Add the following to one of your Divine spells list: 
  2nd:  Cause Fear, Greater(DR342 p52) – As Cause Fear, but affects creatures up to 15 HD. 
  5th:  Erythnul’s Slaughter(DR342 p53) – Doubles critical threat ranges and prevents stabilization. 
  6th:  Rage, Mass(DR342 p55) – As Rage, but affects one subject per level. 
  Initiate of Fharlanghn  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Fharlanghn 
  Able to cast 3rd level 
  Divine spells 
  Your land speed improves by +10’. 
  Add the following to one of your Divine spells list: 
  1st:  Alarm(PH p197) – Wards an area for 2 hours per level. 
  1st:  Expeditious Retreat(PH p228) – Your land speed increases by 30’ 
  4th:  Dimension Door(PH p221) – Teleports you a short distance. 
  7th:  Phase Door(PH p261) – Invisible passage through wood or stone. 
  Initiate of Heironeous  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Heironeous 
  Able to cast 3rd level 
  Divine spells 
  You do the following bonus damage when wielding a Longsword – against an Evil-aligned Outsider, +1d6; 
  against a creature with an Aura of Evil (such as a Cleric of an Evil Deity), +1d4. 
  Add the following to one of your Divine spells list: 
  1st:  Mark of Justice, Lesser(DR342 p54) – Designates action that will trigger curse on subject. 
  3rd:  Bless, Greater(DR342 p52) – Allies gain +1 per 4 levels on attack rolls and saves against fear. 
  4th:  Righteousness of Heironeous(DR342 p55) – You deal extra damage against evil targets. 
  Initiate of Hextor  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  Hextor 
  Able to cast 3rd level 
  Divine spells 
  You do the following bonus damage when wielding a Flail – against an Good-aligned Outsider, +1d6;  
  against a creature with an Aura of Good (such as a Cleric of a Good Deity), +1d4. 
  Add the following to one of your Divine spells list: 
  2nd:  Scare(PH p274) – Panics creatures up to 5HD. 
  4th:  Bane, Greater(DR342 p52) – Enemies gain –1 per 4 levels on attack rolls and saves against fear. 
  4th:  Wrath of Hextor(DR342 p56) – You deal extra damage against good. 
  Initiate of Kord  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  Kord 
  Able to cast 2nd level 
  Divine spells 
  You receive a +4 Size bonus on all Bull Rush, Disarm, Grapple, Overrun, Sunder, & Trip attempts. 
  Add the following to one of your Divine spells list: 
  1st:  Kord’s Power Surge(DR342 p54) – Receive a bonus on Strength-based ability checks and skills. 
  2nd:  Kord’s Greeting(DR342 p54) – Bonuses for charging double and penalties reduce to half. 
  4th:  Champion of Kord(DR342 p53) – Receive bonuses on acts of strength. 
  Initiate of Nerull  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  Nerull 
  Able to cast 4th level 
  Divine spells 
  When using the Death Touch ability granted by the Death Domain, use d8’s (instead of d6’s) for damage. 
  Add the following to one of your Divine spells list: 
  2nd:  Cause Fear, Greater(DR342 p52) – As Cause Fear, but affects creatures up to 15 HD. 
  3rd:  Nerull’s Scythe(DR342 p54) – You bring a magical scythe into existence. 
  9th:  Wail of the Banshee(PH p298) – Kills one creature per level. 
  Initiate of Obad-Hai  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  Obad-Hai 
  Able to cast 3rd level 
  Divine spells 
  In addition to being able to convert your Prepared Divine spells spontaneously into healing spells, you may 
  also convert them into Summon Nature’s Ally spells (as a Druid does). 
  Add the following to one of your Divine spells list: 
  1st:  Summer Breezes(DR342 p56) – Cools you in uncomfortable environments. 
  2nd:  Spontaneous Combustion(DR342 p56) – Target touched catches fire. 
  3rd:  Quicksand(DR342 p54) – Creates an area of quicksand. 
  5th:  Waves of Destruction(DR342 p56) – Seawater crashes down upon your targets. 
  Initiate of 
  Olidammara  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Olidammara
  Able to cast 2nd level 
  Divine spells 
  Add Gather Information, Sleight of Hand, and Tumble to the skill list of one of your Divine spellcasting 
  classes. 
  Add the following to one of your Divine spells list: 
  2nd:  Festival Feast(DR342 p41) – Creates delicious food for 3 humans per level. 
  4th:  Olidammara’s Bard Spell(DR342 p42) – You can prepare spell from the Bard spell list. 
  5th:  Olidammara’s Carapace(DR342 p42) – Creates a protective shell around you, which you can teleport out 
  of secretly. 
  Initiate of Pelor  
  [Initiate] 
  (DR342 p52) 
  Patron Deity:  Pelor 
  Able to cast 3rd level 
  Divine spells 
  You receive a +2 Sacred bonus on Turning Checks and Turning Damage rolls. 
  Add the following to one of your Divine spells list: 
  1st:  True Turning(DR342 p56) – You gain bonuses on your next Turn Undead attempt. 
  3rd:  Bless, Greater(DR342 p52) – Allies gain +1 per 4 levels on attack rolls and saves against fear. 
  4th:  Immolate the Wicked(DR342 p54) – Undead you have turned burst into flames. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 62 
  Divine Caster Feats 
  Source 
  Prerequisite 
  Description 
  Initiate of St. 
  Cuthbert  
  [Initiate] 
  (DR342 p52) 
  Patron Deity: St. Cuthbert
  Able to cast 3rd level 
  Divine spells 
  ‘Protective Ward’ once per day per 4 Divine caster levels – The touched target gets a Resistance bonus on 
  his/her next saving throw equal to your Divine caster level.  If not used in one hour, the ward dissipates.  
  Activation is a Standard Action. 
  Add the following to one of your Divine spells list: 
  2nd:  Mark of Justice, Lesser(DR342 p54) – Designates action that will trigger curse on subject. 
  3rd:  Retributive Strike(DR342 p55) – You gain an attack of opportunity when attacked. 
  7th:  Spell Turning(PH p282)(PH3.5e)+ – Reflects 1d4+6 spell levels back at caster. 
  Initiate of Vecna  
  [Initiate] 
  (DR342 p52) 
  Patron Deity: Vecna 
  Able to cast 3rd level 
  Divine spells 
  You may use Scrolls, Wands, and other Spell Completion / Spell Trigger items as a Wizard whose level is 
  equal to your Divine Caster level (plus your Wizard level, if any). 
  Add the following to one of your Divine spells list: 
  3rd:  Vecna’s Courier(DR342 p56) – Deliver secrets without fear of having them revealed. 
  4th:  Arcane Eye(PH p200) – Invisible floating eye moves 30’ per round. 
  6th:  Eyebite(PH p228) – Target becomes panics, sickened, and comatose. 
  Initiate of Wee Jas  
  [Initiate] 
  (DR342 p52) 
  Patron Deity: Wee Jas 
  Able to cast 3rd level 
  Divine spells 
  By expending one of your Turning / Rebuking Attempts, you release a wave of Positive or Negative energy 
  in a 20’ radius Burst.  If you channel Positive Energy, all Undead in the area of effect take 1d6 per two 
  Divine Caster levels (Will½, DC is Charisma-based).  If you channel Negative energy, all Undead in the 
  area of effect are cured 1d6 per two Divine Caster levels (up to their maximum, extra hp are lost). 
  Add the following to one of your Divine spells list: 
  2nd:  Disguise Undead(Spell p66) – Change appearance of one corporeal undead for 10 minutes per level. 
  4th:  Magic Jar(PH p250) – Enables possession of another creature. 
  6th:  Circle of Death(PH p209) – Kills 1d4 HD per level of creatures. 
  Spontaneous Healer 
  [General] 
  (CDiv p84) 
  Know (religion): 4 ranks 
  non-Evil alignment 
  Able to cast Cure 
  Wounds spells 
  You may convert your spells into Cure Wound spells of equal or lower level (as a Cleric).  You may do this 
  up to Wisdom modifier times per day. 
  Spontaneous 
  Summoner 
  [General] 
  (CDiv p85) 
  Wisdom 13 
  Know (nature): 4 ranks 
  any Neutral alignment 
  Able to cast Summon 
  Nature’s Ally spells 
  You may convert your spells into Summon Nature’s Ally spells of equal or lower level (as a Druid).  You 
  may do this up to Wisdom modifier times per day. 
  Spontaneous 
  Wounder 
  [General] 
  (CDiv p84) 
  Wisdom 13 
  Know (religion): 4 ranks 
  non-Good alignment 
  Able to cast Inflict 
  Wounds spells 
  You may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric).  You may do this 
  up to Wisdom modifier times per day. 
   
   
  Feats that Grant Access to Additional Spells 
   
  Spell Access Feats  
  Source 
  Prerequisite 
  Description 
  Cerebrosis 
  [General] 
  (DR330 p27) 
  TBD 
  TBD 
  Mother Cyst  
  [General] 
  (LM p28) 
  Caster level 1st 
  Know (religion):  2 ranks 
  You grow an internal cyst of Undead flesh which adds the following spells to your known list:  
  1st – Necrotic Awareness 
  2nd – Necrotic Cyst 
  3rd – Necrotic Bloat  
  4th – Necrotic Domination 
  5th – Necrotic Burst 
  6th – Necrotic Eruption  
  7th – Necrotic Tumor 
  8th – Necrotic Empowerment 
  9th – Necrotic Termination 
  If you are a caster who prepares spells, you can prepare all necrotic spells without your spellbook. 
  Node Spellcasting  
  [General] 
  (Und p26) 
  Caster level 1st 
  Allows a Spellcraft check (instead of an Intelligence check) to notice nearby Nodes and manipulate their 
  powers. Also a prerequisite for other Node-related feats. 
  War Magic Study 
  [General] 
  (DR309 p46) 
  Great Fortitude 
  Iron Will 
  Caster level 3rd 
  You may acquire & cast spells with the [war] subtype.  These spells cover a huge area, can feed whole 
  armies, etc., but have very expensive Material Components & long casting times. 
  See DR309 p44 for details. 
  Wormbound 
  [General] 
  (DR343 p76) 
  Living creature 
  Host of a living Kyuss 
  Worm 
  The living Kyuss Worm inside you grants you the knowledge of spells.  If the worm dies (such as due to  
  Dispel Evil, Remove Curse, Consume the Parasite, etc.), you loose access to the spells until you consume 
  an new worm.  If you die with a living worm inside, you automatically rise as a Spawn of Kyuss in 1d6 
  rounds:  
  2nd:  Path of Worms(DR343 p78) – Receive a +6 Insight bonus on one roll or your AC vs. one attack. 
  3rd: Consume the Parasite(DR343 p78) – Consume the Kyuss Worm inside you for a temporary bonus to your 
  hit-points, Strength, Dexterity, effective caster level, etc. 
  3rd: The Worm Within(DR343 p79) – Create a Kyuss inside of a living creature.  If not removed quickly, the 
  creature dies and becomes a Spawn of Kyuss. 
  4th:  Mindworms(DR343 p78) – Does Wisdom damage and causes the target to loose spells (if applicable).  If 
  the target looses spells, the caster can make use of energy to regain his/her own spells, etc.. 
  5th:  Servant of the Green Corruption(DR343 p79) – Target gains bonus on attacks, AC, & movement, but 
  receives a penalty on saves vs. Wormbound spells. 
  7th:  Extrude Wormspawn(DR343 p79) – Creates a Wormswarm (i.e., a Swarm of Kyuss Worms). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
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  Spellcaster Feats 
   
  Page 63 
  Arcane Focus Feats 
   
  Arcane Focus Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Focus 
  [General, Wizard] 
  (DR351 p88) 
  Able to cast 1st level 
  Arcane spells 
  If you have at least one prepared Arcane spell –or– one Arcane spell slot remaining, you may spend a Full 
  Round action to attempt a Concentration check vs. DC 20.  If successful, you enter the ‘Arcane Focus’ 
  state.  Once in ‘Arcane Focus’, you remain in it until you expend it, become unconscious, go to sleep, or 
  use your last Arcane spell. 
  As a Swift Action, you may expend your ‘Arcane Focus’ to ‘Take 15’ on a Concentration check.  This 
  option is available even if you are in combat, etc. 
  Arcane Watchfulness 
  [Arcane, Wizard] 
  (DR351 p88) 
  Wisdom 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Danger Sense – gain a +4 Circumstance bonus on Spot checks for 1 minute. 
  Empathic Potential – gain a +4 Circumstance bonus on Sense Motive checks for 1 minute.  
  Spatial Awareness – gain a +4 Circumstance bonus on Search checks for 1 minute. 
  Body Awareness 
  [Arcane, Wizard] 
  (DR351 p89) 
  Wisdom 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Overcome Distraction – you may do one of the following for (Wisdom modifier) round (min 1):  
  ignore Fatigue, treat Exhaustion as Fatigue, ignore Nausea, ignore being Shaken, treat being Frightened 
  as being Shaken, ignore being Sickened. 
  Slowed Breathing – you receive a +4 Circumstance bonus on Fortitude saves to resist toxic fumes & 
  inhaled poisons, holding your breath for 1 minute only counts as 5 round, and (assuming you don’t 
  move) you can appear dead (Heal check vs. DC 20 to realize the deception). 
  Sudden Effort – +4 Circumstance bonus on your Strength, Dexterity, or Constitution until your next turn.  
  Using this ability a second (or further) time each day results in you becoming Fatigued.  If you used 
  this ability while Fatigued, you become Exhausted. 
  Defensive Magic 
  [Arcane, Wizard] 
  (DR351 p89) 
  Arcane Focus 
  You may expend your ‘Arcane Focus’ to do one of the following: 
  Absorb Damage – as an Immediate Action, you may expend an Arcane spell / spell slot along with your 
  ‘Arcane Focus’ to gain Damage Reduction (level of expended spell) / — until the start of your next turn 
  Iron Magic – as a Swift Action, each spell that grants you an Armor or Shield bonus to AC improves by 
  +2 until the start of your next turn. 
  Protective Aura – as an Immediate Action, you may expend one spell that you cast upon yourself along 
  with your ‘Arcane Focus’ to gain a +(level of expended spell) bonus on your next saving throw.  If not 
  used within 1 minute, the bonus fades. 
  Focused Specialist 
  [Arcane, Wizard] 
  (DR351 p89) 
  Arcane Focus 
  Specialized Wizard 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Spell Boost – +1 Caster level on the next spell you cast from your specialized school within 1 round. 
  Spell Endowment – +1 DC on the next spell you cast from your specialized school within 1 round. 
  Spell Intensity – +2 bonus to overcome Spell Resistance on the next spell you cast from your specialized 
  school within 1 round. 
  Magical Insight 
  [Arcane, Wizard] 
  (DR351 p89) 
  Intelligence 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Detection Enhancement – one Divination spell that you are using which gives information over the 
  course of round (e.g., Detect Magic, Detect Thoughts, etc.) give you information on all targets as if you 
  had been using it for an extra round. 
  Spell Interpretation – +4 Insight bonus on Spellcraft checks for 1 minute. 
  Spell Intensity – +4 Insight bonus on Knowledge(arcana) checks for 1 minute. 
  Potent Dweomercraft 
  [Arcane, Wizard] 
  (DR351 p89) 
  Wisdom 13 
  Arcane Focus 
  Able to cast 2nd level 
  Arcane spells 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Damaging Spell – the next melee touch attack spell you cast does +25% damage.  Must be used within 1 
  round. 
  Spell Critical – the threat range of the next melee touch attack spell you cast is 19-20 for 1 round. 
  Weaving Strike – receive a +2 Competence bonus on your next melee touch attack spell to-hit roll. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 64 
  Other Spellcasting Feats 
   
  Other Spellcasting 
  Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Defense 
  [General] 
  (CArc p73) 
  Spell Focus (any school) 
  You receive a +3 bonus on your saves vs. the chosen school of magic. 
  You may take this feat multiple times, each time applying to a different school of magic that you have Spell 
  Focus in. 
  Augment Healing 
  [General] 
  (CDiv p79) 
  Heal:   
  4 ranks 
  Any Conjuration (healing) spell you cast that heals damage heals an additional +2 hp per level. 
  Augment Summoning  
  [General] 
  (PH p89) 
  Spell Focus (conjuration) 
  All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution 
  for the duration of the spell. 
  Battle Casting  
  [General] 
  (RotW p148) 
  Dexterity 13 
  Combat Casting 
  Concentration:  5 ranks 
  When casting a spell, gain a +2 Dodge bonus to AC until the beginning of your next turn.  You cannot make 
  Attacks of Opportunity when claiming the Dodge bonus from this feat. 
  Burning Focus 
  [General] 
  (DR314 p21) 
  Charisma 13 
  Spell Penetration 
  Greater Spell Penetration 
  If you fail to beat a creature’s Spell Resistance, you may cast another spell on that creature within one 
  minute that has a Spell Resistance check & receive a +1 Morale bonus on the Spell Resistance check.  
  Each time your spell fails to get through, you may try again with a cumulative +1 bonus (up to +10 Morale 
  bonus after 10 consecutive failed spells). 
  If a minute goes by with out an attempt to beat the creature’s Spell Resistance, you lose the bonus. 
  If you beat the creature’s Spell Resistance, you lose the bonus. 
  Charming 
  [General] 
  (DR312 p51) 
  Charisma 13 
  Negotiator 
  You receive a +3 bonus on rolls to exert control over the target a Mind-Affecting spell cast by you.  This 
  includes opposed Charisma checks when two casters are giving conflicting orders, causing the target to 
  take an action it normally would not, etc. 
  Combat Charm 
  [General] 
  (DR312 p51) 
  Wisdom 13 
  When you cast a Charm Person, Charm Monster, Charm Animal, etc., on a target that is being threatened 
  by you or your allies, it does not receive a +5 bonus on its saving throw. 
  Dampen Spell 
  [General] 
  (PH2 p78) 
  Improved Counterspell 
  As an Immediate Action, you may attempt to identify a spell being cast with a Spellcraft check.  If 
  successful, you may expend any spell or spell slot to reduce the target spell’s DC by your spell’s level. 
  Earth Spell  
  [General] 
  (RoS p138) 
  Constitution 13 
  Wisdom 13 
  Earth Sense 
  Heighten Spell 
  As long as you are standing on stone or unworked earth, your Heighten Spell feat adds one extra spell level 
  and caster level per level adjustment (i.e. casting a spell with a +2 level adjustment treats the spell as if it 
  were three levels higher, and your caster level is treated as two levels higher). 
  Elven Spell Lore  
  [General] 
  (PH2 p78) 
  Elf –or– Intelligence 17 
  Know(arcana):  12 ranks 
  1.  When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 
  2.  Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a 
  different type of damage.  You may even memorize the spell multiple times in the same day doing 
  different damage in each memorization.  Spontaneous spellcasters do not receive this benefit. 
  You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack). 
  Excised from the 
  Web of Life 
  [General, Wizard] 
  (DR336 p108) 
  Able to cast Blight as a 
  Prepared spell 
  Any spell you cast on an Animal, Fey, or Plant does damage equal to the Caster level (at your option) in 
  addition to its normal effect.  If the spell allows a save, then success means the creature does not take the 
  extra damage.  If it does not normally allow a save, then the target(s) receive a Fortitude save for ½ dmg. 
  When dealing with an Animal, Fey, Plant or anyone who has Wild Empathy, you receive a penalty on all 
  Charisma-based skills and checks equal to your Character level. 
  Extra Slot 
  [General] 
  (CArc p79) 
  Ability to cast Impromptu 
  Spells 
  Caster level 4th 
  Gain an extra spell slot at any level one lower than your highest spell level. 
  You may take this feat multiple times. 
  Extra Spell 
  [General] 
  (CArc p79) 
  Caster level 3rd 
  You learn an extra spell whose level is at least one lower than your highest spell level. 
  You may take this feat multiple times. 
  Extraordinary Spell 
  Aim  
  [General] 
  (CAdv p109) 
  Spellcraft:  
  15 ranks 
  With a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature 
  within its area. Casting a spell affected by this feat is a Full Round action, unless the spell’s casting time is 
  greater, in which case the casting time in unchanged. 
  Find Relic 
  [General] 
  (DR347 p89) 
  Ability to cast Locate 
  Object. 
  When you pass within 10’ of an object worth 1,000+ gp, you receive an automatic Search check to notice it. 
  Flash Casting 
  [General] 
  (DR314 p21) 
  Charisma 13 
  Ability to cast a spell 
  with the [fire] or [light] 
  subtype. 
  When you cast a spell with the [fire] and/or [light] subtype, you glow brightly for one round.  You cannot 
  hide, but any attempt to attack you is at a –2 penalty as long as the creature can see. 
  Greater Spell 
  Penetration 
  [General] 
  (PH p94) 
  Spell Penetration 
  Gain an additional +2 bonus on Caster checks to overcome Spell Resistance (total of +4) 
  Heads Up 
  [General] 
  (DR328 p69) 
  Ability to cast Arcane or 
  Divine spells –or– 
  Spell-like abilities  
  If you grasp the severed head of a creature with a Gaze Supernatural ability (such as the Petrifying Gaze of 
  a Medusa) within 1 hour of the creature being slain, you may use that creature’s head to employ the slain 
  creature’s gaze supernatural ability as a Standard Action up to 3 times during the next 24 hours.  Aft that 
  time, the head is rendered useless. 
  Improved Counterspell 
  [General] 
  (PH p95) 
  — 
  When counterspelling, you may use any spell of the same school that is one spell levels higher than the 
  target spell. 
  Innate Spell’ 
  [General] 
  (CArc p80) 
  Silent Spell 
  Still Spell 
  Quicken Spell 
  Choose a spell you know.  You may use once per round as a Spell-Like Ability (i.e., no need for verbal, 
  somatic, & material components).  You lose one spell slot eight levels higher than the level of your Innate 
  Spell. 
  You may take this feat more than once, choosing a different spell each time. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Spellcaster Feats 
   
  Page 65 
  Other Spellcasting 
  Feats 
  Source 
  Prerequisite 
  Description 
  Magic of the Land  
  [General] 
  (RotW p152) 
  Caster level 1st  
  Concentration:  5 ranks 
  Know (nature):  5 ranks 
  Spellcraft:   
  5 ranks 
  When casting a spell in a ‘natural setting’ (i.e., one without buildings and/or a community (unworked 
  underground areas count)), you can imbue some of your spells with healing. 
  Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a 
  ‘target’ entry.  If the check succeeds, each target of the spell receives 2hp per spell level of Positive 
  Energy, which heal living creatures and damages Undead (WillNeg).   
  If the check fails, the spell is lost. 
  This effect cannot be applies to Necromancy spells or spells with an alignment descriptor. 
  Mobile Spellcasting  
  [General] 
  (CAdv p111) 
  Concentration:  8 ranks 
  You can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard 
  Action. You can’t use this ability to cast spells that normally take longer than a Standard Action to cast. 
  If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the 
  defensive, by raising the DC by 5. 
  Necromatic Might  
  [General] 
  (LM p28) 
  Necromatic Presence 
  Whenever Undead you control are within 60’ of you, they gain a +2 Enhancement bonus on attack rolls and 
  saving throws. 
  Necromatic Presence  
  [General] 
  (LM p28) 
  — 
  Whenever Undead you control are within 60’ of you, they gain a +4 bonus to their Turn Resistance. 
  Puppet Master 
  [General] 
  (DR312 p51) 
  Wisdom 13 
  If the target of one of your Mind-Affecting spells is being checked for magical influence with a Sense 
  Motive check, the DC is at +5 (i.e., DC 20 for Dominate Person or Dominate Monster, DC 30 for most 
  other spells). 
  Ranged Spell 
  Specialization 
  [General] 
  (CArc p82) 
  Caster level 4th  
  Weapon Focus (ranged 
  spell) 
  If you cast a spell that requires a ranged touch attack roll, does hp damage, & your target is within 30’, the 
  spell does +2hp of damage.  This only applies to one spell target (if there are more than one) and does not 
  apply to subsequent rounds (such as the ongoing damage of Melf’s Acid Arrow). 
  Reactive Counterspell 
  [General] 
  (PGF p42) 
  Improved Counterspell 
  Improved Initiative 
  You may attempt to counterspell an opponent’s spell even if you have not readied an action to do so.  This 
  causes you to lose your next turn.  You cannot use this feat when Flat-Footed. 
  Sanctify Weapon 
  [Exalted] 
  (BoED p46) 
  Able to cast Align 
  Weapon 
  When you cast Align Weapon, the target weapon also becomes ‘sanctified’, which results in +1 hp of Holy 
  damage to Evil creatures & +1d4 Holy damage to Evil Outsiders & Evil Undead.  In addition, creatures 
  with the Corrupted template(BoVD p186) do not heal damage done by the Sanctified weapon through 
  natural or Fast healing. 
  Shielded Casting  
  [General] 
  (RoS p144) 
  Combat Casting 
  Shield Proficiency 
  Concentration:  5 ranks 
  As long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for 
  casting spells in combat. 
  Ship’s Mage  
  [General] 
  (Storm p93) 
  Profession(sailor):2 ranks 
  Spellcraft:             4 ranks
  When on your ‘bonded ship’, cast your spells at +1 Caster Level & your spells do not deal damage to your 
  ‘bonded ship’. 
  It takes 1 week of living & working on a ship to bond with it.  You may only have one ‘bonded ship’ at a 
  time.  If you spend 1 month away from your ‘bonded ship’, you lose the bond. 
  Skincaster  
  [General] 
  (DR359 p117) 
  Must prepare spells from 
  a Spellbook 
  You may transcribe your spells on to your own skin (via tattoo, scaring, etc.) at the cost of 100 gp per spell 
  level & a Craft (body modification) or Heal check vs. DC 10.  You may then prepare your spells by simply 
  “reading” your skin. 
  Spell Penetration 
  [General] 
  (PH p100) 
  — 
  Gain a +2 bonus on Caster checks to overcome Spell Resistance. 
  Spellcasting Prodigy 
  [General] 
  (PGF p44) 
  1st level only 
  For purposes of determining bonus spells, treat your primary spellcasting ability score (i.e., Intelligence for 
  Wizards, Wisdom for Clerics, Druids, Paladins, & Rangers, etc.) as 2 higher. 
  You may take this feat multiple times, each time applying to a different ability score. 
  Note:  you do not need to be able to cast spell yet when you take this feat. 
  Steam Magic  
  [General] 
  (Storm p93) 
  Spellcraft:   
  4 ranks 
  You do not need to make a Spellcraft check to use spells or spell-like abilities with the [fire] subtype 
  underwater. 
  Storm Magic  
  [General] 
  (Storm p94) 
  — 
  Cast spells at +1 Caster level when in a storm, either natural or magical. 
  Touch Spell 
  Specialization 
  [General] 
  (CArc p83) 
  Caster level 4th  
  Weapon Focus (touch 
  spell) 
  If you cast a spell that requires a melee touch attack roll and does hp damage, the spell does +2hp of 
  damage.  If the touch spell allows multiple uses with one casting, the bonus damage only applies to the 
  first target of the spell. 
  Verminous Graft 
  [General, Wizard] 
  (DR336 p108) 
  Able to cast Contagion  
  as a Prepared spell 
  Loose the use of one hand by transforming it into the nest for a colony of insects.   
  As a Standard Action, you may make a Touch attack that does 1d6 + Intelligence modifier damage.  You 
  are always treated as being ‘armed’ for purposes of not generating Attacks of Opportunity. 
  You may no longer use Two-Handed weapons, equipment, or skills (such as Climb).  You also receive a  
  –4 penalty on all Charisma-base skills or checks, except for Intimidate which receives a +2. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 66 
  Class & Class-Ability Feats 
   
  Note that each Class Ability is only listed once (i.e., the Wild Empathy feats are listed under Druid and not copied to the Ranger section too). 
   
  Assassin 
   
  Poison Use Feats 
   
  Poison Use Feats 
  Source 
  Prerequisite 
  Description 
  Deep Poisoning  
  [General] 
  (DR322 p37) 
  Sneak Attack class ability
  Poison Use class ability 
  When making a Sneak Attack with a poisoned weapon, you may forgo +1d6 to gain +1 on the Poison’s DC.  
  You may forgo up to 5d6 to get +5. 
  Poison Expert  
  [General] 
  (CSco p080) 
  Poison Use class ability 
  Craft (poison): 
  8 ranks 
  Choose one type of poison:  Contact, Ingested, Inhaled, Injury.  When you use a poison of this type that you 
  also created, its DC is increased by +1 (both initial & secondary).  The DC does not change if someone 
  else uses a poison you make –or– you use someone else’s poison.  Does not apply to poisons generated by 
  your body. 
  This feat may be taken multiple times, each time with a different type of poison. 
  Poison Master  
  [General] 
  (CSco p080) 
  Poison Use class ability 
  Poison Expert 
  Craft (poison): 
  8 ranks 
  Choose one type of poison that matches your Poison Expert feat:  Contact, Ingested, Inhaled, Injury.  When 
  you use a poison of this type that you also created, its damage is increased by +1 per die (both initial & 
  secondary) (if the damage is a constant, then just +1).  The damage does not change if someone else uses a 
  poison you make –or– you use someone else’s poison.  Does not apply to poisons generated by your body. 
  This feat may be taken multiple times, each time with a different type of poison. 
   
   
  Barbarian 
   
  Barbarian Only Feats 
   
  Barbarian Only  
  Source 
  Prerequisite 
  Description 
  Altered State 
  [General] 
  (DR332 p84) 
  Barbarian level 1st  
  You may go on a Vision Quest to gain aid from a Totem Spirit by doing the following: 
  1. Choose a ‘Short’ (3d20 minutes), ‘Medium’ (2d12 hours), or ‘Long’ (1d6 days) quest. 
  2. For the designated amount of time, you must not eat, drink, or sleep.  You may end the quest without 
  penalty. 
  3. Take 1d4 Wisdom damage. 
  4. Make a DC 20 Level check.  If you fail, your quest is over, though you may restart without penalty. 
  5. If successful, use the following table to determine which Totem Spirit answered you.  If you were on a 
  Short quest, roll a random Totem.  A Medium quest grants you the choice of two rolls, while a Long 
  quest lets you choose your spirit. 
   d% 
  Totem 
  Bonus 
   
   1 – 12 
  Bear 
  +1 Inherent bonus on Strength-based skill checks & +4 Insight bonus on 
  attempts to Disarm a foe when unarmed 
  13 – 25 
  Boar 
  +1 hp per level and +2 bonus on save vs. fear effects 
  26 – 37 
  Eagle 
  +2 bonus on Reflex saves and +1 bonus on damage dealt while Grappling 
  38 – 50 
  Hare 
  +10’ land speed and +1 bonus on Initiative checks 
  51 – 62 
  Lion 
  +2 bonus on Will saves and +1 Insight bonus on attack and damage rolls 
  when Charging 
  63 – 75 
  Rat 
  +2 bonus on Fortitude saves and +1 Insight bonus on attack and damage rolls 
  when surrounded by squares threatened by foes 
  76 – 87 
  Shark 
  Cumulative +1 Circumstance bonus on attack rolls for every successful 
  consecutive attack mage against the same target (max +4).  The bonus 
  ends at the end of the encounter. 
  88 – 00 
  Wolf 
  +4 bonus on Trip attempts and +1 Insight bonus on attack rolls made against 
  target suffering from Disease, Poison, or Ability damage 
  6. Spend 10 minutes to attempt a Handle Animal check vs. DC 20.  You may retry as often as you wish. 
  7. Once successful, you gain the listed bonus for 1 day per Barbarian level.  Once this time has expired, you 
  may go on a new Vision Quest. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 67 
  Rage & Frenzy Feats 
   
  Rage & Frenzy 
  Source 
  Prerequisite 
  Description 
  Channeled Rage 
  [General] 
  (RoD p150) 
  Rage class ability 
  Half-Orc 
  Spend one of your uses of rage as an Immediate Action to add your Strength bonus on a Will saving throw. 
  Chaos Rage 
  [Anarchic] 
  (DR326 p80) 
  Rage class ability 
  Chaotic alignment 
  Intimidate:  4 ranks 
  Your effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up 
  to your HD.  This benefits a multi-classed Barbarian or one with Racial HD. 
  Gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Destructive Rage 
  [General] 
  (CWar p97) 
  Rage or Frenzy class 
  ability 
  When in a Rage or Frenzy, you receive a +8 bonus on Strength checks to breaks doors or other inanimate 
  objects. 
  Dragon Rage 
  [General] 
  (Eb p52) 
  Rage or Frenzy class 
  ability  
  Base Attack Bonus +4 
  Dragon Totem 
  Region of origin 
  Argonnesssen or Seren. 
  When Raging or Frenzying, you receive the following benefits: 
  1. Your Natural Armor bonus to AC improves by 2. 
  2. The Energy Resistance granted you by the Dragon Totem feat increase to 10. 
  Extend Rage 
  [General] 
  (CWar p97) 
  (Eb p52) 
  Rage or Frenzy class 
  ability  
  Each use of your Rage and / or Frenzy lasts +5 rounds. 
  You may take this feat multiple times.  The extensions stack. 
  Extra Rage 
  [General] 
  (CWar p98) 
  Rage or Frenzy class 
  ability 
  You receive 2 extra Rages or Frenzies per day. 
  You may take this feat multiple times. 
  Frantic Rage  
  [General] 
  (FoE p147) 
  Rage class ability 
  Access to the Madness 
  Domain 
  Each time you enter a ‘Rage’, you may choose if the bonus applies to your Strength (as usual) or your 
  Dexterity. 
  Fury of Stone  
  [General] 
  (DR333 p84) 
  Rage or Frenzy class 
  ability  
  Raised Underground 
  When underground, your Rage lasts twice as long. 
  When above ground, your Rage lasts half as long. 
  Instantaneous Rage 
  [General] 
  (CWar p102) 
  Rage or Frenzy class 
  ability 
  You may enter a Rage or Frenzy on another creature’s turn in response to an attack that you are aware of.  
  This feat applies if you are Flat-Footed. 
  Intimidating Rage 
  [General] 
  (CWar p102) 
  Rage or Frenzy class 
  ability 
  Once per Rage / Frenzy, you may attempt a Demoralize (i.e., a Intimidate check to make an opponent 
  Shaken) as a Free Action.  If successful, the target stays Demoralized for the duration of your rage / frenzy 
  (instead of 1 round as usual). 
  Khyber’s Fury 
  [General] 
  (DR332 p45) 
  Rage or Frenzy class 
  ability  
  Devotion to the Cult of 
  the Dragon Below 
  Your Rage or Frenzy is changed as follows: 
  1. the bonus to your Strength increases by +2; 
  2. the penalty to your AC increases to –4; 
  3. you cannot voluntarily end your Rage or Frenzy 
  Mad Foam Rager 
  [General] 
  (PH2 p80) 
  Rage or Frenzy class 
  ability 
  Once per Rage / Frenzy, you may delay the effect of a single attack, spell, or ability used against you until 
  the end of your next turn. 
  Raging Bull Rush  
  [General] 
  (DR310 p30) 
  Rage or Frenzy class 
  ability  
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  While Raging and/or Frenzying, you receive a +4 bonus on the opposed Strength check portion of a Bull 
  Rush action. 
  This bonus stacks with the bonus from Improved Bull Rush. 
  Raging Overrun  
  [General] 
  (DR310 p30) 
  Rage or Frenzy class 
  ability 
  Strength 13 
  Power Attack 
  Improved Overrun 
  While Raging and/or Frenzying, you receive a +4 bonus on the opposed Strength check portion of an 
  Overrun action. 
  This bonus stacks with the bonus from Improved Overrun. 
  Raging Sunder 
  [General] 
  (DR310 p30) 
  Rage or Frenzy class 
  ability 
  Strength 13 
  Power Attack 
  Improved Sunder 
  While Raging and/or Frenzying, you receive a +4 bonus on the attack roll portion of a Sunder action. 
  This bonus stacks with the bonus from Improved Sunder. 
  Reckless Rage  
  [General] 
  (RoS p143) 
  Rage class ability 
  Constitution 13 
  When you Rage, you take an additional –2 on AC, but gain an additional +2 on Strength and Constitution. 
  These effects stack with the effects of Rage, Greater Rage, and Mighty Rage. 
  Righteous Wrath  
  [Exalted] 
  (BoED p45) 
  Rage class ability 
   
  1. You maintain your mental abilities while Raging, allowing you to deal nonlethal damage (if desired), stop 
  attacking, etc. 
  2. The first time you hit a foe while Raging, your foe is Shaken until you leave the combat (or are defeated) 
  WillNeg (DC 10 + ½ Raging ability class levels + Charisma modifier). 
  Stone Rage  
  [General] 
  (RoS p144) 
  Rage class ability 
  Constitution 13 
  Wisdom 13 
  Earth Sense 
  As long as you are touching the ground when you being your Rage, you gain a +1 Enhancement bonus to 
  Natural Armor for the duration of your Rage. 
   
   
  Damage Reduction Feats 
   
  Damage Reduction 
  Source 
  Prerequisite 
  Description 
  Greater Resiliency  
  [General] 
  (CWar p99) 
  Damage Reduction as a 
  class ability –or– 
  Racial feature 
  Your Damage Reduction absorbs one extra hp.  If you have more than one Damage Reduction, you must 
  choose which one is effected when you take this feat. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 68 
  Bard 
   
  Bardic Knowledge Feats 
   
  Bardic Knowledge 
  Source 
  Prerequisite 
  Description 
  Obscure Lore 
  [General] 
  (CAdv p111) 
  Bardic Knowledge or Lore 
  class feature 
  +4 Insight bonus on your Bardic Knowledge or Lore checks. 
   
   
  Bardic Music Feats 
   
  Bardic Music 
  Source 
  Prerequisite 
  Description 
  Arcane 
  Accompaniment 
  [General] 
  (PH2 p74) 
  Bardic Music class ability
  Arcane spellcaster 1st lvl 
  Arcane Flourish 
  Perform (any):  4 ranks 
  You may expend any Arcane Prepared Spell or a Spell Slot as a Swift Action to extend the duration after 
  you stop playing your current Bardic Music ability by 1 round per spell level expended.  Can only be used 
  once for a given use of Bardic Music and does not apply to effects that are Instantaneous or Permanent. 
  Battle Dancer  
  [Bardic Music, Fighter] 
  (PH2 p75) 
  Bardic Music class ability
  Base Attack Bonus +2 
  Gain a +2 Morale bonus on your attack roll if the following are true: 
  a)  you are granting an ally a bonus on attack, damage or saves with one your Bardic Music abilities; 
  b)  you move at least 1 square; and 
  c)  you attack. 
  If you attack but don’t move, you loose the benefit for the current round. 
  If you move but don’t attack, you loose the benefit for the current round. 
  If you neither move nor attack, you loose the benefit for the remainder of the current use of your Bardic 
  Music. 
  Blasphemous 
  Utterance  
  [Bardic Music] 
  (DR336 p99) 
  Bardic Music class ability
  Undertone of Heresy 
  Perform:  
  9 ranks 
  By consuming one of your daily uses of Bardic Music, all creatures within 60’ that can hear you become 
  Panicked (if they have fewer HD than you), Frightened (if they have the same HD as you), or Shaken (if 
  they have more HD than you).  WillNeg, DC = 10 + ½ effective Bard level + Charisma modifier.  Note:  If 
  you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts 
  (1d4 + Charisma modifier) rounds. 
  Aberrations are immune to this Mind-Affecting ability. 
  Chant of Fortitude  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  8 ranks 
  Perform:   
  9 ranks 
  As an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one 
  round. 
  Chant of the Long 
  Road  
  [Bardic Music] 
  (CSco p074) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  After performing for 1 minute, expend a use of your Bardic Music to cause all allies within 60’ & yourself 
  from suffering nonlethal damage due to ‘hustling’ for the next hour. 
  Chaos Music 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Bardic Music class ability
  Perform:   
  4 ranks 
  Your effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your 
  HD.  This means that a multi-classed Bard or one with Racial HD benefits. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Chord of Distraction  
  [Bardic Music] 
  (CSco p075) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  As an Immediate Action, expend three uses of Bardic Music to render a target within 30’ Flat-Footed 
  against one of your allies.  The target is allowed an opposed check (your Perform vs. his/her Sense Motive 
  + BAB) to resist.  The effect ends one the designated ally attack the target –or– the target’s turn begins. 
  Disguise Spell  
  [General] 
  (CAdv p108) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  Onlookers realize you’re performing, but don’t realize you’re casting a spell unless they make an opposed 
  Spot check against your Perform check. 
  Dragon Song  
  [General] 
  (Dcn p105) 
  Charisma 13 
  Know (arcana):  4 ranks 
  Perform:   
  6 ranks 
  Speak Language 
  (Draconic) 
  +2 save DC to resist your mind-affecting effects based generated by your Bardic Music. 
  +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance. 
  Enchanting Song  
  [General] 
  (RoS p139) 
  Bardic Music class ability
  Spell Focus(Enchantment)
  Perform:  
  6 ranks 
  When casting a spell from the School of Enchantment, you may expend one use of Bardic Music to increase 
  the DC and your caster level by 1. This effect stacks with other feats that increase DC or caster level. 
  Epic of the Lost King  
  [Bardic Music] 
  (CSco p077) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  As a Move Action, expend one use of Bardic Music to remove Fatigue from up to 3 allies (possibly 
  including yourself) within 30’. 
  As a Move Action, expend three uses of Bardic Music to remove Exhaustion from up to 3 allies (possibly 
  including yourself) within 30’. 
  Extra Music 
  [General] 
  (Eb p52) 
  (CAdv p109) 
  Bardic Music class ability
  You may use your Bardic Music 4 extra times per day. 
  Note:  You may take this feat multiple times. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 69 
  Bardic Music 
  Source 
  Prerequisite 
  Description 
  Focused Performance 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Focused Performer 
  Concentration:  
  1 rank 
  Perform:   
  6 ranks 
  By spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may 
  modify your Bardic Music in any of the following ways (though only one for a given use of Bardic 
  Music): 
  Accompaniment – spend 3 uses to perform two Bardic Music abilities simultaneously.  Each round you 
  must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end 
  immediately.  You may end one of the Bardic Music abilities at any time and continue the other without 
  requiring any more Perform checks.  Usable with all Bardic Music. 
  Dramatic Pause – spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a 
  spell, attack, etc.) and then resume it as if you had not stopped.  Requires a Perform check vs. DC (20 + 
  Perform ranks required).  Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Harmony – spend 1 uses to make a Bardic Music that normally affects one target instead affect two.  
  Requires a Perform check vs. DC (20 + Perform ranks required).  Usable with Inspire Competence, 
  Suggestion, and Song of Freedom. 
  Individual Performance – spend 1 use to make a Bardic Music that normally affects multiple targets 
  instead only affect one (cannot be you).  This target receives 2x the normal bonuses / penalties.  
  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable with Fascinate, Inspire 
  Courage, Inspire Greatness, and Inspire Heroics. 
  Projection – spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform 
  check vs. DC (10 + Perform ranks required).  Usable with Countersong, Fascinate, Inspire Competence, 
  Inspire Greatness, Inspire Heroics, and Song of Freedom. 
  Rhythm – spend 1 use to make a Bardic Music that you have been performing for at least 3 round last 
  two extra rounds after you stop performing.  Requires a Perform check vs. DC (10 + Perform ranks 
  required).  Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Riveting Performance – spend 1 use to make a Bardic Music affect all target in range that can hear you, 
  even if they cannot see you.  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable 
  with Fascinate and Inspire Competence. 
  Focused Performer 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Concentration:  
  1 rank 
  Perform:   
  4 ranks 
  You may make a Perform check in place of a Concentration check to maintain an Arcane spell with a 
  Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it). 
  Green Ear  
  [General] 
  (CAdv p110) 
  Bardic Music class ability
  Perform:   
  10 ranks 
  You may alter any of your mind-affecting Bardic Music abilities to affect Plants creatures only. 
  Plant creatures gain a +5 bonus to saving throws against your music. 
  Haunting Melody 
  [General] 
  (Eb p54) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  By consuming one of your daily uses of Bardic Music, you can cause all enemies within 30’ that hear your 
  performance to become Shaken for 1 round per rank in Perform (WillNeg, DC = 10 + ½ Bard level + 
  Charisma modifier).  This is a [mind][fear] effect. 
  Hymnist 
  [General] 
  (DR325 p62) 
  Bardic Music class ability
  Ability to cast Divine 
  spells 
  Perform is always a Class skill for you. 
  Receive your Wisdom modifier as a bonus to all Perform checks. 
  Inspire Spellpower  
  [General] 
  (RoS p141) 
  Bardic Music class ability
  Perform:   
  8 ranks 
  As a Standard Action, you can expend one use of your Bardic Music to increase the effective caster level of 
  allies (but not yourself) by 1. This lasts for as long as they hear your performance plus 5 rounds. 
  Ironskin Chant  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  12 ranks 
  Perform:  
  12 ranks 
  As a Swift Action, use your Bardic Music to provide Damage Reduction 5 / — to yourself or one ally 
  within 30’ who can hear you.  Lasts until the start of your next turn. 
  Lingering Song  
  [General] 
  (CAdv p111) 
  Bardic Music class ability
  When you use Bardic Music to Inspire Courage, Inspire Greatness, or to Inspire Heroics, the effects lasts for 
  1 minute after your target stops hearing you perform (instead of 5 rounds). 
  Lyric Spell  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  12 ranks 
  Ability to cast 2nd level 
  Spontaneous Arcane 
  spells 
  As a Standard Action, you may cast one of your available Spontaneous Arcane Spells by expending (1 + 
  spell level) uses of Bardic Music. 
  You cannot use this feat to cast a spell with the Silent Spell metamagic feat applied to it. 
  Metamagic Song  
  [General] 
  (RoS p142) 
  Bardic Music class ability
  any two Metamagic feats 
  When casting a spontaneous spell enhanced by a metamagic feat, you can spend a number of Bardic Music 
  uses equal to the level adjustment of the feat to cast the modified spell at its normal level. 
  You cannot partially reduce the level adjustment of a metamagic feat (either all or none). 
  You cannot use this feat to improve a spell with the Silent Spell feat. 
  Misleading Song  
  [General] 
  (RoS p142) 
  Bardic Music class ability
  Spell Focus (Illusion) 
  Perform:  
  12 ranks 
  As you cast spell from the School of Illusion, you can spend one Bardic Music use to increase the caster 
  level and saving throw DC of the spell by 1. This stacks with other feats that increase caster level and/or 
  DC. 
  Music of Growth 
  [General] 
  (Eb p57) 
  Bardic Music class ability
  Perform:  
  12 ranks 
  By consuming one of your daily uses of Bardic Music, all Animals & Plants within 30’ of you gain a +4 
  Enhancement bonus to Strength and Constitution as long as you continue performing. 
  Music of Making 
  [General] 
  (Eb p57) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  By consuming one of your daily uses of Bardic Music, you may do one of the following: 
  1.  The duration of a Conjuration (creation) spell you cast is doubled. 
  2.  Gain a +4 Sacred bonus on your Craft check. 
  Requiem  
  [General] 
  (LM p29) 
  Bardic Music class ability
  Perform:   
  8 ranks 
  Your mind-affecting Bardic Music and Virtuoso’s Performance abilities can affect the Undead. 
  All Bardic Music effects on Undead creatures have only half their normal duration. 
  Sickening Sonata  
  [Bardic Music] 
  (DR336 p99) 
  Bardic Music class ability
  Undertone of Heresy 
  Blasphemous Utterance 
  Perform:   
  12 ranks 
  When you use ‘Blasphemous Utterance’, the following occurs:  all creatures within 60’ that can hear you 
  become Paralyzed (if they have fewer HD than you), Nauseated (if they have the same HD as you), or 
  Sickened (if they have up to three more HD than you).  WillNeg, DC = 10 + ½ effective Bard level + 
  Charisma modifier.  Note:  If you have used this ability on a target within the last week, it receives a  
  +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. 
  Aberrations are immune to this Mind-Affecting ability.- 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 70 
  Bardic Music 
  Source 
  Prerequisite 
  Description 
  Song of the Heart 
  [General] 
  (Eb p60) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  Your Bardic Music abilities are improved: 
  Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased 
  by 1. 
  Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1. 
  Haunting Melody has its DC increased by 1. 
  Music of Growth has its Enhancement bonuses increased to +6. 
  Music of Making has its Craft bonus increased to +6. 
  Soothe the Beast receives a +2 Circumstance bonus on Perform check to improve the attitude of an 
  Animal or Magical Animal. 
  Soothe the Beast 
  [General] 
  (EB p60) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  By consuming one of your daily uses of Bardic Music, you may attempt to change an Animal or Magical 
  Animal’s attitude toward you.  Using the Diplomacy check table, make a Perform check to change the 
  creatures attitude.  Magical Beasts with an Intelligence of 1 or 2 may be targeted, but you receive a –4 
  penalty to do so.  The check takes at least 1 minute. 
  Most Animals start with an attitude of Indifferent & most Magical Animals start at Unfriendly. 
  Sound of Silence  
  [Bardic Music] 
  (CSco p081) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  As a Standard Action, expend two uses of Bardic Music to Deafen a target for 3 rounds (WillNeg, DC = 
  your Perform check).  The target must be within 30’ & be able to hear  you. 
  Speak to the Masses  
  [General] 
  (DR339 p36) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  1. When using your Fascinate bardic music ability, you may affect 2x the normal number of creatures. 
  2. +2 DC on your Fascinate & Suggestion bardic music abilities. 
  Subsonics  
  [General] 
  (CAdv p112) 
  Bardic Music class ability
  Perform:   
  10 ranks 
  You can produce music or poetry so subtly, others do not audibly realize you are the source – though they 
  are still affected normally. 
  Sunken Song  
  [General] 
  (Storm p94) 
  Bardic Music class ability
  Perform(sing):   4 ranks 
  You may use Perform (sing) as the basis of your Bardic Music abilities while underwater.   
  Undertone of Heresy  
  [General] 
  (DR336 p99) 
  Bardic Music class ability
  Perform:   
  4 ranks 
  By expending two daily uses of Bardic Music (instead of one), the DC for the subject Bardic Music effect 
  has +2 DC. 
  Warning Shout  
  [Bardic Music] 
  (CSco p082) 
  Bardic Music class ability
  Evasion class ability  
  Perform:   
  9 ranks 
  As an Immediate Action, expend two uses of Bardic Music grant one ally (not yourself) a +5 Morale bonus 
  on his/her next Reflex save –and– the Evasion class ability.  If not used by the start of your next turn, the 
  ability is lost.  Your ally must be within 30’ and be able to see or hear you. 
  Windsinger  
  [General] 
  (Storm p94) 
  Bardic Music class ability
  Perform(sing):   5 ranks 
  –or– Perform (wind 
  instrument):   
  5 ranks 
  By expending one daily use of Bardic Music, you gain some control over the winds affecting your ship for 
  the length of your performance + 10 rounds.  You may adjust the winds by one compass point –and– the 
  crew’s Profession (sailor) checks are treated as if the wind was one category less strong (see Storm p23) 
  with no loss of speed. 
   
   
  Cleric 
   
  Domain Feats (general) 
   
  Domain (general) 
  Source 
  Prerequisite 
  Description 
  Customize Domain  
  [General] 
  (DR325 p61) 
  Access to a Domain 
  Able to cast 3rd level 
  Divine spells 
  You may permanently change the spells on one of your Domain lists for spells on any spell list you have 
  access to, with the following restrictions: 
  - the new spell must be equal or lower level than the Domain spell level 
  - must be appropriate to the Domain, as per the following rules: 
  Air – [air] or [electricity] spells 
  Animal – spells that target Animals, summon Animals, or have an animal in its name (i.e., Bull’s 
  Strength). 
  Chaos – [chaos] spells 
  Death – [death] spells or those that apply to Undead 
  Destruction – Evocation spells that deal damage 
  Earth – [earth] spells 
  Evil – [evil] spells 
  Fire – [fire] spells 
  Good – [good] spells 
  Healing – (healing) spells 
  Knowledge – Divination spells 
  Law – [law] spells 
  Luck – Abjuration spells or spells that add a bonus to any d20 roll 
  Magic – any spell, but must be 1 level lower that the Domain spell level 
  Plant – spells that target plants & Plant creatures, summon Plant creatures, or have a plant in its name 
  (i.e., Treestride) 
  Protection – Abjuration spells 
  Strength – spells that grant a bonus to Strength or cause a penalty to Strength 
  Sun – [light] spells 
  Travel – spells that alter speed or provide movement 
  Trickery – Illusion or Transmutation spells that alter appearance 
  War – spells whose names begin with “Mass” 
  Water – [water] spells and spells which create or modify water 
  May be taken multiple time, each of which applies to a new Domain. 
  Domain Focus 
  [General] 
  (CDiv p80) 
  Access to a Domain 
  All spells you cast from the chosen Domain are at +1 Caster level.  Spells on your Domain list that are cast 
  from non-Domain spell slots do not receive this bonus. 
  You may take this feat multiple times, each with a different Domain. 
  
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  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 71 
  Domain (general) 
  Source 
  Prerequisite 
  Description 
  Domain Spontaneity 
  [Divine] 
  (FoE p147) 
  (CDiv p80) 
  Ability to Turn or 
  Rebuke Undead 
  Choose one of your Domains.  You may now convert your Prepared Divine spells into a spell from your 
  chosen Domain list of equal or lower level on-the-fly, though each use requires you to also expend a Turn / 
  Rebuke use. 
  You may take this feat more than once, each time with a different Domain. 
  Improved Power  
  [General] 
  (DR342 p21) 
  Access to a Domain 
  Receive an additional Domain power for the indicated Domain.  Examples are listed in the Base Class Index 
  (q.v.).  
  You may take this feat multiple times, each with a different Domain. 
   
  Domain Feats (specific) 
   
  Domain (specific) 
  Source 
  Prerequisite 
  Description 
  Divine Alacrity 
  [General] 
  (FoE p145) 
  Access to the Travel 
  Domain 
  Ability to Turn or 
  Rebuke Undead 
  As a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30’ Enhancement 
  bonus to Land movement for 1 round. 
  Frantic Rage  
  [General] 
  (FoE p147) 
  Access to the Madness 
  Domain 
  Ability to Rage 
  Each time you enter a ‘Rage’, you may choose if the bonus applies to your Strength (as usual) or your 
  Dexterity instead. 
   
  Turning Undead Feats 
   
  Turning Undead 
  Source 
  Prerequisite 
  Description 
  Ancestral Whispers 
  [Divine] 
  (FoE p145) 
  Ability to Turn Undead 
  Worshiper of the 
  Undying Court 
  As a Standard Action, expend one of your Turn Undead uses to give yourself a +4 Sacred bonus on one skill 
  of your choice.  The bonus lasts for 1 + Charisma modifier rounds.  You are treated as ‘trained’ with the 
  designated skill and are able to ‘Take 10’ with it no matter what the circumstances. 
  Aura of Life Energy  
  [Divine] 
  (DR334 p86) 
  Ability to Turn Undead 
  Know (religion): 7 ranks 
  As a Standard Action, spend one Turn Attempt to inflict 1d8 + 1 / two levels damage on all Undead within a 
  20’ radius Burst (no save).  
  Consecrate Spell 
  Trigger 
  [Exalted] 
  (BoED p42) 
  Craft Wand –or– Craft 
  Staff 
  Able to Turn Undead 
  When using a Wand or Staff, you can consume one of your Turns per day to apply the Consecrate Spell feat 
  to the item’s effect.  Charges are still used up as normal. 
  Corona  
  [Divine] 
  (DR334 p86) 
  Ability to Turn Undead 
  Know (religion):  4 ranks 
  As a Standard Action, spend one Turn Attempt to create a 20’ radius Burst of light.  Undead creatures in the 
  area of effect that are susceptible to sunlight become Frightened for 1d4 rounds (WillNeg, DC is 
  Charisma-based). 
  Disciple of the Sun 
  [Divine] 
  (CDiv p80) 
  Ability to Turn Undead 
  If you spend two of your daily uses of ‘Turn Undead’ instead of one, the Undead you turn are Destroyed. 
  Exalted Turning 
  [Exalted] 
  (BoED p42) 
  Ability to Turn Undead 
  Any Undead you successfully Turn also takes 3d6 damage. 
  Pierce the Darkness  
  [Divine] 
  (RoS p143) 
  Ability to Turn Undead 
  Darkvision racial ability 
  As a Standard Action, spend one of your Turn Attempts to double the range of your darkvision for 
  (Character level) minutes. 
  Purify Spell Trigger 
  [Exalted] 
  (BoED p45) 
  Craft Wand –or– Craft 
  Staff 
  Able to Turn Undead 
  When using a Wand or Staff, you can consume one of your Turns per day to apply the Purify Spell feat to 
  the item’s effect.  Charges are still used up as normal. 
  Sacred Boost 
  [Divine] 
  (CDiv p84) 
  Ability to Turn Undead 
  All creatures within a 60’ radius Burst who are targeted with a Cure spell before the end of your next turn 
  have the Cure spell Maximized for free.   
  This effect requires a Standard Action and consumes one of your Turn Undead uses for the day. 
  Sacred Healing 
  [Divine] 
  (CDiv p84) 
  Ability to Turn Undead 
  Heal:  
  8 ranks 
  All living creatures within a 60’ radius Burst gain Fast Healing 3 for (1 + Charisma modifier) rounds. 
  This effect requires a Full Round Action and consumes one of your Turn Undead uses for the day. 
  Sacred Healing’ 
  [Divine] 
  (PH2 p89) 
  Ability to Turn Undead 
   
  As a Swift Action, expend one of your daily Turn uses to receive a +5 bonus on Heal checks and a +2 bonus 
  per die on damage healed by Conjuration (healing) spells.  Effect lasts until the end of your current turn. 
  Sacred Purification 
  [Divine] 
  (PH2 p89) 
  Ability to Turn Undead 
  Sacred Healing’ 
  As a Swift Action, expend one of your daily Turn uses to heal all living creatures within a 60’ radius Burst 
  by (1d8 + Charisma modifier) hp –and– damage all Undead by the same amount. 
  Sacred Radiance 
  [Divine] 
  (PH2 p89) 
  Ability to Turn Undead 
  Divine Caster level 9th 
  As a Standard Action, expend one of your daily Turn uses generate a 60’ radius Emanation of Bright Light 
  around yourself and Shadowy Illumination out to 120’.  All [darkness] effects up to 3rd level within the 
  area-of-effect are suppressed.  In addition, all non-Evil creatures within a 60’ radius Emanation receive a 
  +2 Morale bonus on saves vs. Fear, Poison, Disease, & Death effects, while Evil creatures receive a –2 
  penalty on saves vs. Fear.  Lasts for 10 minutes. 
  Sacred Resilience  
  [Divine] 
  (FoE p147) 
  Ability to Turn Undead 
  Unquenchable Flame of 
  Life –or– Unyielding 
  Bond of Soul 
  You may grant your bonus with ‘Unquenchable Flame of Life’ and/or ‘Unyielding Bond of Soul’ to an ally 
  within 60’ as an Immediate Action.  Doing so expends one of your Turn Undead uses.  This must be done 
  before your ally rolls his/her save. 
  This feat can only be taken once, but applies to both feats if you have them both. 
  Sacred Vitality  
  [Divine] 
  (LM p30) 
  Ability to Turn Undead 
  As a Standard Action, spend one Turn Attempt to gain immunity to Ability Damage, Ability Drain, and 
  Energy Drain for 1 minute. 
  Sanctify Water  
  [Divine] 
  (Storm p93) 
  Ability to Turn Undead 
   
  As a Standard Action, expend one of your daily Turn uses to cause a 20’ radius of water around you to act 
  like Holy Water for (1 + Charisma modifier) rounds.  Each creature in the area-of-effect is affected as if it 
  came in contact with a vial of Holy Water each round. 
  Spurn Death’s Touch  
  [Divine] 
  (LM p30) 
  Ability to Turn Undead 
  As a Standard Action that does not provoke an Attack of Opportunity, spend one Turn Attempt to heal a 
  touched ally of one of the following: 
  1. Heal 1d4 points of Ability Damage 
  2. Remove a Paralysis effect 
  3. Remove a Negative level 
  You can only use this feat to heal ability damage or remove effects caused by an Undead creature. 
  
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  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 72 
  Rebuking Undead Feats 
   
  Rebuking Undead 
  Source 
  Prerequisite 
  Description 
  Blackwater Invocation  
  [Divine] 
  (Storm p91) 
  Ability to Rebuke Undead
   
  As a Standard Action, expend one of your daily Rebuke uses to cause a 30’ radius of water around you to 
  become infused with negative energy.  Lasts for 10 minutes. 
  1. A creature energy the area-of-effect that does not have protection from cold (i.e., warm clothing, 
  Endure Elements, any Cold resistance) takes 1d6 nonlethal damage (FortNeg DC15).  The damage 
  occurs each time the creature leaves the area-of-effect and then returns.  Creatures that can Channel 
  Negative Energy (including the caster) are immune. 
  2. The water darkens, granting all within Concealment. 
  Profane Aura 
  [Divine] 
  (PH2 p89) 
  Ability to Rebuke Undead
  Divine Caster level 9th 
  As a Standard Action, expend one of your daily Rebuke uses to generate a 60’ radius Emanation of mist 
  around yourself.  Up to 5’ of mist grants Concealment, while more grants Total Concealment.  In addition, 
  all Undead in the area-of-effect receive a +2 Deflection bonus to AC.  Lasts for 10 minutes. 
  Profane Boost 
  [Divine] 
  (CDiv p84) 
  Ability to Rebuke Undead
  All Undead within a 60’ radius Burst who are targeted with an Inflict spell before the end of your next turn 
  have the Inflict spell Maximized for free.   
  This effect requires a Standard Action and consumes one of your Rebuke Undead uses for the day. 
  Profane Lifeleech  
  [Divine] 
  (LM p29) 
  Ability to Rebuke Undead
  As a Standard Action, spend two Rebuke Attempts to deal 1d6 points of damage to all living creatures 
  within a 30’ burst. This effect can’t reduce any creature’s current hit point to less than 0. You heal the total 
  amount of damage dealt (but do not exceed your normal maximum). 
  Note:  This feat deals no damage to Constructs or Undead. 
  Profane Vigor  
  [Divine] 
  (LM p29) 
  Ability to Rebuke Undead
  Charisma 11 
  As a Standard Action, spend one Rebuke Attempt to heal one Undead ally within 60’ 2 hit points per Cleric 
  level. This does not allow the Undead to exceed their full normal hit points. 
   
   
   
  Turning or Rebuking Undead Feats 
   
  Turning or 
  Rebuking Undead 
  Source 
  Prerequisite 
  Description 
  Divine Accuracy  
  [Divine] 
  (LM p112) 
  Ability to Turn or Rebuke 
  Undead 
  As a Standard Action, expend one of your Turn/Rebuke Undead uses to grant all allies in a 60’ radius Burst 
  (including yourself) the ability to reroll their miss chance from incorporealness (melee attacks only). 
  This lasts for 1 minute, and can only be used to reroll once per melee attack. 
  Divine Alacrity 
  [General] 
  (FoE p145) 
  Ability to Turn or Rebuke 
  Undead 
  Access to the Travel 
  Domain 
  As a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30’ Enhancement 
  bonus to Land movement for 1 round. 
  Divine Armor 
  [Divine] 
  (PH2 p88) 
  Ability to Turn or Rebuke 
  Undead 
  Divine Caster level 5th 
  As a Swift Action, expend one of your daily Turn / Rebuke uses to gain Damage Reduction 5 / — until the 
  start of your next turn. 
  Divine Cleansing 
  [Divine] 
  (CWar p106) 
  Ability to Turn or Rebuke 
  creatures 
  As a Standard Action, use up one of your daily Turn / Rebuke uses to grant all allies in a 60’ radius Burst 
  (including yourself) with a +2 Sacred bonus on Fortitude saves for (Charisma modifier) rounds. 
  Divine Fortune 
  [Divine] 
  (PH2 p88) 
  Ability to Turn or Rebuke 
  Undead 
  Divine Caster level 5th 
  As an Immediate Action, use up one of your daily Turn / Rebuke uses to receive a +4 bonus on your next 
  saving throw.  Bonus is lost if not used before the start of your next turn. 
  Divine Justice 
  [Divine] 
  (PH2 p88) 
  Ability to Turn or Rebuke 
  Undead 
  As a Swift Action, designate a target of this feat.  The first time the target damages you with an armed 
  melee or natural weapon attack (if within 1 minute of the target being designated), you take the damage 
  normally, but have an opportunity to do the same damage to the target.  You must hit the target within  
  1 minute of taking damage, in which case you do the recorded damage –or– your weapon damage 
  (whichever is higher). 
  You may have only one outstanding target at a time.  You may not designate a new one until you damage 
  the current one or the ability times out. 
  Divine Metamagic 
  [Divine] 
  (CDiv p80) 
  (CDivErrata)+ 
  (DR324 p103)+ 
  Ability to Turn or Rebuke 
  creatures 
  any  Metamagic feat 
  Choose a Metamagic feat you possess.  As a Free Action, you may apply that feat to a Divine spell you are 
  casting without changing its level by sacrificing (1 + the feat’s level adjustment value) of your 
  Turk/Rebuke attempts of the day. 
  You may take this feat multiple times.  Each time, it applies to a different Metamagic feat. 
  Divine Might 
  [Divine] 
  (CWar p106) 
  Ability to Turn or Rebuke 
  creatures 
  Strength 13 
  Power Attack 
  As a Free Action, use up one of your daily Turn / Rebuke uses to add your Charisma bonus to your 
  weapon’s damage for 1 Full Round 
  Divine Resistance 
  [Divine] 
  (CWar p106) 
  Ability to Turn or Rebuke 
  creatures 
  Divine Cleansing 
  As a Standard Action, use up one of your daily Turn / Rebuke uses to grant all allies within a 60’ radius 
  Burst plus yourself with Cold Resistance 5, Electricity Resistance 5, & Fire Resistance 5.  These last for 
  (Charisma modifier) rounds. 
  Divine Shield 
  [Divine] 
  (CWar p106) 
  Ability to Turn or Rebuke 
  creatures 
  Shield Proficiency 
  As a Standard Action, use up one of your daily Turn / Rebuke uses to add you Charisma modifier to your 
  Shield bonus to AC for one round per two Character levels. 
  Divine Spell Power 
  [Divine] 
  (CDiv p80) 
  Ability to Turn or Rebuke 
  Undead 
  Able to cast 1st level 
  Divine spells 
  You may expend one of your daily uses of ‘Turn Undead’ as a Free Action to adjust the Effective Caster 
  level of the next Divine spell you cast.   
  The adjustment is calculated by you making your Turning Check with a +3 bonus.  The resulting modifier 
  to your level is the modifier to your Caster level (e.g., a Cleric who rolls a 16 would get a +2). 
  Divine Vigor 
  [Divine] 
  (CWar p107) 
  Ability to Turn or Rebuke 
  creatures 
  As a Standard Action, use up one of your daily Turn / Rebuke uses to gain +10’ movement and +2 
  Temporary HP per Character level.  Both effects last for (Charisma modifier) minutes. 
  
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  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 73 
  Turning or 
  Rebuking Undead 
  Source 
  Prerequisite 
  Description 
  Divine Ward 
  [Divine] 
  (PH2 p88) 
  Ability to Turn or Rebuke 
  Undead 
  Divine Caster level 5th 
  By spending 10 minutes in contact with a willing creature, you create a ‘magic ward’ between you and the 
  creature that lasts 24 hours.  For that duration, ‘touch’ spells (typically healing) can be cast on the warded 
  creature at Close-range by expending a Turn / Rebuke use. 
  Multiple creatures may be warded each day, though each creature warded after the 1st each day also costs a 
  Turn / Rebuke use. 
  Divine Warrior 
  [Divine] 
  (FoE p146) 
  Ability to Turn or Rebuke 
  Undead 
  Base Attack Bonus +6 
  Proficiency with Deity’s 
  Favored Weapon 
  As a Swift Action, expend one of your Turn / Rebuke Undead uses to give the copy of your Deity’s Favored 
  Weapon you are holding the ‘Holy’ special ability (if you Turn Undead) or the ‘Unholy’ special ability (if 
  you Rebuke Undead).  The effect applies to the next attack you make, which must be within one turn. 
  Holy – +2d6 vs. Evil creatures & weapon damage is considered ‘good’ for purposes of overcoming DR.  
  Unholy – +2d6 vs. Good creatures & weapon damage is considered ‘evil’ for purposes of overcoming DR. 
  Domain Spontaneity 
  [Divine] 
  (FoE p147) 
  (CDiv p80) 
  Ability to Turn or Rebuke 
  Undead 
  Choose one of your Domains.  You may now convert your Prepared Divine spells into a spell from your 
  chosen Domain list of equal or lower level on-the-fly, though each use requires you to also expend a Turn / 
  Rebuke use. 
  You may take this feat more than once, each time with a different Domain. 
  Empower Turning 
  [General] 
  (CDiv p81) 
  Ability to Turn or Rebuke 
  Undead 
  Multiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to 
  determine the number of Undead HD you effect. 
  Extra Turning  
  [General] 
  (PH p94) 
  Ability to Turn or Rebuke 
  creatures 
  Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability.  If 
  you have more than one such ability, you must choose which ability it adds to when you take the feat. 
  You may take this feat multiple times. 
  Frenzied Hunt  
  [General] 
  (DR342 p89) 
  Ability to Turn or Rebuke 
  Undead  
  Base Attack Bonus +6 
  Must have witnessed or 
  been hunted by the Wild 
  Hunt 
  As a Free Action, spend one Turn or Rebuke Attempt to enter a “wild state of frenzy”.  To determine how 
  long the frenzy lasts, make a Turning check.  The maximum HD Undead you could have affected is the 
  number of rounds the frenzy lasts on its own. 
  While in the frenzied state, the following apply: 
  1.  Your Base Attack bonus equals your Character Level; 
  2.  +4 Enhancement bonus to Dexterity; 
  3.  +4 Enhancement bonus to Listen and Spot checks; 
  4.  You may only make physical attacks (preferring ranged ones).  You may take no action that require 
  concentration; 
  5.  You must seek out and kill non-Allied creatures.  If you succeed in killing one, you must immediately 
  start hunting the next.  You still know who your allies are and do not hunt them. 
  You may end the frenzied state by making a Will save vs. DC 15 + rounds of frenzy remaining. 
  Once the frenzy has ended, you are Fatigued for a number of minutes equal to the number of rounds you 
  spent in frenzy. 
  Glorious Weapons  
  [Divine] 
  (CDiv p82) 
  Ability to Turn or Rebuke 
  Undead 
  All of your allies’ weapons within a 60’ radius Burst to do ‘good’ damage (if you channel positive energy) 
  or ‘evil’ (if you channel negative energy) for purposes of overcoming Damage Reduction.  This effect lasts 
  the end of your next turn.  
  This effect requires a Standard Action and consumes one of your Turn Undead uses for the day. 
  Haunting Weapons  
  [Divine] 
  (DR334 p86) 
  Ability to Turn or Rebuke 
  Undead  
  Know (religion):  4 ranks 
  Know (planes):  4 ranks 
  As a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all 
  melee weapons (including natural weapons) of your allies within a 30’ radius burst.  The effect lasts until 
  the end of your next turn. 
  Heighten Turning  
  [General] 
  (LM p27) 
  Ability to Turn or Rebuke 
  Undead 
  Charisma 13 
  Extra Turning 
  When you Turn or Rebuke Undead, you may choose a number no higher than your effective Cleric level. 
  Add that number to your Turning Check, then subtract it from your Turning Damage roll.   
  Heroic Channeling 
  [Divine] 
  (FoE p147) 
  Ability to Turn or Rebuke 
  Undead 
  You may expend an Action Point in place of a Turn / Rebuke use.  This lets you power other Divine feats, 
  even if you have no Turn / Rebuke uses left for the day.  It can be combined with other Turn / Rebuke uses 
  for abilities that take multiple Turn / Rebuke uses, though only 1 Action Point may be spent in this way 
  each round. 
  Holy Calling  
  [Divine] 
  (DR334 p86) 
  Ability to Turn or Rebuke 
  Undead  
  Charisma 15 
  As a Standard Action, spend one Turn or Rebuke Attempt to goad one Undead within 60’ to attack only you 
  for 1d4 rounds (WillNeg, DC is Charisma-based).  The target may attack with its choice of melee or 
  ranged attacks, spells, supernatural abilities, etc., and can still fight intelligently.  If the target can no 
  longer see you, then the effect ends. 
  Imbue Weapon 
  [Divine] 
  (DR343 p91) 
  Ability to Turn or Rebuke 
  Undead  
  Extra Turning 
  As a Standard Action, spend one Turn / Rebuke Attempt to imbue your weapon with a bonus against a 
  designated target creature.  The effect grants +N on attack and damage and lasts N rounds, where  
  N = +1 per four Cleric levels (min +1). 
  Improved Turning  
  [General] 
  (PH p96) 
  Ability to Turn or Rebuke 
  creatures 
  You may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability. 
  Quicken Turning  
  [Divine] 
  (CDiv p84) 
  (LM p20) 
  Ability to Turn or Rebuke 
  Undead 
  You may make a Turn or Rebuke Undead attempt as Free Action.  You may only make an attempt once per 
  round. 
   
   
  
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  Feats based on Class 
   
  Page 74 
  Other Turning / Rebuking Feats 
   
  Other Turning / 
  Rebuking Feats 
  Source 
  Prerequisite 
  Description 
  Divine Damage 
  Reduction  
  [Divine] 
  (RoS p137) 
  Ability to Rebuke Earth 
  Creatures 
  Constitution 13 
  Wisdom 13 
  Earth Sense 
  Earth’s Warding 
  As a Standard Action, use up one of your Rebuke Earth Creature uses to give yourself Damage Reduction 2 
  / adamantine for a number of rounds equal to your character level. 
  You must be touching the ground to use this feat. 
  Divine Spellshield 
  Reduction  
  [Divine] 
  (RoS p137) 
  Ability to Rebuke Earth 
  Creatures 
  Racial bonus on saves 
  vs. spells 
  As a Standard Action, use up one of your Rebuke Earth Creature uses to grant all allies with 30’ a +2 Sacred 
  bonus on saving throws against spells and spell-like effects for a number of rounds equal to your character 
  level. 
  You must be touching the ground to use this feat. 
  Earth’s Warding  
  [Divine] 
  (RoS p137) 
  Ability to Rebuke Earth 
  Creatures 
  Constitution 13 
  Wisdom 13 
  Earth Sense 
  As a Standard Action, use up one of your Rebuke Earth Creature uses to increase your Natural Armor bonus 
  to AC by 2 for (Charisma modifier) minutes. 
  You must be touching the ground to use this feat. 
  Elemental Healing 
  [Divine] 
  (CDiv p80) 
  Ability to Rebuke 
  creatures with an 
  Elemental subtype 
  As a Standard Action, you may expend one of your Elemental Rebuke attempts to heal of all creatures with 
  the matching subtype within a 60’ radius Burst by 1d8 per 2 levels. 
  These special types of Rebukes can be acquired with the Air, Earth, Fire, or Water Domains. 
  Elemental Smiting  
  [Divine] 
  (CDiv p81) 
  Ability to Turn creatures 
  with an Elemental 
  subtype 
  As a Free Action, you may expend one of your Elemental Turn attempts to do extra damage with a melee 
  attack on a creature with the matching subtype.  You must decide before you roll your attack.  If 
  successful, you do +(Cleric level) damage.  This ability can only be used once per round. 
  These special types of Turns can be acquired with the Air, Earth, Fire, or Water Domains. 
  Extra Turning  
  [General] 
  (PH p94) 
  Ability to Turn or 
  Rebuke creatures 
  Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability.  If 
  you have more than one such ability, you must choose which ability it adds to when you take the feat. 
  You may take this feat multiple times. 
  Imbue Weapon  
  [Divine] 
  (DR343 p91) 
  Turn or Rebuke Undead 
  class ability 
  Extra Turning 
  As a Standard Action, spend one Turn / Rebuke Attempt to imbue your weapon with a bonus against a 
  designated target creature.  The effect grants +N on attack and damage and lasts N rounds, where  
  N = +1 per four Cleric levels (min +1). 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 75 
  Initiate Feats 
   (see also Forgotten Realms-specific Initiate Feats) 
   
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Insight 
  [Initiate] 
  (RoD p154) 
  Patron Deity:  
  Boccob 
  Cleric level:  
  3rd 
  Add Knowledge (arcana) to your Cleric class skills.  
  Gain +2 Insight bonus on Spellcraft checks. 
  Add the following to your Cleric spell list: 
  1st:  True Strike(PH p296) – Add +20 insight bonus to your next attack roll.  
  3rd:  Arcane Sight(PH p201) – Magical auras become visible to you.  
  5th:  Rary’s Telepathic Bond(PH p268) – Link lets allies communicate.  
  7th:  Arcane Sight, Greater(PH p201) – As Arcane Sight, but also reveals magic effects on creatures & objects. 
  8th:  Moment of Prescience(PH p255) – You gain insight bonus on a single attack roll, check , or save.  
  Dread Tyranny  
  [Initiate] 
  (RoD p154) 
  Patron Deity:  
  Hextor 
  Cleric level:  
  3rd 
  Strength 13 
  Add Intimidate to your Cleric class skills. Add your Strength and Charisma modifiers to Intimidate checks. 
  When you use a lethal weapon to deal nonlethal damage, you reduce the attack roll penalty to –2. 
  Add the following to your Cleric spells list:  
  2nd:  Scare(PH p274) – Panics creatures of less than 6HD.  
  4th:  Evard’s Black Tentacles(PH p228) – Tentacles grapple all within a 15’ spread.  
  5th:  Dominate Person(PH p224) – Controls humanoid telepathically.  
  6th:  Eyebite(PH p228) – Target becomes panics, sickened, and comatose.  
  8th:  Demand(PH p217) – As Sending, plus you can send Suggestion.  
  9th:  Dominate Monster(PH p224) – As Dominate Person, but any creature.  
  Eternal Strength  
  [Initiate] 
  (RoD p155) 
  Patron Deity:  
  Kord 
  Cleric level:  
  5th 
  Strength 13 
  +4 bonus on saves against Strength damage or drain.  
  Add the following to your Cleric spell list: 
  3rd:  Heroism(PH p240) – Gives a +2 on attack rolls, saves, & skill checks. 
  5th:  Waves of Fatigue(PH p301) – Several targets become fatigued. 
  6th:  Heroism, Greater(PH p285) – Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; 
  temporary hp. 
  7th:  Waves of Exhaustion(PH p301) – Several targets become exhausted. 
  Far Horizons  
  [Initiate] 
  (RoD p155) 
  Patron Deity: Fharlanghn 
  Cleric level:  
  1st 
  Add Climb, Jump, and Swim to your Cleric class skills.  
  You always know which direction is North. 
  Add the following to your Cleric spells list: 
  1st:  Expeditious Retreat(PH p228) – Your land speed increases by 30’. 
  3rd:  Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. 
  5th:  Overland Flight(PH p259) – You fly at a speed of 40’ and can ‘hustle’ over long distances. 
  6th:  Shadow Walk(PH p277) – Step into shadow to travel rapidly. 
  Law Inviolate  
  [Initiate] 
  (RoD p155) 
  Patron Deity: St. Cuthbert
  Cleric level  
  1st 
  Lawful alignment 
  Any weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. 
  Add the following to your Cleric spell list:  
  1st: Color Spray(PH p210) – Knocks unconscious, blinds, or stuns weak creatures. 
  2nd: Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action. 
  3rd: Suggestion(PH p285) – Compels subject to follow stated course of action. 
  5th: Passwall(PH p259) – Creates a passage through wood or stone walls. 
  6th: Suggestion, Mass(PH p285) – As Suggestion, plus one subject per level. 
  8th: Power Word Stun(PH p263) – Stuns creatures with 150 hp or less 
  Radiant Fire  
  [Initiate] 
  (RoD p155) 
  Patron Deity: 
  Pelor 
  Cleric level 3rd 
  +2 Insight bonus to damage rolls against Evil creatures.  
  Add the following to your Cleric spell list: 
  2nd: Scorching Ray(PH p274) – Ranged touch attack, deals 4d6 fire damage, +1 ray/4 levels (max 3). 
  3rd: Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you.* 1 
  5th: Summon Monster V(PH p287) – Summons an extraplanar creature to fight for you. * 
  6th: Summon Monster VI(PH p287) – Summons an extraplanar creature to fight for you. * 
  8th: Summon Monster VIII(PH p287) – Summons an extraplanar creature to fight for you. * 
  * Fire Elementals only  
  Undying Fate  
  [Initiate] 
  (RoD p155) 
  Patron Deity:   Wee Jas 
  Cleric level  
  3rd 
  As a Swift Action, you can determine how close creatures are to death. This is an Extraordinary ability that 
  functions as the Deathwatch spell.  
  Add the following to your Cleric spell list: 
  2nd: False Life(PH p229) – Gain 1d10 temporary hp + 1 per level (max +10). 
  3rd: Halt Undead(PH p238) – Immobilizes undead for 1 round per level. 
  5th: Blight(PH p206) – Withers one plant or deals 1d6 per level damage to a plant creature. 
  7th: Finger of Death(PH p230) – Kills one subject. 
  Whispered Secrets  
  [Initiate] 
  (RoD p155) 
  Patron Deity:   
  Vecna 
  Cleric level  
  1st 
  Add Listen and Spot to your Cleric class skills.  
  You automatically become aware of any attempt to observe you by Scrying as an Extraordinary ability.  
  Add the following to your Cleric spell list:  
  1st: Disguise Self(PH p222) – Changes your appearance. 
  2nd: Darkvision(PH p216) – See 60’ in total darkness. 
  3rd: Glibness(PH p235) – You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. 
  4th: Arcane Eye(PH p200) – Invisible floating eye moves 30’ per round. 
  5th: Prying Eyes(PH p267) – 1d4 floating eyes + 1 per level scout for you. 
  6th: Analyze Dweomer(PH p197) – Reveals magical aspects of subject. 
  8th: Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. 
                                                   
  1 Editor’s Note:  I think the intention was to make the next level's summon spell available, but only for Fire Elementals.  That way the Follows of Pelor could get an 
  extra powerful Fire creature or the normal other summoned creatures.  That would make the list as follows: 
  2nd – Scorching Ray 
  3rd – Summon Monster IV* 
  5th – Summon Monster VI* 
  6th – Summon Monster VII* 
  8th – Summon Monster IX* 
  * Fire Elementals only 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 76 
  Druid 
   
  Druid Only Feats 
   
  Druid Only Feats 
  Source 
  Prerequisite 
  Description 
  Dderwydd 
  Chymdeithas Initiate 
  [General] 
  (DR332 p87) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Dderwydd Chymdeithas Druidic Sect, who have been in hiding and are spread out. 
  Choose one of the following:  Knowledge (geography), Know (local), Knowledge (religion),  
  Knowledge (the planes).  Add this skill to your Druid Skill List. 
  Add the following spells to your Druidic spell list: 
  1st:  Disguise Self(PH p222) – Changes our appearance.  
  2nd:  Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.  
  3rd:  Helping Hand(PH p239) – Ghostly hand leads subject to you.  
  4th:  Sending(PH p275) – Delivers a short message anywhere, instantly.  
  5th:  Teleport(PH p292) – Instantly transports you as far as 100 miles per level.  
  6th:  Shadow Walk(PH p277) – Step into shadow to travel rapidly.  
  7th:  Sequester(PH p276) – Subject is invisible to sight and scrying.  
  8th:  Discern Location(PH p222) – Reveals the exact location of a creature or object.  
  9th:  Etherealness(PH p228) – Travel to Ethereal Plane with companions.  
   
   
  Animal Companion Feats 
   
  Animal Companion 
  Source 
  Prerequisite 
  Description 
  Companion Spellbond 
  [General] 
  (PH2 p77) 
  Animal Companion 
  class ability 
  1. You may share spell with your Animal Companion at a range of 30’ (instead of 5’). 
  2. You may cast Touch spells on your Animal Companion at Close-range. 
  Coordinated Strike  
  [General] 
  (RotW p149) 
  Animal Companion or 
  Special Mount class 
  ability 
  Handle Animal:  5 ranks 
  During any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 
  Competence bonus on your attack rolls again the same opponent. 
  Exalted Companion 
  [Exalted] 
  (BoED p42) 
  Able to acquire a new 
  Animal Companion 
  Instead of gaining an Animal as your companion, you get a Magical Beast.  See (BoED p42) for a  full list. 
  Inspire Beast  
  [General] 
  (DR339 p87) 
  Animal Companion 
  class ability 
  Handle Animal:  6 ranks 
  As a Standard Action, you may make a Handle Animal check vs. DC 20 to grant your Animal Companion a 
  +3 Morale bonus on Attack and Damage for 1 round.  Your Animal Companion must be within 30’, have 
  line of effect, and be able to see or hear you. 
  Monstrous Animal 
  Companion 
  [General] 
  (DR326 p32) 
  Animal Companion 
  class ability 
  Savage Empathy 
  If you can find a Magical Beast off the Monstrous Animal Companion list in the Creature Index, you can 
  make it your companion if you can changes its attitude towards you to ‘helpful’ or ‘friendly’ using Wild 
  Empathy.   
  Mystic Companion  
  [General] 
  (DR339 p87) 
  Animal Companion 
  class ability 
  Able to cast 1st level 
  Divine spells 
  Know (nature):  9 ranks 
  As long as you have line of sight with your Animal Companion, your effective Caster level for Ranger 
  spells is +4, up to your Ranger level.  This does not grant you extra spells, just improves the ones you 
  already can cast. 
  Natural Bond  
  [General] 
  (CAdv p114) 
  Animal Companion 
  class ability 
  Add three to your Effective Druid level (not to exceed your Character level) for determining your Animal 
  Companion’s bonuses.  If you have more than one Animal Companion, this feat applies to only one. 
   
   
   
  Wild Empathy Feats 
   
  Wild Empathy 
  Source 
  Prerequisite 
  Description 
  Animal Friend 
  [Exalted] 
  (BoED p41) 
  Charisma 15 
  Wild Empathy class 
  ability 
  Gain a +4 Exalted bonus on Wild Empathy checks to change the attitudes of animals and good aligned 
  magical beasts. 
  Beast Totem 
  [General] 
  (Eb p51) 
  Wild Empathy class 
  ability 
  Choose one of the following Magical Beasts to be your Totem.  You gain a +4 Circumstance bonus on 
  saving throws vs. the listed attack form. 
  Totem 
  Attack Form 
   
  Totem 
  Attack Form 
  Chimera 
  Breath Weapons 
  Krenshar 
  Fear 
  Digester 
  Acid 
  Unicorn 
  Poison 
  Displacer Beast Targeted Spells 
  Winter Wolf 
  Cold 
  Gorgon 
  Petrification 
  Yrthak 
  Sonic 
  Combined Empathy 
  [General] 
  (DR325 p61) 
  Druid level 1+ 
  Ranger level 1+ 
  Add your Druid and Ranger levels to your Wild Empathy checks. 
  Savage Empathy 
  [General] 
  (DR326 p33) 
  Wild Empathy class 
  ability 
  You no longer receive a –4 penalty when trying to use Wild Empathy on a Magical Beast. 
  Choose a creature type other than Animals, Construct, Humanoids, or Undead.  You can now user Wild 
  Empathy to influence a creature of this type if it has an Intelligence of 3 or less. 
  You may take this feat multiple times.  Each time, it applies to a different creature type. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 77 
  Wild Empathy 
  Source 
  Prerequisite 
  Description 
  Totem Companion 
  [General] 
  (Eb p61) 
  Wild Empathy class 
  ability 
  Beast Totem 
  Ability to acquire a new 
  Animal Companion 
  Appropriate minimum 
  level 
   
  You may take the Magical Beast that you chose as your Beast Totem as an ‘Animal Companion’.  Any spell 
  you normally could cast on an Animal can be cast on your new companion. 
  Your companion gains Animal Companion abilities based on the number of level you are above the 
  minimum needed to summon the creature.  As always, a Ranger’s effective level is ½ his Ranger level. 
  Totem 
  Min. Level 
  Totem 
  Min. Level 
  Chimera 
  13th  
  Krenshar 
  7th  
  Digester 
  10th  
  Unicorn 
  10th  
  Displacer Beast 
  7th  
  Winter Wolf 
  10th  
  Gorgon 
  16th  
  Yrthak 
  16th  
   
   
  Wild Shape Feats 
   
  Wild Shape Feats 
  Source 
  Prerequisite 
  Description 
  Beast Shape 
  [General] 
  (Eb p50) 
  Wild Shape class ability 
  into a Huge animal 
  Wild Empathy class 
  ability 
  Beast Totem 
  You may use your Wild Shape ability to take of form of your Beast Totem.  You gain its Extraordinary & 
  Supernatural abilities. 
  Blindsense  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Listen:  
  4 ranks 
  Spend a Wild Shape use to gain Blindsense (30’) for 1 minute per HD. 
  You retain this benefit regardless of which form you are in. 
  Boar’s Ferocity 
  [Wild] 
  (CDiv p79) 
  Wild Shape class ability 
  If your hit-points are reduced to 0 or less (but you are still alive), you may spend one of your daily Wild 
  Shape uses as a Free Action (even if it isn’t your turn) to continue acting as if you are not Disabled or 
  Dying.  This effect lasts 1 minute. 
  Cheetah’s Speed 
  [Wild] 
  (CDiv p79) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to set your base land speed to 50’ for 1 hour.   
  You may move 10x your normal speed as part of a charge, once in the hour. 
  Climb Like an Ape  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Spend a Wild Shape use to gain Climb speed equal to your land speed for 10 minutes per HD. You also gain 
  a +8 racial bonus on Climb checks, and can take 10 on Climb checks, even when rushed or threatened. 
  Cougar’s Vision  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Spend a Wild Shape use to gain Low-Light Vision for 1 hour per HD. You also gain a +4 bonus on all Spot 
  checks. You retain these benefits regardless of which form you are in. 
  Dragon Wild Shape  
  [General] 
  (Dcn p105) 
  Wild Shape class ability 
  Wisdom 19 
  Know (nature):  15 ranks 
  You may use your Wild Shape ability to change into a Small or Medium Dragon. 
  You gain all the Extraordinary and Supernatural abilities of the Dragon whose form you take, but not any 
  Spell-like Abilities or Spellcasting powers. 
  Eagle’s Wings  
  [Wild] 
  (CDiv p80) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to grow feathery wings, which grant you a Flying 
  speed of 60’ with Average maneuverability, for 1 hour. 
  Elephant’s Hide 
  [Wild] 
  (CDiv p81) 
  Able to Wild Shape into 
  a Large creature 
  You may spend one of your daily uses of Wild Shape to set your Natural Armor bonus to AC to 7 (i.e., does 
  not stack with other Natural Armor bonuses).  Lasts for 10 minutes. 
  Exalted Wild Shape 
  [Exalted] 
  (BoED p42) 
  Wild Shape class ability 
  Wild Shape Class lvl 8 
  In addition to the normal forms you can take with Wild Shape, you can also take the form of a Blink Dog, 
  Giant Eagle, Giant Owl, Pegasus, Unicorn, or the Celestial version of an Animal that you can normally 
  take the shape of. 
  Extra Wild Shape 
  [Wild] 
  (CDiv p81) 
  (Und p25) 
  Wild Shape class ability 
  You may use your Wild Shape class ability 2 additional times per day.  If you have gained the Wild Shape 
  ability to become an Elemental, you gain 1 additional use per day. 
  You may take this feat multiple times. 
  Fast Wild Shape 
  [Wild] 
  (CDiv p81) 
  Dexterity 13 
  Wild Shape class ability 
  You may use Wild Shape as a Move Action (instead of a Standard Action). 
  Grizzly’s Claws 
  [Wild] 
  (CDiv p82) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to gain two primary Claw attacks (both at your base 
  attack bonus + Strength).  The claws do Slashing & Piercing damage equal to a Short Sword appropriate 
  for your size.  This effect lasts for 1 hour. 
  Hawk’s Vision  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Spend a Wild Shape use to gain a +8 bonus to Spot checks for 1 hour per HD. While this benefit is in effect, 
  you only take –1 on ranged attacks per increment, and are at –1 to Spot per 20’ of distance. You retain 
  these benefits regardless of which form you are in. 
  Lion’s Pounce 
  [Wild] 
  (CDiv p82) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to receive a Full Attack at the end of a Charge 
  (instead of a Single Attack).  This effect lasts for 1 hour. 
  Natural Spell  
  [General] 
  (PH p98) 
  Wisdom 13 
  Wild Shape class ability 
  You can complete the verbal & somatic components of spells while in a Wild Shape. 
  Nature’s Fists 
  [Wild] 
  (DR343 p91) 
  Wild Shape (elemental) 
  class ability 
  Spend a daily use of Wild Shape to encase your limbs in an element (Air, Earth, Fire, or Water) for 1 minute 
  This grant the following: 
  1.  Gain a Magical Slam attack that does not have a 50% miss chance against Incorporeal creatures and 
  does 1d6 damage plus the effect listed below: 
  Air:  
  +1d4 Sonic damage & foe is Deafened for 1d4 rounds (FortNeg, DC is Charisma-based). 
  Earth:  +1d4 Acid damage & ignores Hardness. 
  Fire:  +1d4 Fire damage & struck object may Catch Fire (DMG p303). 
  Water:  +1d4 Cold damage & foe is Fatigued for 1d4 minutes (FortNeg, DC is Charisma-based). 
  2.  Since your hands are encased, you may not use them for holding objects, casting spells, climbing, etc. 
  Oaken Resilience 
  [Wild] 
  (CDiv p82) 
  Wild Shape (plant) class 
  ability 
  You may spend one of your daily uses of Wild Shape to receive immunity to Critical Hits, Poison, Sleep, 
  Paralysis, Polymorph, and Stunning.  You also gain +8 bonus to avoid being Bull Rushed or Tripped due 
  to greater stability.  This effect lasts for 10 minutes. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 78 
  Wild Shape Feats 
  Source 
  Prerequisite 
  Description 
  Photosynthesize 
  [Wild] 
  (DR343 p91) 
  Wild Shape (plant) class 
  ability 
  Spend a daily use of Wild Shape to make your skin photosynthesize sunlight for 24 hours, which grants the 
  following benefits: 
  1.  You are immune to Suffocation. 
  2.  For each 4 hours in natural sunlight, you gain the benefits of consuming one meal. 
  3.  +10 Inherent bonus on Fortitude saves to avoid the dangers of thirst. 
  Powerful Wild Shape  
  [Wild] 
  (RoS p143) 
  Wild Shape class ability 
  Powerful Build racial 
  trait 
  You can Wild Shape into a Powerful-Build version of a creature you can normally shape into. Powerful 
  Built creatures count as one category larger for the purposes of opposed checks for Bull Rush, Trip, & 
  Grapple; whether another creature’s special attack affects him; and for the purpose of using larger 
  weapons. 
  Savage Grapple  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Sneak Attack class 
  ability 
  While you are in a Wild Shape, you may apply your Sneak Attack damage to your Grapple damage. 
  Creatures not subject to sneak attacks don’t take this extra damage. 
  Savage Mobility 
  [General] 
  (DR326 p33) 
  Dexterity 13 
  Wild Shape class ability 
  When you use Wild Shape, your speed increases by +10’.  This applies to your land, burrow, climb, fly, and 
  swim speeds. 
  Scent  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Spend a Wild Shape use to gain the Scent ability (DMG p314) for 1 hour per HD. In addition, if you have the 
  Track feat, you can track creatures by scent. You retain this benefit regardless of which form you are in. 
  Serpent’s Venom 
  [Wild] 
  (CDiv p84) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to gain one secondary Bite attack (at your base attack 
  bonus – 5 & +(Strength modifier / 2) bonus damage).  The bite does Bludgeoning, Slashing, & Piercing 
  damage equal to a Dagger appropriate for your size, plus poison that does 1d6 Constitution /  
  1d6 Constitution damage (DC is Constitution based).  
  Stone Form  
  [Wild] 
  (RoS p144) 
  Wild Shape class ability 
  Constitution 13 
  As a Standard Action, spend a Wild Shape use to gain a +4 bonus to Fortitude saves; your Natural Armor 
  bonus becomes +4 (though Enhancement bonuses stack).  
  You also gain a Slam attack which does damage equal to a Morningstar of your size (1d6/1d8/2d6) 
  Swim like a Fish 
  [Wild] 
  (CDiv p85) 
  Wild Shape class ability 
  You may spend one of your daily uses of Wild Shape to be able to breath underwater (in addition to air), 
  gain a Swim speed of 40’, and gain a +8 bonus on Swim checks.  This effect lasts for 1 hour. 
  Wolverine’s Rage 
  [Wild] 
  (CDiv p86) 
  Wild Shape class ability 
  If you have taken damage during the last round, you may spend one of your daily uses of Wild Shape as a 
  Free Action to enter a rage. You gain +2 bonus to Strength & Constitution, and –2 penalty to AC.  This 
  effect lasts 5 rounds and cannot be ended early. 
   
   
  Favored Soul  
   
  Energy Resistance Feats 
   
  Energy Resistance 
  Source 
  Prerequisite 
  Description 
  Deflect Energy 
  [General] 
  (DR343 p90) 
  Energy Resistance class 
  ability 
  If you are targeted with a Spell, Spell-like ability, or Supernatural ability that does energy damage of the 
  type you have resistance against, you may deflect some of the damage back at its source.  Doing so 
  requires you to forgo your saving throw and consume an Immediate Action.   
  You may deflect up to the value of your Energy Resistance class ability + your Divine Caster level + your 
  Charisma modifier.  You take any damage not deflected. 
  This ability only applies to targeted effects (i.e., not area-of-effect). 
  Energy Strike 
  [General] 
  (DR343 p91) 
  Energy Resistance class 
  ability 
  Each day, you receive a pool of (Divine Caster level / 2) d6’s of an energy type to which you have 
  resistance.  You may generate a ray of this energy at a target within 30’ as a Standard Action.  Each ray 
  depletes the pool by the number of d6’s of damage it does (min 1d6). 
   
   
  Fighter 
   
  Fighter Only 
   
  Fighter Only 
  Source 
  Prerequisite 
  Description 
  Necropotent  
  [General, Fighter] 
  (LM p29) 
  Fighter 4th  
  Weapon Focus with the 
  chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  You gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead. 
  Weapon 
  Specialization  
  [General, Fighter] 
  (PH p102) 
  Fighter 4th  
  Weapon Focus 
  Gain a +2 bonus on damage rolls with the chosen weapon. 
  Greater Weapon Focus 
  [General, Fighter] 
  (PH p95) 
  Fighter 8th  
  Weapon Focus with the 
  chosen weapon 
  Gain an additional +1 bonus to attack rolls with the chosen weapon. 
  Greater Weapon 
  Specialization  
  [General, Fighter] 
  (PH p95) 
  Fighter 12th  
  Weapon Focus with the 
  chosen weapon 
  Greater Weapon Focus 
  with the chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  Gain an additional +2 bonus on damage rolls with the chosen weapon. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 79 
   
  Hexblade 
   
  Curse Feats 
   
  Hexblade’s Curse is a Supernatural ability that can be used on one visible target within 60’.  It is resisted with a Will save (DC = 10 + ½ Hexblade level + 
  Charisma modifier).  A Hexblade has one use per day at 1st level, two at 5th, and +1 per five levels after that.  The curse is “upgraded” to Greater Hexblade’s 
  Curse at 7th level and Dire Hexblade’s Curse at 19th level.  It can be removed by an ability that removes curses. 
   
  Curse Feats 
  Source 
  Prerequisite 
  Description 
  Curse of Distraction  
  [Hex] 
  (DR339 p92) 
  Curse class ability 
  any other Hex feat 
  Gain a new curse.  For one hour, the curse’s target must make a Concentration check in order to cast a spell. 
  Hexblade Curse:  
  DC = 15 + Spell Level 
  Greater Hexblade’s Curse:  DC = 20 + Spell Level 
  Dire Hexblade’s Curse:  
  DC = 25 + Spell Level 
  Curse of Failure  
  [Hex] 
  (DR339 p92) 
  Curse class ability 
  any other Hex feat 
  Gain a new curse.  For one hour, if your allies flank the curse’s target, they receive the following flanking 
  bonus.  
  Hexblade Curse:  
  +3 bonus 
  Greater Hexblade’s Curse:  +4 bonus 
  Dire Hexblade’s Curse:  
  +6 bonus 
  Curse of Ignorance  
  [Hex] 
  (DR339 p92) 
  Curse class ability 
  Gain a new curse.  For one hour, the curse’s target receives a penalty on two types of skill checks 
  designated by you.  
  Hexblade Curse:  
  –5 penalty 
  Greater Hexblade’s Curse:  –10 penalty 
  Dire Hexblade’s Curse:  
  –15 penalty 
  Curse of Paranoia  
  [Hex] 
  (DR339 p92) 
  Curse class ability 
  Gain a new curse.  For one hour, the curse’s target receives a penalty on one type of saving throw 
  designated by you.  
  Hexblade Curse:  
  –4 penalty 
  Greater Hexblade’s Curse:  –6 penalty 
  Dire Hexblade’s Curse:  
  –8 penalty 
  Curse of Sloth  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  any other Hex feat 
  Gain a new curse.  For one hour, the movement rate of the curse’s target is reduced to the following amount 
  (minimum 5’). 
  Hexblade Curse:  
  75% 
  Greater Hexblade’s Curse:  
  50% 
  Dire Hexblade’s Curse:  
  25% 
  Curse of the Softened 
  Blade  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  any two other Hex feat 
  Gain a new curse.  For one hour, a designated weapon has its damage reduced by the following amount 
  (minimum 1 hp damage). 
  Hexblade Curse:  
  –2 penalty 
  Greater Hexblade’s Curse:  –4 penalty 
  Dire Hexblade’s Curse:  
  –6 penalty 
  Curse of the Stricken  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  any two other Hex feat 
  Gain a new curse.  For one hour, the curse’s target’s Armor Bonus to AC is reduced by the following 
  amount (minimum +0). 
  Hexblade Curse:  
  –2 penalty 
  Greater Hexblade’s Curse:  –4 penalty 
  Dire Hexblade’s Curse:  
  –6 penalty 
  Empower Curse  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  The penalty imposed by your curse improved by 1. 
  Extend Curse  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  Your curses last for 1 day instead of 1 hour. 
  Extra Curse  
  [General] 
  (DR339 p93) 
  Curse class ability 
  You may use your Curse class ability 1 extra time per day. 
  You may take this feat multiple times. 
  Foe of the Unlucky  
  [Hex] 
  (DR339 p93) 
  Curse class ability 
  You may expend a daily use of your Hexblade Curse ability to force an enemy who just confirmed a Critical 
  Hit on you to reroll his/her confirmation.  The foe must take this second roll. 
  This ability may only be used once per round. 
   
   
   
  Monk 
   
  Monk Only Feats 
   
  Monk Only Feats 
  Source 
  Prerequisite 
  Description 
  Kung Fu Genius 
  [General] 
  (DR319 p71) 
  Intelligence 13 
  Must be taken before or 
  at the same time as 
  gaining Monk level 1st 
  Use your Intelligence modifier in place of your Wisdom modifier for all Monk class abilities normally 
  based on Wisdom. 
  Monastic Training 
  [General] 
  (Eb p57) 
  Monk level 1st  
  Monk 1st, Monk 2nd, Monk 6th  
  Pick one class.  You may now multiclass in the chosen class and still take levels of Monk. 
  You may take this feat as your 1st, 2nd, or 6th level Monk feat. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 80 
  Bonus Monk Feat Options 
   
  Monk Feat Options 
  Source 
  Prerequisite 
  Description 
  Improved Grapple  
  [General, Fighter] 
  (PH p95) 
  Dexterity 13 
  Improved Unarmed Strike 
  Monk 1st  
  When you make a Grapple action, the following apply: 
  Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being 
  a Grapple. 
  You receive a +4 bonus on all Grapple checks, no matter who began the Grapple. 
  Improved Unarmed 
  Strike  
  [General, Fighter] 
  (PH p96) 
  — 
  Monk 1st  
  You are considered ‘armed’ when not using a weapon (i.e., an armed opponent does not get an Attack of 
  Opportunity against you when you attack). 
  Your Unarmed Strike does Lethal or Nonlethal damage, as you desire. 
  Stunning Fist  
  [General, Fighter] 
  (PH p101) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Monk 1st  
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails, he/she is Stunned for 1 round (i.e., until your next action).  A Stunned creature 
  cannot take any Action, loses any Dexterity bonus to AC, & has an additional –2 penalty to AC. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + one per Monk levels each day. 
  You may use this ability only once per round. 
  Monastic Training 
  [General] 
  (Eb p57) 
  Monk level 1st  
  Monk 1st, Monk 2nd, Monk 6th  
  Pick one class.  You may now multiclass in the chosen class and still take levels of Monk. 
  You may take this feat as your 1st, 2nd, or 6th level Monk feat. 
  Combat Reflexes  
  [General, Fighter] 
  (PH p92) 
  — 
  Monk 2nd  
  1. You may make Attacks of Opportunity while Flat-Footed.  
  2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the 
  normal limit of 1), but only one such attack per creature each round. 
  Deflect Arrows  
  [General, Fighter] 
  (PH p93) 
  Dexterity 13 
  Improved Unarmed Strike
  Monk 2nd   
  You may deflect one projectile per round that would have hit you, but only if the following are true: 
  1.  you are not Flat-Footed and aware of the attack. 
  2.  one of your hands is free. 
  3.  the projectile is not purely magic (such as Melf’s Acid Arrow) or massive (such as a giant’s boulder). 
  Fiery Fist 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 2nd  
  1.  By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 
  Fire damage for the rest of your turn. 
  2.  You receive +1 Stunning Fist use per day. 
  Flensing Strike 
  [General] 
  (Eb p53) 
  Exotic Weapon 
  Proficiency (kama) 
  Weapon Focus (kama) 
  Monk 2nd, Monk 6th  
  As a Full Round Attack, make a single attack roll with a Kama.  If it hits, your opponent takes the normal 
  damage and is wracked with pain for 1 minute, receiving a –4 penalty on attacks, saves, & checks for  
  1 minute unless he/she makes a Fortitude save.  The DC is 10 + ½ Character level + Wisdom modifier. 
  This ability may only be used on living, corporeal creatures that feel pain and are subject to critical hits. 
  An Evil Monk may take this feat for their 2nd or 6th level bonus Monk Feats. 
  Fiery Ki Defense 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 
  1d6 Fire damage to anyone to hits you in melee for the rest of your turn. 
  Improved Disarm  
  [General, Fighter] 
  (PH p95) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Disarm Action, the following apply: 
  1. Your opponent does not get an Attack of Opportunity against you. 
  2. You receive a +4 bonus on the Disarm check. 
  3. If your Disarm attempt fails, your opponent does not get a chance to try to disarm you. 
  Improved Trip  
  [General, Fighter] 
  (PH p96) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Trip Action, the following apply: 
  1. Your opponent does not get an Attack of Opportunity against you. 
  2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 
  3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up 
  attack on him/her at the same attack bonus of the action you used to make the trip. 
  Ki Blast 
  [General, Fighter] 
  (PH2 p80) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  1.  By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force 
  energy in your hand.  As a Standard Action, you may throw the orb up to 60’.  If you hit on a Ranged 
  Touch attack, you do (3d6 + Wisdom modifier) Force damage.  If not thrown by the end of your round, 
  the orb dissipates. 
  2.  You receive +1 Stunning Fist use per day. 
  Water Splitting Stone 
  [General, Fighter] 
  (PH2 p85) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +9 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 6th   
  If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 
  bonus to damage (i.e., ignore 4 points of Damage Reduction). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 81 
  Evasion Feats 
   
  Evasion Feats 
  Source 
  Prerequisite 
  Description 
  Cunning Evasion 
  [General] 
  (PH2 p78) 
  Evasion class ability 
  Hide:   
  9 ranks 
  If you avoid all the damage from an Area-of-Effect attack due to your Evasion class ability, you may 
  use an Immediate Action to make a 5’ Step and a Hide check, assuming there is Cover within 5’. 
  If you have the ‘Hide in Plain Sight’ class ability, you do not need Cover to make your Hide check. 
   
  Flurry of Blows Feats 
   
  Flurry of Blows 
  Source 
  Prerequisite 
  Description 
  Double Steel Strike 
  [General] 
  (Eb p52) 
  Flurry of Blows class ability 
  Exotic Weapon Proficiency 
  (two-bladed sword) 
  Weapon Focus (two-bladed 
  sword) 
  You may perform Flurry of Blows with a Two-Bladed Sword. 
  Pole Fighting 
  [General] 
  (DR331 p28) 
  Flurry of Blows class feature 
  Weapon Focus (chosen 
  Polearm) 
  You may perform Flurry of Blows with the chosen Polearm 
  Serpent Strike 
  [General] 
  (Eb p60) 
  Flurry of Blows class ability 
  Simple Weapon Proficiency 
  Weapon Focus (longspear) 
  You may perform Flurry of Blows with a Longspear. 
  Sun School  
  [Tactical] 
  (CWar p112) 
  Flurry of Blows class ability 
  Base Attack Bonus +4 
   
   
  You may use the following 3 tactical maneuvers: 
  Inexorable Progress of Dawn – If you hit an opponent with the first two attack from a Flurry of 
  Blows, your opponent must move back 5’ and you may move forward 5’.  Neither movement 
  provokes an Attack of Opportunity. 
  Blinding Sun of Noon – If you successfully Stun an opponent on two consecutive rounds, your 
  opponent is Confused for 1d4 rounds after recovering from the Stun. 
  Flash of Sunset – If you move next to an opponent using the Monk class ability ‘Abundant Step’ or 
  Dimensional Door, you may make one attack at your highest bonus at the end of your action. 
  Whirling Steel Strike 
  [General] 
  (Eb p62) 
  Flurry of Blows class ability 
  Martial Weapon Proficiency 
  (longsword) 
  Weapon Focus (longsword) 
  You may perform Flurry of Blows with a Longsword. 
   
  Ki Strike Feats 
   
  Ki Strike Feats 
  Source 
  Prerequisite 
  Description 
  Axiomatic Strike  
  [General] 
  (CWar p96) 
  Ki Strike (lawful) class 
  ability 
  Stunning Fist 
  Before you attack, you can declare that you are using one of your Stunning attacks for the day to do +2d6 
  damage to a Chaotic opponent.   
  Fist of the Heavens 
  [Exalted, Fighter] 
  (BoED p43) 
  Ki Strike (lawful) class 
  ability  
  Wisdom 15 
  Charisma 15 
  Improved Unarmed Strike
  Sanctify Ki Strike 
  Stunning Fist 
  If you use your Stunning Fist on an Evil Creature, its DC is +2 –and– the target is Staggered for 1 round 
  following being Stunned. 
  Holy Ki Strike 
  [Exalted] 
  (BoED p43) 
  Ki Strike (holy) class 
  ability 
  Charisma 15 
  Improved Unarmed Strike
  Sanctified Ki Strike 
  Evil creatures hit by your Unarmed Strike take +2d6 damage (does not stack with Sanctified Ki Strike) and 
  all of the strike’s damage is considered Holy for purposes of overcoming Damage Reduction. 
  Pressure Point Strike  
  [General] 
  (DR336 p103)
  Ki Strike (magic) class 
  ability 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Know (arcana):  5 ranks 
   
  The following abilities must be declared before the strike is attempted and the indicated number of Stunning 
  Fist uses are consumed even if it misses.  May only be used on Humanoids, Monstrous Humanoids, and 
  Giants. 
  Harmful effects allow a Fortitude save vs. DC = 10 + ½ Character level + Wisdom modifier. 
  Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). 
    #StunFist 
  Effect 
    
  1 
  Target Stunned for 1 round (i.e., base Stunning Fist ability). 
    
  1 
  Remove Stunned, Sickened, or Fatigued. 
    
  2 
  Blind, Deafen, –or– Paralyze opponent for 1d4 rounds. 
    
  2 
  Remove Paralysis, Blindness, or Deafness 
    
  3 
  Lower target’s Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Increase ally’s natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Delay Poison for 1d4 hours. 
    
  3 
  Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 
    
  4 
  Neutralize Poison. 
    
  4 
  Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 
    
  5 
  Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 
    
  5 
  Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect. 
  Sanctify Ki Strike 
  [Exalted] 
  (BoED p46) 
  Ki Strike (lawful) class 
  ability  
  Charisma 15 
  Improved Unarmed Strike
  Your Unarmed Strike is considered ‘good’ for purposes of overcoming Damage Reduction.  In addition, it 
  does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 82 
  Ninja 
   
  Ki Power Feats 
   
  Ninja abilities that are powered by their Ki Power (including Ki Dodge, Ghost Step, Ghost Strike, etc.) are collectively called Jutsu.  Unless otherwise indicated, 
  each can be activated as a Swift Action that does not generate an Attack of Opportunity –and– requires both hands to be free and empty.   
  Some abilities allow additional expenditures of Ki Power to maintain the effect.  Expending Ki Power in this way is a Free Action. 
  Unless otherwise noted, all Jutsu abilities are Extraordinary (even if they are based on a spell). 
  For reference:  Ninja 2nd – Ghost Step (invisible).  Ninja 6th – Ki Dodge.  Ninja 8th – Ghost Strike. 
   
  Ki Power Feats 
  Source 
  Prerequisite 
  Description 
  Enduring Ki  
  [General] 
  (CSco p077) 
  Ki Power class ability 
  Your maximum Ki Power increases by +1. 
  By expending one use of your Ki Power when you activate a Ki Power-based ability, the ability lasts for  
  1 extra round. 
  Expanded Ki Pool 
  [General] 
  (CSco p077) 
  Ki Power class ability 
  Your maximum Ki Power increases by +3. 
  Hidden Kingdom Jutsu 
  [Ki] 
  (DR342 p84) 
  Ghost Strike class ability 
  By expending one use of your Ki Power, you may generate a Hallucinatory Terrain in a 40’ radius 
  Emanation around yourself for 1 round.  Each additional use of Ki Power you expend increases the 
  duration by 2 rounds. 
  Intuitive Trapsmith 
  [General] 
  (DR351 p87) 
  Ki Power class ability 
  Add your Wisdom modifier (instead of your Intelligence modifier) to Disable Device & Search checks. 
  Jutsu Focus 
  [Ki] 
  (DR342 p85) 
  any two [Ki] feats 
  1. +2 DC on all Jutsu abilities. 
  2. Treat all Jutsu abilities as if you had spent an extra Ki Power use on them (when applicable).  For 
  example, Hidden Kingdom Jutsu will always last at least 3 rounds for  you.  You may still spend even 
  more Ki Power on them if you wish. 
  Karmic Healing 
  [Ki] 
  (DR351 p87) 
  Ki Power class ability 
  By expending one use of your Ki Power, you may do one of the following to yourself: 
  1.  heal (Wisdom modifier x ½ Ninja level) hit-points; 
  2.  go from being Exhausted to being Fatigued; or 
  3.  remove Fatigue. 
  Ki Smite 
  [Ki] 
  (DR351 p87) 
  Ki Power class ability 
  Sudden Strike class ability 
  with at least +2d6 
  By expending one use of your Ki Power, gain the following on your next Melee attack:  
  1.  +(Wisdom modifier) on the attack roll; 
  2.  if you hit, receive a bonus to damage of +(Ninja level + remaining uses in your Ki Power pool). 
  One with Earth and 
  Water 
  [General] 
  (DR351 p87) 
  Ki Power class ability 
  Add your Wisdom modifier (instead of your Strength modifier) to Climb & Swim checks. 
  Rabbit Prince Jutsu 
  [Ki] 
  (DR342 p85) 
  Ghost Step (invisible) 
  class ability 
  Gain Expeditious Retreat –and– have your Jump distance not be limited by your height for 1 round by 
  expending one use of your Ki Power.  
  Ringing Fist Jutsu 
  [Ki] 
  (DR342 p85) 
  Ki Dodge class ability 
  For one round, your Unarmed Attacks against a objects also produce either Shatter or Knock (chosen at the 
  time of the attack) by expending one use of your Ki Power.  
  River Eel Jutsu 
  [Ki] 
  (DR342 p85) 
  Ki Dodge class ability 
  Gain Freedom of Movement for 1 round by expending one use of your Ki Power.  
  Shadow Puppet Jutsu 
  [Ki] 
  (DR342 p85) 
  Ki Dodge class ability 
  Target creature within 30’ who can see you becomes Flat-Footed until his/her next turn (WillNeg, DC is 
  Wisdom based).  This is a Mind-Affecting effect. 
  Skill Attunement 
  [Ki] 
  (DR351 p87) 
  Wisdom 13 
  Ghost Strike class ability 
  By expending one use of your Ki Power, you receive a +(Wisdom modifier (min 1)) bonus on all skill 
  checks for 1 round per 5 Ninja levels (min 1 round). 
  Thousand Faces Jutsu 
  [Ki] 
  (DR342 p85) 
  Ghost Step (invisible) 
  class ability 
  Gain Alter Self for 1 minute by expending one use of your Ki Power.  The form must have the same size and 
  type as you and you do not gain the movement or combat benefits of the new form (any wings, fins, etc. 
  are just decorative). 
  Gain Alter Self as above, but to impersonate a specific person of your type for two uses of your Ki Power 
  (standard opposed Disguise vs. Spot checks apply). 
  Wind Oxen Jutsu 
  [Ki] 
  (DR342 p85) 
  Ghost Strike class ability 
  You may initiate a special Bull Rush against an adjacent target minute by expending one use of your Ki 
  Power.  You do not make a touch attack, generate an Attack of Opportunity, or enter the opponent’s 
  square.  Your Bull Rush bonus is ½ Ninja level + Wisdom modifier + 4 per additional use of Ki Power you 
  apply to the action. If successful, you do not follow your opponent, but he/she still moves an additional 5’ 
  per 5 points you exceed his/her check. 
  Wolf’s Bite 
  [Ki] 
  (DR351 p87) 
  Ki Power class ability 
  By expending one use of your Ki Power, you gain the following Feats for 1 round:  Improved Disarm, 
  Improved Feint, & Improved Trip. 
  Zen Fortitude 
  [General] 
  (DR351 p87) 
  Ki Power class ability 
  Add your Wisdom modifier (instead of your Constitution modifier) to Fortitude saves. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 83 
  Sudden Strike Feats 
   
  Sudden Strike Feats 
  Source 
  Prerequisite 
  Description 
  Flurry of Throws  
  [Ambush] 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  Dexterity 13 
  Acrobatics  
  Point Blank Shot 
  Precise Shot 
  Rapid Shot 
  Weapon Focus (shuriken)
  When making a Full Round Attack with Shuriken & using Rapid Shot, you may throw an extra Shuriken for 
  each die of Sudden Strike damage you forgo  (max 3d6).  Doing this results in a –2 penalty on all throws, 
  but the extra Shuriken have the following requirements / bonuses: 
  a)  thrown at your best attack bonus; 
  b)  each must be aimed at a different target that is qualified for your Sudden Strike (i.e., Flat-Footed) and 
  is susceptible to it; and 
  c)  your remaining Sudden Strike dice apply to each of the extra Shuriken. 
  Ki Smite 
  [Ki] 
  (DR351 p87) 
  Ki Power class ability 
  Sudden Strike class ability 
  with at least +2d6 
  By expending one use of your Ki Power, gain the following on your next Melee attack:  
  1.  +(Wisdom modifier) on the attack roll; 
  2.  if you hit, receive a bonus to damage of +(Ninja level + remaining uses in your Ki Power pool). 
   
   
  Paladin 
   
  Paladin Only Feats 
   
  Paladin Only Feats 
  Source 
  Prerequisite 
  Description 
  Knight Training 
  [General] 
  (Eb p56) 
  (DR330 p91) 
  Paladin level 1st  
  Pick one class.  You may now multiclass in the chosen class and still take levels of Paladin. 
   
  Special Mount Feats 
   
  Special Mount Feats 
  Source 
  Prerequisite 
  Description 
  Celestial Mount 
  [Exalted] 
  (BoED p42) 
  Paladin level 4th  
  Your Special Mount gains the Celestial template. 
  Coordinated Strike  
  [General] 
  (RotW p149) 
  Animal Companion or 
  Special Mount class 
  ability 
  Handle Animal: 5 ranks 
  During any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 
  Competence bonus on your attack rolls again the same opponent. 
  Dragon Steed  
  [General] 
  (Dcn p105) 
  Charisma 13 
  Ride: 
  8 ranks 
  Speak Language 
  (Draconic) 
  You gain the service of a Dragonnel(Dcn p150) as a steed.  It serves you loyally, like a Cohort. 
  If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your Special 
  Mount. 
  Holy Mount 
  [General] 
  (DR325 p62) 
  Special Mount class 
  ability 
  any other Divine caster 
  class 
  When determining the abilities of your Special Mount, add your Paladin levels to those of your other Divine 
  caster class (typically Cleric). 
  Theurgic Mount 
  [General] 
  (DR325 p62) 
  Special Mount class 
  ability 
  any Arcane caster class 
  When determining the abilities of your Special Mount, add your Paladin levels to those of your Arcane 
  caster classes. 
   
  Divine Grace Feats 
   
  Divine Grace Feats 
  Source 
  Prerequisite 
  Description 
  Gift of Grace 
  [Exalted] 
  (BoED p43) 
  Divine Grace class ability
  You may distribute the bonus you receive from Divine Grace (i.e., a bonus on saving throws equal to your 
  Charisma modifier) to your allies by touch.  You may break up the bonus as you wish, keeping some for 
  yourself if you wish.  You may not transfer any more points than your Character level. 
  The effect lasts until revoked (a Free Action), up to 24 hours. 
   
  Lay-on-Hands Feats 
   
  Lay-on-Hands Feats 
  Source 
  Prerequisite 
  Description 
  Action Healing 
  [General] 
  (FoE p145) 
  Lay on Hands class ability
  By expending 1 Action point, you may apply any one of the following to your use of ‘Lay on Hands’: 
  Empower – heal 3 hp for every 2 ‘Lay on Hands’ points spent. 
  Quicken – use ‘Lay on Hands’ as a Swift Action. 
  Reach – use ‘Lay on Hands’ with a range of 30’. 
  Hands of the Healer 
  [Exalted] 
  (BoED p43) 
  Lay on Hands class ability
  Charisma 13 
  When calculating the number of hit-points you can heal each day, treat your Charisma as being +2. 
  Touch of Silver 
  [General] 
  (FoE p148) 
  Lay on Hands class ability
  Ability to Turn Undead 
  Worshiper of the Silver 
  Flame 
  By expending one Turn Undead use as a Swift Action, your ‘Lay one Hands’ ability can be used to harm 
  Lycanthropes & Evil Outsiders in the same way you can normally harm Undead. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 84 
  Remove Disease Feats 
   
  Remove Disease 
  Feats 
  Source 
  Prerequisite 
  Description 
  Bane of Decay 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  The melee weapon you are holding becomes a +1 Undead-Bane or +1 Vermin-Bane weapon. The 
  Enhancement bonus does not stack with any other Enhancement bonus.  The effect lasts for 10 minutes, 
  requires a Standard Action to activate, and consumes one of your weekly uses of Remove Disease. 
  Detoxifying Touch 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  Neutralize Poison, as a Standard Action.  This effect consumes two of your weekly uses of Remove Disease. 
  Extra Remove Disease 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  You may use Remove Disease as a Spell-like ability two more times per week. 
  Smite Carrier 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  Smite Evil class ability 
  You may make a ‘Smite Evil’ attempt on a non-Good creature that posses a poisonous or infectious natural 
  attack by consuming one of your weekly uses of Remove Disease.  If your opponent does not actually 
  qualify, the use is still lost. 
  Strengthen Resilience 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  As a Standard Action, you and two touched allies gain a +4 Sacred bonus for 1 hour on the following saving 
  throws:  avoiding becoming infected by a natural or magical disease, resisting the effects of a disease, 
  fighting off a disease, resisting initial and/or secondary damage of a poison.  This ability consumes one of 
  your weekly uses of Remove Disease. 
  Wholesome Fare 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  You may use Purify Food and Drink up to five times in the next 24 hours as a Spell-like ability.  This effect 
  consumes one of your weekly uses of Remove Disease. 
   
   
  Smiting Feats 
   
  Smiting Feats 
  Source 
  Prerequisite 
  Description 
  Exalted Smite 
  [Exalted] 
  (BoED p42) 
  Smite Evil class ability 
  When you use your Smite Evil ability,  your weapon is considered ‘good’ for purposes of bypassing 
  Damage Reduction. 
  Extra Smiting  
  [General] 
  (CWar p98) 
  Smite <any> class ability 
  Base Attack Bonus +4 
  Gain two extra attempts to Smite each day.  
  You may take this feat multiple times. 
  Improved Smiting 
  [General] 
  (CDiv p82) 
  Charisma 13 
  Smite <any> class ability 
  Your smite ability is considered aligned for purposes of overcoming Damage Reduction.  If your smite 
  ability is not inherently aligned (i.e., Smite Evil does ‘good’ damage, Smite Good does ‘evil’ damage), you 
  must choose the alignment your Smite will be aligned with.  It must be appropriate for your alignment and 
  your Deity’s. 
  Ranged Smite Evil 
  [Exalted] 
  (BoED p45) 
  Smite Evil class ability 
  You may apply your Smite Evil ability to your missile weapons. 
  Silver Smite 
  [General] 
  (Eb p60) 
  Smite Evil class ability 
  follower of the Silver 
  Flame 
  Your Smite Evil ability does +1d6 Sacred damage & has the appearance of silvery fire. 
  Smite Carrier 
  [Purification] 
  (DR337 p98) 
  Remove Disease as a 
  Spell-like ability 
  Smite Evil class ability 
  You may make a ‘Smite Evil’ attempt on a non-Good creature that posses a poisonous or infectious natural 
  attack by consuming one of your weekly uses of Remove Disease.  If your opponent does not actually 
  qualify, the use is still lost. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 85 
  Ranger 
   
  Favored Enemy Feats 
   
  Favored Enemy 
  Feats 
  Source 
  Prerequisite 
  Description 
  Disabling Strike  
  [General] 
  (DR339 p87) 
  Favored Enemy (any 
  humanoid) 
  When you make a Critical Hit against one of your Humanoid Favored Enemies, it is Stunned for 1 round 
  (FortNeg, DC = 15 + your Favored Enemy bonus against that foe). 
  Favored Dodge 
  [General] 
  (DR335 p90) 
  At least one Favored 
  Enemy 
  Dodge 
  Choose one of your Favored Enemies when you take this feat.  When a member of that race is your 
  designated Dodge opponent, add your Favored Enemy bonus to your AC as a Dodge bonus. 
  You may take this feat multiple times, each time with a different Favored Enemy. 
  Favored Power Attack  
  [General] 
  (CWar p98) 
  (DR310 p58) 
  At least one Favored 
  Enemy 
  Base Attack Bonus:  +4 
  Power Attack 
   
  Choose one of your Favored Enemies when you take this feat.  When using power attack against this 
  enemy, the following damage bonuses apply: 
  No damage bonus – Light Weapon;  secondary end of a Double-Weapon  
  +2X damage bonus – One-Handed Weapon used in one hand;  primary end of a Double-Weapon 
  +3X damage bonus – Two-Handed Weapon;  One-Handed Weapon used in two hands;  Double-Weapon 
  when only one end is being used for an attack. 
  Improved Favored 
  Enemy  
  [General] 
   
  (CWar p101) 
  (DR310 p58) 
  At least one Favored 
  Enemy 
  Base Attack Bonus:  +5 
  Choose one of your Favored Enemies when you take this feat.  You do an additional +3 damage to that 
  enemy. 
  Intimidate the Enemy 
  [General] 
  (DR335 p90) 
  At least one Favored 
  Enemy 
  Intimidate:  3 ranks 
  Choose one of your Favored Enemies when you take this feat.  A Demoralize action on a member of that 
  race is a Move Action (instead of a Standard Action) and receives your Favored Enemy bonus. 
  You may take this feat multiple times, each time with a different Favored Enemy. 
  Nemesis 
  [Exalted] 
  (BoED p44) 
  At least one Favored 
  Enemy 
  Choose one of your Favored Enemies when you take this feat.  You may detect creatures of that race within 
  60’ (even through walls).  Also, you do +1d6 damage to an Evil member of your enemy race. 
  No Threat to Me 
  [General] 
  (DR335 p90) 
  At least one Favored 
  Enemy 
  Base Attack Bonus: +7 
  Pont Blank Shot 
  Choose one of your Favored Enemies when you take this feat.  You may make ranged attacks while 
  threatened by a member of that race without generating an Attack of Opportunity. 
  You may take this feat multiple times, each time with a different Favored Enemy. 
  Tactical Advantage 
  [General] 
  (DR335 p90) 
  At least one Favored 
  Enemy 
  Base Attack Bonus: +5 
  Choose one of your Favored Enemies when you take this feat.  When fighting a member of this race, add 
  your Favored Enemy bonus to your attack rolls and any opposed checks to initiate or defend against a Trip, 
  Disarm, or Bull Rush. 
  You may take this feat multiple times, each time with a different Favored Enemy. 
  Trophy Hunter 
  [General] 
  (DR332 p91) 
  At least one Favored 
  Enemy 
  Choose one of your Favored Enemies and one type of Trophy (listed below).  When you personally kill one 
  of that type of creature, you may take the appropriate trophy and gain the listed benefit. 
  Note that not all types of Trophies are available from some types of creatures (i.e., Plants have no hearts). 
   Trophy 
  Bonus 
   
  Head 
  By displaying the severed head, you may add your Favored Enemy bonus to any Intimidate 
  checks against that type of creature.  For every head after the first, gain a +1 Morale bonus 
  on the Intimidate check (max +4).  Without magical preservation, the head loses its 
  usefulness after 7 days.  This is a Supernatural, Mind-Affecting Effect. 
   
  Heart 
  You must consume an enemy’s heart within 10 minutes of its death (this takes 1 minute) and 
  make a Fortitude save vs. DC 10 + ½ HD + enemy’s Constitution modifier).  If successful, 
  you gain a +2 Morale bonus on attack rolls made against that type of enemy for 10 minutes 
  per HD of the creature.  If you eat additional hearts while you still have a bonus, the 
  duration is extended 5 minutes per HD (max 4 hours). 
   
   
  If you fail your Fortitude save, you take the following penalty: 
   
  Dragon – Sickened for 1 round per 2 HD 
   
  Outsider – 1 hp per HD of damage 
   
  Aberration, Magical Beast, Monstrous Humanoid – Nauseated for 1 round per 3 HD 
   
  all others – no negative effect 
   
  Token 
  By forming crude jewelry out of the enemy’s bones, teeth, etc., you gain a +2 Morale bonus 
  on Fortitude saves vs. the spell-like and supernatural abilities of the designated Favored 
  Enemy.  Making the token takes 1 hour and requires a Survival check vs. DC15.  The 
  token lasts for ((Survival check – 15) / 2) days (minimum 1 day) without magical 
  preservation.  The token takes up the necklace slot. 
   
  Pelt 
  Taking the scalp or hide of a Favored Enemy grants you a +2 Morale bonus on attacks made 
  again the same type of enemy in your next encounter with that type of enemy (up to 24 
  hours).  It takes 5 minutes + 5 minutes per size category above Medium to take the pelt. 
  You may take this feat multiple times, each time with a different Enemy / Trophy combination. 
  Unquenchable Flame 
  of Life  
  [General] 
  (LM p31) 
  — 
  +2 bonus on saving throws vs. the Extraordinary and Supernatural abilities of Undead.  If you have Undead 
  as a Favored Enemy, your saving throw bonus is instead equal to your Favored Enemy bonus. 
  Unquenchable Flame 
  of Life 
  [General] 
  (FoE p148) 
  — 
  Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Undead. 
  If Undead are your Favored Enemy, you receive your Favored Enemy bonus vs. Undead instead of the +2. 
  Unyielding Bond of 
  Soul 
  [General] 
  (FoE p148) 
  — 
  Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Outsiders. 
  If Outsiders are your Favored Enemy, you receive your Favored Enemy bonus vs. Outsiders instead of the +2
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 86 
  Bonus Ranger Feat Options 
   
  Ranger Option 
  Feats 
  Source 
  Prerequisite 
  Description 
  Track  
  [General, Scout] 
  (PH p101) 
  (CAdv p10)+ 
  — 
  Ranger  1st  
  You may attempt to follow tracks by making a Survival check each mile.  The DC of the check is 
  determined by the factors listed at PH p101. 
  Rapid Shot  
  [General, Fighter] 
  (PH p99) 
  Dexterity 13 
  Point Blank Shot 
  Ranger  2nd  
  When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest 
  base attack bonus), but all your attacks are at –2. 
  Two-Weapon 
  Fighting  
  [General, Fighter] 
  (PH p102) 
  Dexterity 15 
  Ranger  2nd  
  Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by –2 on 
  your primary hand & –6 on your secondary hand.  This works out to –2 on both hands when wielding a 
  Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. 
  As part of a Full Round Attack, you may make a single attack with your secondary weapon. 
  Endurance  
  [General, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  — 
  Ranger  3rd  
  1.  +4 bonus on checks for performing a physical action over a period of time, such as swimming or 
  running. 
  2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 
  3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation. 
  Improved Two-
  Weapon Fighting  
  [General, Fighter] 
  (PH p96) 
  Dexterity 17 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger  6th  
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7. 
  Manyshot  
  [General, Fighter] 
  (PH p97) 
  Dexterity 17 
  Base Attack Bonus +6 
  Point Blank Shot 
  Rapid Shot 
   
  Ranger  6th  
  As part of a Standard Action, you may fire two arrows at a single opponent within 30’.  You make a single 
  attack roll with a –4 penalty.  If it hits, then the opponent takes the damage from both arrows, but only 
  takes “precision based” damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, 
  etc.).  Damage Reduction applies to each arrow separately. 
  If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of –6. 
  If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of –8. 
  Two-Weapon Pounce 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger  6th  
  At the end of a Charge, you may attack with both your primary & off-hand weapons.  The +2 attack bonus 
  for the Charge and the –2 penalty for fighting with two weapons cancel out.  You still receive the –2 
  penalty to AC for the Charge. 
  Greater Two-Weapon 
  Fighting  
  [General, Fighter] 
  (PH p95) 
  Dexterity 19 
  Base Attack Bonus +11 
  Improved Two-Weapon 
  Fighting 
  Ranger 11th  
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7, and a third attack at –12. 
  Improved Precise Shot  
  [General, Fighter] 
  (PH p96) 
  Dexterity 19 
  Base Attack Bonus +11 
  Point Blank Shot 
  Precise Shot 
   
  Ranger 11th  
  When you are making a ranged attack, the following apply: 
  Ignore the AC bonus granted by Cover (but Total Cover still applies). 
  Ignore the miss chance granted by Concealment (but Total Concealment still applies). 
  When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target. 
  Two-Weapon Rend 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +11 
  Two-Weapon Fighting 
  Ranger 11th  
  If you damage an opponent with each of your weapons in a given round, you do extra damage equal to  
  1d6 + 1 ½ Strength modifier.  With regards to Damage Reduction, use the off-hand weapon’s 
  characteristics. 
  A given creature may only take this rending damage once per round. 
   
   
  Rogue 
   
  Rogue Special Ability Feats 
   
  Rogue Special 
  Ability Feats 
  Source 
  Prerequisite 
  Description 
  Savvy Rogue 
  [General] 
  (CSco p080) 
  Rogue 10th level + 
  Any / all of the following Rogue Special Abilities that you have improves as follows: 
  Crippling Strike – deal Strength damage even on a creature who is immune to the extra damage of the 
  Sneak Attack. 
  Defensive Roll – usable 3/day (instead of 1/day). 
  Improved Evasion – +2 Competence bonus on Reflex saves. 
  Opportunist – you may make more than one ‘Opportunistic’ attack per round, but no more than one per 
  opponent –and– each counts as a separate Attack of Opportunity. 
  Skill Mastery – you may “Take 12” with your mastered skills (i.e., “Take 10” with a +2 bonus). 
  Slipper Mind – +2 Competence bonus on the extra Will save granted by this ability. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 87 
  Sneak Attack Feats 
   
  Sneak Attack Feats 
  Source 
  Prerequisite 
  Description 
  Arterial Strike 
  [Ambush] 
  (CWar p96) 
  (CSco p72)+ 
  Sneak Attack / Sudden 
  Strike class ability 
  Base Attack Bonus +4 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 1d6 to cause a wound that bleeds 
  for 1 hit-point per round.  The wound continues to bleed until it is magically healed or successfully 
  bandaged by a Heal check vs. DC 15.  Multiple bleeding wounds stack. 
  Burning Link  
  [Ambush] 
  (DR344 p102) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Know(arcana):  
  1 rank 
  Know(nature):  
  1 rank 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target  
  –and– the creature with which your target has a mystic link (i.e., a Sorcerer/Wizard’s Familiar, a Druid / 
  Ranger’s Animal Companion, a Paladin’s Special Mount, a Blackguard’s Fiendish Servant, etc.).  Your 
  target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the 
  remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage). 
  Concussion Attack  
  [Ambush] 
  (CSco p075) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to impose a –2 penalty on the 
  target’s Intelligence & Wisdom-based ability checks & skill checks for 10 rounds.   
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Crossbow Sniper  
  [General, Fighter] 
  (PH2 p77) 
  Base Attack Bonus +1 
  Weapon Focus (any 
  crossbow) 
  When firing a Crossbow with which you have Weapon Focus, you receive the following: 
  1.  +½ Dexterity modifier damage; 
  2.  Sneak Attack & Skirmish class abilities may be used at a range of 60’ (instead of 30’). 
  Dazzling Strike  
  [Ambush] 
  (DR344 p102) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +2d6 
  On a successful Sneak Attack, your foe is Dazzled for 1 round for each Sneak Attack die you forgo.  Both 
  you and your foe must be Bright Illumination to use this ability. 
  Deadeye Shot  
  [General, Fighter] 
  (PH2 p78) 
  Base Attack Bonus +4 
  Point Blank Shot 
  Precise Shot 
  Skirmish or Sneak 
  Attack class ability 
  Follow these steps to use this feat: 
  1)  Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 
  2)  If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only. 
  Deafening Strike  
  [Ambush] 
  (CSco p076) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to make your foe Deafened for 
  3 rounds.   
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Deft Strike  
  [General] 
  (Dcn p103) 
  Sneak Attack class ability
  Intelligence 13 
  Combat Expertise 
  Spot:  
  10 ranks 
  As a Standard Action, you can attempt to find a weak spot in a visible target’s armor with a Spot check (DC 
  = target’s AC). If you succeed, your next attack (which must be made no later than the end of your next 
  turn) ignores the target’s Armor and Natural Armor bonuses, as well as Enhancement bonuses to these. 
  If you use a ranged attack, you must be within 30’ to gain the benefit of this feat. 
  Disemboweling 
  Strike  
  [Ambush] 
  (CSco p076) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +5d6 
  Weapon Focus (any 
  slashing) 
  On a successful Sneak Attack with a slashing weapon with which you have Weapon Focus, you may reduce 
  the Sneak Attack dice by 4d6 to deal 1d4 Constitution damage.  A foe may only receive a Disemboweling 
  Strike once per day. 
  Eldritch Erosion  
  [Ambush] 
  (CSco p077) 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6  
  Know(arcana):  
  1 rank 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to reduce your foe’s Spell 
  Resistance –and– Power Resistance by 5 for 10 rounds.   
  Multiple uses do not stack, but do reset the duration. 
  Foe Specialist  
  [General] 
  (Mini p26) 
  Sneak Attack class ability
  Base Attack Bonus +4 
  Choose a creature type from the Ranger Favored Enemy list that is vulnerable to Critical Hits.  Your Sneak 
  Attacks do +1d6 damage against this type of creature. 
  You may take this feat multiple times, each with a different type of creature. 
  Hamstring 
  [Ambush] 
  (CWar p100)  
  (CSco p72)+ 
  Sneak Attack / Sudden 
  Strike class ability 
  Base Attack Bonus +4 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage your opponent’s 
  legs, which reduces its movement by half.  A creature with 4 legs requires two Hamstring attacks to have 
  its movement impaired.  Creatures with more than 4 legs are immune to this effect, as are those immune to 
  sneak attacks. 
  The movement reduction lasts until it is magically healed, successfully bandaged by a Heal check vs. DC 15, 
  or 24 hours pass. 
  This ability may be used one per round. 
  Head Shot  
  [Ambush] 
  (CSco p077) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +6d6 
  Weapon Focus (any 
  bludgeoning) 
  On a successful Sneak Attack with a bludgeoning weapon with which you have Weapon Focus, you may 
  reduce the Sneak Attack dice by 5d6 to make your foe Confused for 1 round (WillNeg, DC = 10 + your 
  total number of Sneak Attack dice + Dexterity modifier).  
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Impeding Attack  
  [Ambush] 
  (CSco p078) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to impose a –2 penalty on the 
  target’s Strength & Dexterity-based ability checks & skill checks for 10 rounds.   
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Lacerate  
  [Ambush] 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Painful Strike  
  Combat Expertise 
  Improved Disarm 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use 
  of one of his/her hands for 1 minute (FortNeg, DC = 10 + ½ Character level + damage dealt).  Any object 
  is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. 
  This ability only applies to living creatures who can feel pain. 
  Merciful Strike  
  [Ambush] 
  (CSco p079) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +2d6 
  Your Sneak Attacks with a lethal weapon can do nonlethal damage without a –4 penalty, though the damage 
  is reduced by 1d6. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 88 
  Sneak Attack Feats 
  Source 
  Prerequisite 
  Description 
  Painful Strike  
  [Ambush] 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Strength 13 
  Power Attack 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to cause your foe intense pain 
  for 1 minute, resulting in a –2 penalty on attacks, skill checks, & ability check.   
  This ability only applies to living creatures who can feel pain. 
  Persistent Attacker  
  [Ambush] 
  (CSco p080) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +5d6 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to make your first attack on 
  the next round against the same foe be considered a Sneak Attack too, even if circumstances have changed. 
  Precise Strike  
  [General] 
  (DR310 p69) 
  Sneak Attack class ability
  Dexterity 13 
  When making a Sneak Attack, you may reduce the number of Sneak Attack dice that will apply to damage 
  in exchange for a +2 Competence bonus to hit per die sacrificed.   
  Note:  The bonus to attack & reduction to damage applies to every Sneak Attack for one round. 
  Ring the Ear  
  [Ambush] 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +2d6 
  Improved Unarmed Strike
  On a successful Sneak Attack using an Unarmed Strike, you may reduce the Sneak Attack dice by 1d6 to 
  Deafen your foe for 1 minute (FortNeg, DC = 10 + ½ Character level + Strength modifier). 
  Sacred Strike 
  [Exalted] 
  (BoED p45) 
  Sneak Attack class ability
   
  When you succeed with a sneak attack again an Evil foe, roll d8’s for the Sneak Attack damage (instead of 
  d6’s) and the damage qualifies as ‘good’ damage for purposes of overcoming Damage Reduction. 
  Sneak Attack of 
  Opportunity  
  [General] 
  (DR340 p87) 
  Sneak Attack class ability 
  with at least +3d6 
  Combat Reflexes  
  On your first Attack of Opportunity of the round, add your Sneak Attack dice to the damage. 
  Staggering Strike  
  [General] 
  (CAdv p112) 
  Sneak Attack class ability
  Base Attack Bonus +4 
  If you deal damage with a melee Sneak Attack, your opponent is Staggered for one round (FortNeg DC = 
  damage dealt). If the target is treated with the Heal skill (DC 15) or any spell that heals at least one hit 
  point, the effect is also removed. This feat has no effect on creatures immune to Sneak Attacks. 
  Subduing Strike 
  [General, Fighter]  
  (BoED p46) 
  — 
  You may deal nonlethal damage with a melee weapon without taking a –4 penalty on the attack roll. 
  If  you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon. 
  Telling Blow  
  [General] 
  (PH2 p83) 
  Skirmish or Sneak Attack 
  class ability  
  When you confirm a Critical Hit with either a melee or ranged weapon, add your Skirmish or Sneak Attack 
  dice to the damage after the multiplier has been applied. 
  Throat Punch  
  [Ambush] 
  (CSco p082) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Improved Unarmed Strike
  On a successful Sneak Attack with an Unarmed Strike, you may reduce the Sneak Attack dice by 2d6 to 
  impede your foe’s ability to speak for 3 rounds.  The foe receives a –5 penalty on skill checks related to 
  speech and has a 50% failure chance when casting a spell with a Verbal component. 
  Subsequent uses of this ability do not stack, but do reset the ability’s duration. 
  Weaken the Heart  
  [Ambush] 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Base Attack Bonus +4 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to bring your foe to the border 
  of physical distress (FortNeg, DC = 10 + ½ Character level + Intelligence modifier).  If a foe then attempts 
  a Strength, Dexterity, or Constitution-base skill or ability check within 10 minutes, he/she immediately 
  becomes Fatigued.  If already Fatigued, he/she becomes Exhausted. 
   
   
  Scout 
   
  Skirmish Feats 
   
  Skirmish Feats 
  Source 
  Prerequisite 
  Description 
  Acrobatic Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Tumble:  
  5 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +1d6 Skirmish damage against that opponent until the start of your next turn. 
  Crossbow Sniper  
  [General, Fighter] 
  (PH2 p77) 
  Base Attack Bonus +1 
  Weapon Focus (any 
  crossbow) 
  When firing a Crossbow with which you have Weapon Focus, you receive the following: 
  1.  +½ Dexterity modifier damage; 
  2.  Sneak Attack & Skirmish class abilities may be used at a range of 60’ (instead of 30’). 
  Deadeye Shot  
  [General, Fighter] 
  (PH2 p78) 
  Skirmish or Sneak 
  Attack class ability  
  Base Attack Bonus +4 
  Point Blank Shot 
  Precise Shot 
  Follow these steps to use this feat: 
  1)  Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 
  2)  If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only. 
  Hinder  
  [Ambush, Scout] 
  (DR344 p103) 
  Skirmish class ability  
  with at least +2d6 
  Improved Initiative 
  On a successful Skirmish Attack, you may reduce the Skirmish dice by 1d6 to reduce your foe’s base land 
  movement by 10’ for 1 minute.  Multiple ‘Hinder’ attacks stack, though a foe cannot be reduced to slower 
  than 5’.  Does not affect foe other forms of movement. 
  Improved Acrobatic 
  Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Acrobatic Skirmisher 
  Tumble:   
  10 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the 
  +1d6 from Acrobatic Skirmisher). 
  Improved Skirmish  
  [Scout] 
  (CSco p078) 
  Skirmish class ability  
  with at least +2d6 / +1 
  If you move at least 20’ are part of a Skirmish attack, your damage improves by +2d6 and your Competence 
  bonus to AC improves by +2. 
  Ranged Skirmisher  
  [General, Scout] 
  (DR346 p87) 
  Skirmish class ability 
  Dexterity 13 
  Wisdom 13 
  Point Blank Shot 
  Far Shot 
  You apply your Skirmish damage to ranged attack made on opponents within 60’ (instead of the normal 30’).
  Telling Blow  
  [General] 
  (PH2 p83) 
  Skirmish or Sneak Attack 
  class ability  
  When you confirm a Critical Hit with either a melee or ranged weapon, add your Skirmish or Sneak Attack 
  dice to the damage after the multiplier has been applied. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 89 
  Sorcerer 
   
  See Bloodline Feats (page 112). 
   
  Sorcerer Only Feats 
   
  Sorcerer Only Feats 
  Source 
  Prerequisite 
  Description 
  Bronze Solaris 
  Member 
  [General] 
  (DR334 p93) 
  Sorcerer level 1st + 
  1st Level only 
  You descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 
  1.  Knowledge (religion) is a Sorcerer class skill for you.  Receive a +3 bonus on Knowledge (religion) 
  checks related to your Ancestor Deity. 
  2.  You are proficient with the Favored Weapon of your Ancestor Deity. 
  Celestial Boon  
  [General] 
  (DR338 p97) 
  Sorcerer level 1st + 
  Receive the ‘blessing’ of 
  a Good Outsider of at 
  least 5HD for your good 
  works 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. 
  1st: Detect Evil(PH p218) – Reveals evil creatures, spells, or objects. 
  2nd: Align Weapon(PH p197) – Weapon becomes good, evil, lawful, or chaotic. (good only) 
  3rd: Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead. 
  4th: Holy Smite(PH p241) – Damages and blinds evil creatures. 
  5th: Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level). 
  6th: Undeath to Death(PH p297) – Destroys 1d4 per level HD of undead (max 20d4). 
  7th: Holy Word(PH p242) – Kills, paralyzes, blinds, or deafens non-good subjects. 
  8th: Holy Aura(PH p241) – +4 to AC, +4 resistance, SR25 against evil spells. 
  9th: Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail. 
  Divine Sorcery  
  [General] 
  (DR343 p88) 
  Sorcerer level 1st only 
  Alignment within one 
  step of Patron Deity 
  Member of a Race that  
  the Patron Deity prefers 
  You have a special connection to your Patron Deity, who grants you partial access to a Domain. 
  1.  Gain the Domain Ability. 
  2.  Add one Domain spell to your Arcane Spell list each day (may be different from day to day). 
  Deity 
  Race 
  Alignment 
  Annam 
  Giant, Half-Giant 
  N:    Knowledge, Magic, Plant, Sun 
    
   
  CN:  Magic 
  LN:  Plant 
  NE:  Knowledge NG:  Sun 
   
  Bahamut 
  Half-Dragon 
  LG:  Air, Cold, Good, Luck, Protection 
    
   
  LN:  Protection NG:  Good 
   
   
   
  Corellon 
  Elf, Half-Elf 
  CG:  Chaos, Good, Protection, War 
    
   
  CN:  Chaos 
  NG:  Good 
   
   
   
  Garl Glittergold  Gnome 
  NG:  Good, Protection, Trickery 
    
   
  CG:  Trickery LG:  Good 
  N:    Protection 
   
   
  Gruumsh 
  Orc, Half-Orc 
  CE:  Chaos, Evil, Strength, War 
    
   
  CN:  Chaos 
  NE:  Evil 
   
   
   
  Heironeous 
  Assimaar, Human 
  LG:  Good, Law, War 
    
   
  LN:  Law 
  NG:  Good 
   
   
   
  Hextor 
  Tiefling, Human 
  LE:  Evil, Law, War 
    
   
  LN:  Law 
  NE:  Evil 
   
   
   
  Iallanis 
  Giant, Half-Giant 
  NG:  Good,  Healing, Strength, Sun 
    
   
  LG:  Good 
  N:    Strength 
   
   
   
  Kurtulmak 
  Kobold 
  LE:  Evil, Trickery, Earth 
    
   
  LN:  Earth 
  NE:  Evil 
   
   
   
  Laogzed 
  Troglodyte 
  CE:  Chaos, Death, War 
    
   
  CN:  Chaos 
  NE:  Death 
   
   
   
  Lolth 
  Drow 
  CE:  Chaos, Destruction, Evil, Trickery 
    
   
  CN:  Chaos 
  NE:  Evil 
   
   
   
  Maglubiyet 
  Goblin, Hobgoblin 
  CE:  Chaos, Evil, Trickery 
    
   
  CN:  Chaos 
  NE:  Evil 
   
   
   
  Moradin 
  Dwarf 
  LG:  Earth, Good, Law, Protection 
    
   
  LN:  Law 
  NG:  Good 
   
   
   
  Panzuriel 
  Merrow, Underwater NE:  Destruction, Evil, War, Water 
    
    Monsters 
  CE:  Evil 
  LE:  War 
  N:    Water 
   
   
  Pelor 
  Half-Elf, Half-Orc, 
  NG:  Glory, Good, Healing, Strength, Sun 
    
    Human 
  CG:  Good 
  LG:  Healing 
  N:    Sun 
   
   
  Semanya 
  Lizardfolk 
  N:    Animal, Plant, Water 
    
   
  CN:  Animal 
  LN:  Plant 
  NE:  Water 
  NG:  Water  
  Tiamat 
  Half-Dragon 
  LE:  Destruction, Evil, Law, Trickery 
    
   
  LN:  Law 
  NE:  Evil 
   
   
   
  Wee Jas 
  Human 
  LN:  Death, Law, Magic 
    
   
  LE:  Law 
  LG:  Law 
  N:    Magic 
   
   
  Vaprak 
  Half-Ogre, Ogre, 
  CE:  Chaos, Destruction, Evil, Strength 
    
    Troll 
  CN:  Chaos 
  NE:  Evil 
   
   
   
  Yondalla 
  Halfling 
  LG:  Good, Law, Protection 
    
   
  LN:  Law 
  NG:  Good 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 90 
  Sorcerer Only Feats 
  Source 
  Prerequisite 
  Description 
  Dwarven Ancestry  
  [General] 
  (DR338 p97) 
  Dwarf 
  Sorcerer level 1st + 
  Craft a stone masterpiece 
  of unparalleled beauty 
  You are descended from a line of great Dwarven craftspersons. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Guidance(PH p238) – +1 on one attack roll, saving throw, or skill check. 
  1st: Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. 
  2nd: Make Whole(PH p252) – Repairs an object. 
  3rd: Magic Vestment(PH p251) – Armor,  shield, or clothes gain +1 enhancement per four levels. 
  4th: Spike Stones(PH p283) – Creatures in area take 1d8 damage, may be slowed. 
  5th: Spell Resistance(PH p282) – Subject gains Spell Resistance of 12 + 1 per level. 
  6th: Stone Tell(PH p284) – Talk to natural or worked stone. 
  7th: Heroes’ Feast(PH p240) – Ford for one creature per level, cures, and grants combat bonuses. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Elemental Swarm(PH p226) – Summons multiple elementals. (earth only) 
  Fiendish Pact  
  [General] 
  (DR338 p97) 
  Sorcerer level 1st + 
  Make a pact with an Evil 
  Outsider of at least 5HD 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Inflict Minor Wounds(PH p244) – Touch attack, 1 point of damage. 
  1st: Detect Good(PH p219) – Reveals good creatures, spells, or objects. 
  2nd: Align Weapon(PH p197) – Weapon becomes good, evil, lawful, or chaotic. (evil only) 
  3rd: Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute. 
  4th: Unholy Blight(PH p297) – Damages and sickens good creatures. 
  5th: Summon Swarm(PH p289) – Summons a swarm of bats, rats, or spiders. 
  6th: Harm(PH p239) – Deals 10 hp per level to target. 
  7th: Blasphemy(PH p205)(PH3.5e)+ – Kills, paralyzes, weakens, or dazes non-evil subjects. 
  8th: Unholy Aura(PH p297) – +4 to AC, +4 resistance, SR25 against good spells. 
  9th: Implosion(PH p243) – Kills one creature per round. 
   
  Orc Descent  
  [General] 
  (DR338 p97) 
  Half-Orc or Orc 
  Sorcerer level 1st + 
  Complete a quest to 
  strengthen your tribe 
  assigned by your Chief 
  or Shaman 
  You are descended from a line of great Orc heroes. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Virtue(PH p289) – Subject gains 1 Temporary HP. 
  1st: Longstrider(PH p249) – Increases your speed. 
  2nd: Rage(PH p268) – Gives +2 to Str and Con, +1 on Will saves, –2 to AC. 
  3rd: Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 
  4th: Divine Power(PH p224) – You gain attack bonus, +6 to Str, and 1 hp per level. 
  5th: Righteous Might(PH p273)(PH3.5e)+ – Your size increases and you gain combat bonuses. 
  6th: Harm(PH p239) – Deals 10 hp per level to target. 
  7th: Destruction(PH p218) – Kills subject and destroys remains. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail. 
   
   
  Familiar Feats 
   
  Familiar Feats 
  Source 
  Prerequisite 
  Description 
  Betrayal of the Spirit 
  Linked 
  [General, Wizard] 
  (DR336 p108) 
  Having a current Familiar
  Able to cast Animate 
  Dead as a Prepared 
  spell 
  You sacrifice your Familiar and turn it into a Skeleton or a Zombie.  You lose the bonus it proved to you 
  (such as +3 to Climb for a Lizard) and it will never learn to speak to you or other creatures of its type, but 
  you gain Damage Reduction 5 / slashing if your Familiar is now a Skeleton, or DR 5 / bludgeoning if your 
  Familiar is now a Zombie. 
  Bonded Familiar 
  [General] 
  (PH2 p75) 
  Having a current Familiar
  Once per day, your Familiar can take the hp damage from an attack that would drop you to 0 (or lower) hp. 
  Once per day, you can take the hp damage from an attack that would drop your Familiar to 0 (or lower) hp. 
  Both abilities you and your Familiar to be within 30’ of each other. 
  Celestial Familiar 
  [Exalted] 
  (BoED p41) 
  Able to acquire a new 
  Familiar 
  Get access to a Good Outsider as your familiar. 
  3rd:  Celestial Animal 
  7th:  Coure Eladrin (CG), Lantern Archon (LG), Musteval Guardinal (NG) 
  Combat Familiar 
  [General] 
  (PH2 p76) 
  Having a current Familiar
  Arcane Spellcaster 1st 
  If your Familiar is holding the charge of a Touch spell, it goes not generate an Attack of Opportunity w hen 
  entering a foe’s square. 
  Darkness Familiar 
  [General] 
  (DR322 p67) 
  Able to acquire a new 
  Familiar 
  Compatible Alignment 
  The following creatures can be taken as Darkness Familiars: 
  5th:  Night Hunter Bat (MoF p18) 
  6th:  Shadow Asp (FF p152) 
  7th:  Darkness Pseudo-Elemental, Small (DR322 p66) 
  8th:  Sinister Bat (MoF p18) 
  9th:  Shadow (MM p221) 
  10th:  Dark Creeper (FF p38) 
  12th:  Darkenbeast (MoF p30) 
  14th:  Cloaker (MM p36), Shadow Mastiff (MM p222), Wraith (MM p257) 
  Dragon Familiar  
  [General] 
  (Dcn p104) 
  Able to acquire a new 
  Familiar 
  Charisma 13 
  Arcane Spellcaster 7th 
  Able to speak Draconic 
  Compatible Alignment 
  When you acquire a new familiar, you may select a Wyrmling-aged Dragon as a familiar. 
  See Dcn p141 for details on Dragons as Familiars. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 91 
  Familiar Feats 
  Source 
  Prerequisite 
  Description 
  Familiar Spell 
  [General] 
  (Und p25) 
  Spell Mastery 
  Able to acquire a Familiar
  You may prepare one extra spell per day in your Familiar’s memory, though the spell must be one with 
  which you have Spell Mastery.  You may cast this spell normally as one as your Familiar is within one 
  square of you.  Your Familiar may not cast the spell itself. 
  You may take this feat multiple times, each time increasing the number of spells your Familiar may store by 
  one. 
  Improved Familiar 
  [General] 
   
  (DMG p200) 
  (PGF p039) 
  (CWar p100)+ 
  (CSco p078)+ 
  Able to acquire a new 
  Familiar 
  The following creatures can be taken as Improved Familiars: 
  2nd:  Small Monstrous Centipede (N) 
  3rd:  Flying Snake, Spitting Crawler Lizard, Lynx, Krenshar, Worg, Small Monstrous Scorpion (N), Badger 
  (N), Medium Viper (N) 
  4th:  Small Monstrous Spider (N) 
  5th:  Osquip (NE), Tressym (NG), Blink Dog (LG), Hell Hound (LE) 
  6th:  Vargouille (lack the Kiss supernatural ability) (NE) 
  7th:  Hippogriff, Howler(CE), Winter Wolf(NE), any Mephit (N) 
  9th:  Deathfang (NE). 
  Lurking Familiar 
  [General] 
  (PH2 p80) 
  Having a current Familiar
  Arcane Spellcaster 6th  
  Combat Familiar 
  If your Familiar is in your square, it gains Cover and can attempt a Hide check.  If it succeeds, it gains the 
  normal bonuses of an unseen attacker if it makes an attack. 
  Spell-Linked Familiar 
  [General] 
  (PH2 p83) 
  Having a current Familiar
  Arcane Spellcaster 9th  
  You can transfer spells to your Familiar, who casts them at ½ your caster level.  The spell cannot require XP 
  or significant gp cost, nor a focus.  Verbal, Somantic, and trivial Material components are ignored. 
    
  Caster Level 
  0th  
  1st 
  2nd 
    
  9th – 11th 
  1 
  — 
  — 
    
  12th – 14th 
  2 
  1 
  — 
    
  15th – 17th 
  3 
  2 
  1 
    
  18th – 20th 
  4 
  3 
  2 
  Stitched Flesh 
  Familiar  
  [General] 
  (LM p30) 
  Able to acquire a new 
  Familiar 
  Able to cast three 
  Necromancy spells 
  When choosing a familiar, you may choose a Stitched Flesh Familiar. 
  Hit Dice: d12, with no Constitution bonus; can use own HD or master’s for effects dealing with HD 
  Hit Points: Use half the master’s total, or the familiar’s normal, whichever is higher. 
  Attacks: Master’s or familiar’s Base Attack Bonus, whichever is higher. 
  Saving Throws: Master’s or familiar’s base saves, whichever are individually higher. 
  Familiar Special Abilities: Use the second Familiar table (PH p52); instead of the noted special ability, a 
  stitched flesh familiar allows its master to control an additional 4 HD of Undead.  
   
   
  Shugenja  
   
  Sense Elements Feats 
   
  Sense Elements 
  Source 
  Prerequisite 
  Description 
  Elemental Stalker 
  [General] 
  (DR357 p86) 
  Ki Power class ability 
  Sense Elements class 
  ability 
  Add your Shugenja level to your Ninja level to determine  
  1. the maximum radius and uses per day of your Sense Elements class ability;  
  2. your Ninja AC bonus; 
  3. the size of your Ki pool. 
  Elemental Strike 
  [General] 
  (DR343 p90) 
  Sense Elements class 
  ability 
  You may make an improved attack on an element-based creature by following these steps: 
  1.  Use your Sense Elements class ability to identify an element-based creature. 
  2.  Expend an additional use of Sense Elements as a Standard Action to gain a +20 Insight bonus on your 
  next attack roll against that creature.  This attack must be made within a (Wisdom modifier) rounds 
  (minimum 1).  
   
   
  Elemental Focus Feats 
   
  Elemental Focus 
  Source 
  Prerequisite 
  Description 
  Turn Elemental 
  [General] 
  (DR343 p91) 
  Elemental Focus class 
  ability 
  You may Rebuke / Command / Bolster a creature of your Focus Element –or– Turn / Destroy a creature of 
  the type that is opposed to your Focus Element.  Either use consumes two daily uses of Sense Elements 
  and acts the same as the Turn / Rebuke ability of a Cleric. 
   
   
  Spirit Shaman 
   
  Chastise Spirits Feats 
   
  Chastise Spirits 
  Source 
  Prerequisite 
  Description 
  Extended Spirit Form 
  [General] 
  (DR343 p91) 
  Chastise Spirits class 
  ability 
  Spirit Form class ability 
  You may remain in Sprit Form for +(1 + Charisma modifier) extra minutes (min +1) at the cost of one daily 
  use of Chastise Spirits.   
  Spirit Spell 
  [General] 
  (DR343 p91) 
  Chastise Spirits class 
  ability 
  By expending 4 of your daily uses of Chastise Spirits as a Standard Action, all spells you cast in the 
  following round are Maximized without a change to their Spell level. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 92 
   
  Swashbuckler 
   
  Improved Flanking Feats 
   
  Improved Flanking 
  Source 
  Prerequisite 
  Description 
  Superior Flanking 
  [General] 
  (DR343 p93) 
  Improved Flanking class 
  ability 
  You receive a +6 bonus on Attack rolls against an opponent that is Flanked.  Allies that flank with you 
  receive a +3 bonus. 
  These bonuses supersede the bonuses from Flanking and Improved Flanking class abilities. 
   
   
   
  Warlock 
   
  Warlock Only Feats 
   
  Warlock Only Feats 
  Source 
  Prerequisite 
  Description 
  Extra Invocation 
  [General] 
  (CArc p79) 
  Warlock 6th level 
  You gain an additional Invocation that is one grade less than the highest grade available to you.   
  You may take this feat multiple times, each time gaining a new Invocation. 
   
   
  Feats that Improve Eldritch Blast 
   
  Since ‘Eldritch Blast’ is a Spell-Like ability, some Feats from the Monster Manual may be used with it. 
   
  Improve Eldritch 
  Blast 
  Source 
  Prerequisite 
  Description 
  Ability Focus  
  [General] 
  (MM p303) 
  (MM3 p206) 
  Special Attack 
  The DC of your Special Attack increases by  +2. 
  This feat may be taken multiple times.  Each time it applies to a different Special Ability. 
  Empower Spell-Like 
  Ability  
  [General] 
  (MM p303) 
  (MM3 p206) 
  Caster level of Spell-like 
  Ability 6th + 
  Meet the minimum 
  Caster Level 
  requirement based on 
  the effective Spell 
  Level of the Spell-like 
  ability 
  You may Empower your Spell-like Ability up to 3 times per day, limited by your normal number of uses per 
  day.  When Empowered, all variable numeric values (typically the dice of damage) of the target Spell-like 
  Ability are increased by +50%. 
  You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 2) of the target Spell-
  like Ability.  The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated 
  Eldritch Essence & Blast Shape Invocations. 
    Effective 
  Min Caster 
   
    Spell Level 
  Level 
  Example 
    
  1st  
  6th  
  Eldritch Blast (CArcErrata), Hideous Blow 
    
  2nd  
  8th  
  Eldritch Spear, Frightful Blast, Sickening Blast 
    
  3rd  
  10th  
  Brimstone Blast, Hellrime Blast 
    
  4th  
  12th  
  Beshadowed Blast, Bewitching Blast, Eldritch Chain 
    
  5th  
  14th  
  Eldritch Cone 
    
  6th  
  16th  
  Noxious Blast, Repelling Blast, Vitriolic Blast 
    
  7th  
  18th  
  n/a 
    
  8th  
  20th  
  Eldritch Doom, Utterdark Blast 
  Quicken Spell-Like 
  Ability  
  [General] 
  (MM p304) 
  (MM3 p207) 
  Caster level of Spell-like 
  Ability 10th +  
  Meet the minimum 
  Caster Level 
  requirement based on 
  the effective Spell 
  Level of the Spell-like 
  ability 
  You may activate the target Spell-like Ability as an Immediate Action up to 3 times per day, limited by your 
  normal number of uses per day. 
  You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 4) of the target Spell-
  like Ability.  The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated 
  Eldritch Essence & Blast Shape Invocations. 
    Effective 
  Min Caster 
   
    Spell Level 
  Level 
  Example 
    
  1st  
  10th  
  Eldritch Blast (CArcErrata), Hideous Blow 
    
  2nd  
  12th  
  Eldritch Spear, Frightful Blast, Sickening Blast 
    
  3rd  
  14th  
  Brimstone Blast, Hellrime Blast 
    
  4th  
  16th  
  Beshadowed Blast, Bewitching Blast, Eldritch Chain 
    
  5th  
  18th  
  Eldritch Cone 
    
  6th  
  20th  
  Noxious Blast, Repelling Blast, Vitriolic Blast 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 93 
  Wizard  
   
  Wizard Only Feats 
   
   
  Wizard Only Feats 
  Source 
  Prerequisite 
  Description 
  Ability Enhancer  
  [General] 
  (DR325 p77) 
  Transmuter level 1st 
  Spell Focus 
  (transmutation) 
  Any Transmutation spell you cast that enhances an ability score increases by ability score by an additional 
  +2 (i.e., Bull’s Strength will grant a +6 Enhancement bonus to Strength). 
  Abjurative Potency  
  [General] 
  (DR325 p77) 
  Abjurer level 1st 
  Spell Focus (abjuration) 
  Any Abjuration spell you cast that provides a bonus to AC improves adds an additional +1 (i.e., Shield will 
  grant a +5 Shield bonus to AC). 
  Charmer  
  [General] 
  (DR325 p77) 
  Enchanter level 1st 
  Spell Focus (enchantment)
  Add +1 DC to all Enchantment (charm) spells you cast. 
  Collegiate Wizard  
  [General] 
  (CArc p181) 
  Wizard level 1st 
  Intelligence 13 
  1st level only 
  +2 bonus on Knowledge (arcana) checks. 
  As a 1st level Wizard, you gain six 1st level spells (instead of 4).   
  At each level after 1st, you gain 4 new spell (instead of 2). 
  Diversified Casting  
  [General] 
  (DR325 p61) 
  At least one Prohibited 
  School of Magic 
  You may add up to three spells from one Prohibited School of Magic to your spell list.  This allows you to 
  use spell-completion and spell-trigger items based on these spells in addition to being able cast them. 
  You may take this feat once for each Prohibited School of Magic you have.  Each time, this feat applies to a 
  different School.  
  Enhanced Shadow 
  Reality  
  [General] 
  (DR325 p77) 
  Illusionist level 1st 
  Spell Focus (illusion) 
  Any Illusion (shadow) spell you cast is 20% “more real”.  For example, Shadow Conjuration would do 40% 
  damage if disbelieved instead of the standard 20%. 
  Evocation Resistance  
  [General] 
  (DR325 p77) 
  Evoker level 1st 
  Spell Focus (evocation) 
  You take 1 less damage per die from any Evocation spell that damages you. 
  Familiar Spell 
  [General] 
  (Und p25) 
  Spell Mastery 
  Able to acquire a 
  Familiar 
  You may prepare one extra spell per day in your Familiar’s memory, though the spell must be one with 
  which you have Spell Mastery.  You may cast this spell normally as one as your Familiar is within one 
  square of you.  Your Familiar may not cast the spell itself. 
  You may take this feat multiple times, each time increasing the number of spells your Familiar may store by 
  one. 
  Girded Soul  
  [General] 
  (DR325 p77) 
  Necromancer level 1st 
  Spell Focus (necromancy)
  +4 bonus on saves vs. Energy Drain or Death Effects. 
  Heavy Teleport  
  [General] 
  (DR325 p77) 
  Conjurer level 1st 
  Spell Focus (conjuration) 
  Any Conjuration (teleportation) spell you cast can carry one extra Medium-sized creature. 
  Hidden Thoughts  
  [General] 
  (DR325 p77) 
  Diviner level 1st 
  Spell Focus (divination) 
  +4 bonus on Wills saves to resist Divination spells. 
  +4 bonus on Intelligence checks to notice a Scrying Sensor. 
  Potent Enchantment  
  [General] 
  (DR325 p77) 
  Enchanter level 1st 
  Spell Focus (enchantment)
  Enchantment spells you cast that effect a fixed number of Hit Dice (such as Sleep or Hypnotism) effect 
  +3HD. 
  Signature Spell  
  [General] 
  (PGF p43) 
  Spell Mastery 
  Choose one spell that you have mastered with Spell Mastery when you take this feat.  You may 
  spontaneously convert a Prepared Arcane spell into your Signature Spell as long as it is the same level or 
  higher.  This ability is similar to a Cleric spontaneously converting a spell into a Cure spell. 
  You may take this feat multiple times, each time granting you a different Signature Spell. 
  Spell Mastery  
  [General, Wizard] 
  (PH p100) 
  Wizard level 1st 
  Choose a number of spells equal to your Int modifier.  You may prepare these spells without a spellbook.   
  You may take this feat multiple times, each time with different spells. 
  Note:  All Wizards have Spell Mastery of Read Magic. 
  Theurgic Specialist  
  [General] 
  (DR325 p62) 
  Specialist Wizard 3rd  
  any other spellcasting 
  class 
  When you cast spells from your Specialized School of Magic from any of your spellcasting classes, your 
  effective Caster level is the sum of all your spellcasting classes. 
   
   
   
  Feats for Other Classes 
   
  Other Class Feats 
  Source 
  Prerequisite 
  Description 
  Extra Edge 
  [General] 
  (CArc p79) 
  Warmage 4th level 
  You gain a +1 bonus to your Warmage Edge, plus an additional 1 per four Warmage levels.   
  Extra Spell Secret 
  [General] 
  (CArc p80) 
  Spell Secret class feature 
  Able to cast 2nd lvl spells 
  Gain an additional use of the Spell Secret class ability (part of the Lore Master prestige class), which allows 
  you to permanently cast one spell as if it were modified by Enlarge Spell, Extend Spell, Still Spell, or 
  Silent Spell without its level changing. 
  Guardian Spirit 
  [General] 
  (CArc p80) 
  Watchful Spirit class 
  feature 
  Reroll your Initiative Roll, usable 2/day.   
  Reroll your Saving Throw, usable 1/day. 
  Improved Fiendish 
  Servant 
  [General] 
  (DU115 p82) 
  Fiendish Servant class 
  feature 
  Your Fiendish Servant gains the Fiendish Creature Template. 
  Add the following creatures to your choice of Servants:  Ape, Black Bear, Boar, Crocodile, Dire Badger, 
  Dire Bat, Dire Weasel, Heavy Warhorse, Leopard, Monitor Lizard, Constrictor Snake, Large Viper Snake, 
  & Wolverine.  
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 94 
  Feats Aiding Multiclassed Characters 
   
  Multi-Class Feats 
  Source 
  Prerequisite 
  Description 
  Aligned Theurgy 
  [General] 
  (DR325 p60) 
  At least one Alignment-
  based Cleric Domain 
  Ability to cast Arcane 
  spells with the same 
  alignment descriptor 
  Choose one Alignment-based Cleric Domain (i.e., Chaos, Evil, Good, or Law).  Any spells you cast with 
  this descriptor have a Caster level equal to the sum of your Cleric and Arcane Caster levels. 
  You may take this feat multiple times, each time applying to a different Alignment 
  Alternative Source 
  Spell 
  [Metamagic] 
  (DR325 p61) 
  Able to cast both Arcane 
  and Divine spells 
  You may prepare an Arcane spell in a Divine spell slot of the same level and/or a Divine spell in an Arcane 
  spell slot of the same level.  In each case, the Caster level of that spell is one lower than usual. 
  +0 Level Adjustment. 
  Ascetic Hunter  
  [General] 
  (CAdv p105) 
  Improved Unarmed Strike
  Favored Enemy class 
  ability 
  When you use an Unarmed Strike to deliver a Stunning Attack against a Favored Enemy, add one-half your 
  Favored Enemy bonus to the DC of your Stunning attempt. 
  If you have levels in both Ranger and Monk, those levels stack to determine your Unarmed Damage. 
  You may multiclass between Ranger and Monk freely (alignment and XP penalties still apply as normal). 
  Ascetic Knight  
  [General] 
  (CAdv p105) 
  Improved Unarmed Strike
  Smite Evil class ability 
  Your Paladin and Monk levels stack to determine your Unarmed Damage, as well as your Smite damage. 
  You may multiclass between Paladin and Monk freely (alignment and XP penalties still apply as normal). 
  Ascetic Mage  
  [General] 
  (CAdv p105) 
  Improved Unarmed Strike
  Ability to Spontaneously 
  cast 2nd level Arcane 
  spells 
  As a Swift Action, you may sacrifice a spell slot to add that slot’s level as a bonus to attack and damage 
  rolls for one round. 
  Your Sorcerer and Monk levels stack to determine your Monk AC bonus; you may add either your Wisdom 
  or Charisma bonus. 
  You may multiclass between Sorcerer and Monk freely (alignment and XP penalties still apply as normal). 
  Ascetic Rogue  
  [General] 
  (CAdv p106) 
  Improved Unarmed Strike
  Sneak Attack class ability
  When making a Stunning Attack as a Sneak attack, add 2 to the DC. 
  Your Rogue and Monk levels stack to determine your Unarmed Damage. 
  You may multiclass between Rogue and Monk freely (alignment and XP penalties still apply as normal). 
  Ascetic Stalker  
  [General] 
  (CSco p73) 
  Ki Power class ability 
  Ki Strike (magic) class 
  ability 
  Monk 1st, 2nd, 6th  
  Add your Monk and Ninja levels together to determine the size of your Ki Pool, your Unarmed Strike 
  damage –and– your Ki Strike class feature. 
  You may multiclass between Monk and Ninja freely (alignment and XP penalties still apply as normal). 
  Combined Empathy 
  [General] 
  (DR325 p61) 
  Druid level 1+ 
  Ranger level 1+ 
  Add your Druid and Ranger levels to your Wild Empathy checks. 
  Daring Outlaw  
  [General] 
  (CSco p76) 
  Swashbuckler Grace +1 
  class feature 
  Sneak Attack +2d6 
  Add your Rogue and Swashbuckler levels together to determine the size of your Grace class feature bonus  
  –and– the number of your Sneak Attack dice. 
  Daring Warrior  
  [General, Fighter] 
  (CSco p76) 
  Swashbuckler Grace +1 
  class feature 
  Weapon Specialization 
  Add your Fighter and Swashbuckler levels together to determine the size of your Grace class feature bonus  
  –and– your Fighter level for determining which Fighter only feats you qualify for. 
  Devoted Inquisitor  
  [General] 
  (CAdv p107) 
  Smite Evil class ability 
  Sneak Attack class ability
  When you successfully use both Smite Evil and Sneak Attack on the same foe in a single attack, it is Dazed 
  for one round (WillNeg DC 10 + ½ character level + Charisma modifier) 
  You may multiclass between Paladin and Rogue freely (alignment and XP penalties still apply as normal). 
  Devoted Performer  
  [General] 
  (CAdv p107) 
  Smite Evil class ability 
  Bardic Music class 
  ability 
  Your Bard and Paladin levels stack to determine your Smite damage and daily uses of Bardic Music. 
  You may multiclass between Bard and Paladin freely (XP penalties still apply as normal). 
  Devoted Tracker  
  [General] 
  (CAdv p107) 
  Smite Evil class ability 
  Wild Empathy class 
  ability 
  Track 
  Your Paladin and Ranger levels stack to determine your Smite damage and Wild Empathy. 
  If you have both the Special Mount and an Animal Companion ability, you may designate your mount as 
  your companion, granting it both sets of bonuses. 
  You may multiclass between Paladin and Ranger freely (alignment and XP penalties still apply as normal). 
  Divine Inspiration  
  [General] 
  (DR330 p85) 
  Ability to Turn Undead 
  Bardic Music class 
  ability 
  1. Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. 
  2. Perform is always a Class skill for you. 
  Druidic Theurgy 
  [General] 
  (DR325 p61) 
  Able to cast 3rd level 
  Druid spells 
  Able to cast spells from 
  a different spell list 
  Choose one of your non-Druidic spell lists.  Any spell which appears on this list and the Druidic spell list is 
  cast with a Caster level of (Druid level + the level of the other class). 
  Elemental Stalker 
  [General] 
  (DR357 p86) 
  Ki Power class ability 
  Sense Elements class 
  ability 
  1. Add your Shugenja level to your Ninja level to determine the maximum radius and uses per day of your 
  Sense Elements class ability. 
  2. Add your Shugenja level to your Ninja level to determine your Ninja AC bonus and the size of your  Ki 
  pool. 
  Elemental Theurgy 
  [General] 
  (DR325 p61) 
  At least one Element-
  based Cleric Domain 
  Ability to cast Arcane 
  spells with the same 
  element descriptor 
  Choose one Element-based Cleric Domain (i.e., Air, Earth, Fire, or Water).  Any spells you cast with this 
  descriptor have a Caster level equal to the sum of your Cleric and Arcane Caster levels. 
  You may take this feat multiple times, each time applying to a different Element. 
  Holy Mount 
  [General] 
  (DR325 p62) 
  Ability to gain a Special 
  Mount 
  any other Divine caster 
  class 
  When determining the abilities of your Special Mount, add your Paladin levels to those of your other Divine 
  caster class (typically Cleric). 
  Hymnist 
  [General] 
  (DR325 p62) 
  Bardic Music class ability
  Ability to cast Divine 
  spells 
  Perform is always a Class skill for you. 
  Receive your Wisdom modifier as a bonus to all Perform checks. 
  Martial Stalker  
  [General, Fighter] 
  (CSco p79) 
  Proficiency with all 
  martial weapons 
  Ki Power class ability 
  Add your Fighter and Ninja levels together to determine the size of your Ki Pool, the AC Bonus granted as a 
  class ability of a Ninja, –and– your Fighter level for determining which Fighter only feats you qualify for. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats based on Class 
   
  Page 95 
  Multi-Class Feats 
  Source 
  Prerequisite 
  Description 
  Master Spellthief  
  [General] 
  (CSco p79) 
  Steal Spell class ability 
  able to cast 2nd level 
  Arcane spells 
  Add your Spellthief and Arcane Caster class to determine the highest level spell you can steal, the caster 
  level of your Arcane spells.  Also, ignore the Spell Failure chance of any Light Armor you are wearing 
  when casting stolen spells. 
  Practiced Spellcaster 
  [General] 
  (CDiv p82) 
  (CArc p82) 
  Spellcraft:  4 ranks 
  Choose one of your spellcasting classes.  The spells you cast from this class have +4 Caster level (up to 
  your number of HD).   
  This feat helps multiclassed characters. 
  Rage Casting 
  [General] 
  (DR310 p30) 
  Ability to Rage or Frenzy 
  Able to cast 1st lvl spells 
  Combat Casting 
  Quicken Spell 
  Concentration:  5 ranks 
  While Raging and/or Frenzying, you may cast spell with a casting time of ‘Free Action’, typically spells 
  modified by the Quicken Spell metamagic feat. 
  You may also use magic items activated by Spell Trigger, Spell Completion, & Command Word. 
  Normally, you cannot cast spell & use activated magic items while Raging and/or Frenzying. 
  Raging Spell 
  Penetration 
  [General] 
  (DR310 p30) 
  Ability to Rage or Frenzy 
  Able to cast 1st lvl spells 
  Combat Casting 
  Quicken Spell 
  Spell Penetration 
  Rage Casting 
  Concentration:  5 ranks 
  By consuming one of your daily Rages or Frenzies, you gain a +2 bonus on overcoming Spell Resistance 
  for 3 + Constitution modifier rounds.  At the end of this time, you are Fatigued for the duration of the 
  current encounter.   
  This bonus stacks with the bonus from Spell Penetration. 
  Razing Strike  
  [General] 
  (CAdv p112) 
  Sneak Attack class ability
  Caster level 6th 
  As a Swift Action, you may sacrifice one of your allotment of spells to gain bonuses against Constructs (if 
  the spell was Arcane) –or– Undead (if the spell was Divine).  The bonuses apply only to the indicated type 
  of creature and last for 1 round. 
  1. Gain an Insight bonus equal to the spell’s level on your attack rolls. 
  2. Receive a number of extra d6 of damage equal to that spell’s level plus your Sneak Attack dice bonus. 
  Note:  This feat does not enable you to deliver Critical Hits or Sneak Attacks to Constructs or Undead. 
  Sacred Outlaw  
  [General] 
  (DR357 p86) 
  Ability to Turn/Rebuke 
  Undead 
  Sneak Attack +2d6 
  Add your effective Cleric level to your Rogue level for  
  1. resolving Turning Checks & Turning Damage; & 
  2. to determine how many Sneak Attack dice you receive. 
  Sacred Performer  
  [General] 
  (DR357 p86) 
  Ability to Turn/Rebuke 
  Undead 
  Bardic Music ability 
  Add your effective Cleric level to your Bard level for 
  1. resolving Turning Checks & Turning Damage; & 
  2. how many uses of Bardic Music you receive each day. 
  Savage Grapple  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Sneak Attack class 
  ability 
  While you are in a Wild Shape, you may apply your Sneak Attack damage to your Grapple damage. 
  Creatures not subject to Sneak Attacks don’t take this extra damage. 
  Shared Fury  
  [General] 
  (RotW p152) 
  Rage class feature 
  Animal Companion class 
  feature 
  Handle Animal:  4 ranks 
  When you Rage, your Animal Companion gains the same benefits and penalties from your Rage as you do, 
  but only if it is within 5’ of you.  The effect ends when your Animal Companion moves more than 5’ from 
  you or when your Rage ends. 
  Swift Ambusher  
  [General, Scout] 
  (CSco p81) 
  Skirmish +1d6 / +1 AC 
  class feature 
  Sneak Attack +1d6 
  Add your Rogue and Scout levels together to determine the value of your Skirmish bonuses.  Also, you 
  qualify for [Ambush] feats as if your Sneak Attack dice were the total of your Sneak Attack dice and your 
  Skirmish dice (though you may not use Skirmish dice to “activate” [Ambush] feats). 
  Swift Avenger  
  [General, Scout] 
  (DR357 p87) 
  Nature Sense class ability 
  Skirmish +1d6 
  Add your Druid level to your Scout level to determine 
  1. your Skirmish damage and AC bonus; & 
  2. how many uses of Wild Shape you get each day. 
  Swift Hunter  
  [General] 
  (CSco p81) 
  Skirmish +1d6 / +1 AC 
  class feature 
  Favored Enemy class 
  feature 
  Add your Ranger and Scout levels together to determine the value of your Skirmish bonuses –and- your 
  effective Ranger level for determining the number and value of your Favored Enemies.  In addition, your 
  Skirmish bonus damage applies to your Favored Enemies even if it is normally immune to such damage. 
  Theurgic Bond 
  [General] 
  (DR325 p62) 
  Ability to gain a Familiar 
  Ability to gain an Animal 
  Companion 
  Choose your Familiar –or– your Animal Companion.  When determining its abilities, add the levels of your 
  Familiar granting classes to your Animal Companion granting classes. 
  You may take this feat multiple times.  Each time, it either applies to your Familiar or Animal Companion. 
  Theurgic Empathy 
  [General] 
  (DR325 p62) 
  Bardic Music ability 
  Wild Empathy ability 
  Add your Bard level as a bonus to your Wild Empathy checks. 
  Theurgic Mount 
  [General] 
  (DR325 p62) 
  Ability to gain a Special 
  Mount 
  any Arcane caster class 
  When determining the abilities of your Special Mount, add your Paladin levels to those of your Arcane 
  caster classes. 
  Theurgic Specialist  
  [General] 
  (DR325 p62) 
  Specialist Wizard 3rd  
  any other spellcasting 
  class 
  When you cast spells from your Specialized School of Magic from any of your spellcasting classes, your 
  effective Caster level is the sum of all your spellcasting classes. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
  October 1, 2007 
   
   
  Feats based on Class 
  Page 96 
  Table of Multiclassing Feats  
   
   
  Barbarian 
  Bard 
  Cleric 
  Druid 
  Monk 
  Fighter 
  Paladin 
  Ranger 
  Rogue 
  Spellthief 
  Bard 
  Rage Casting 
  Raging Spell 
  Penetration 
   
   
   
   
   
   
   
   
  Master Spellthief 
  Cleric 
  Rage Casting 
  Raging Spell 
  Penetration 
  Aligned Theurgy 
  Alternative Source Spell 
  Divine Inspiration  
  Elemental Theurgy 
  Hymnist 
  Practiced Spellcaster  
  Sacred Performer 
   
   
   
   
   
   
   
  Alternative Source Spell
  Druid 
  Rage Casting 
  Raging Spell 
  Penetration 
  Shared Fury 
  Alternative Source Spell 
  Druidic Theurgy  
  Hymnist 
  Practiced Spellcaster 
  Theurgic Empathy  
  Practiced Spellcaster 
   
   
   
   
   
   
  Alternative Source Spell
  Monk 
   
   
   
   
   
   
   
   
   
   
  Ninja 
   
    
   
   
  Ascetic Stalker 
  Martial Stalker 
   
   
   
   
  Paladin 
   
  Alternative Source Spell 
  Devoted Performer  
  Hymnist 
  Practiced Spellcaster 
  Theurgic Mount  
  Holy Mount 
  Practiced Spellcaster 
   
  Ascetic Knight 
   
   
   
   
  Alternative Source Spell
  Ranger 
  Rage Casting 
  Raging Spell 
  Penetration 
  Shared Fury 
  Alternative Source Spell 
  Hymnist 
  Practiced Spellcaster 
  Theurgic Empathy  
  Practiced Spellcaster 
  Combined  
  Empathy 
  Druidic Theurgy 
  Practiced Spellcaster 
  Ascetic Hunter 
   
  Devoted Tracker 
  Holy Mount 
  Practiced Spellcaster 
   
   
  Alternative Source Spell
  Rogue 
   
  Razing Strike 
  Razing Strike 
  Sacred Outlaw 
  Razing Strike 
  Savage Grapple 
  Ascetic Rogue 
   
  Devoted Inquisitor 
  Razing Strike  
  Sacred Outlaw 
  Razing Strike 
   
   
  Scout 
   
   
   
  Swift Avenger 
   
   
   
  Swift Hunter 
  Swift Ambusher 
   
  Sorcerer 
  Rage Casting 
  Raging Spell 
  Penetration 
  Practiced Spellcaster 
  Aligned Theurgy  
  Alternative Source Spell
  Elemental Theurgy 
  Practiced Spellcaster 
  Alternative Source Spell
  Druidic Theurgy 
  Practiced Spellcaster 
  Theurgic Bond 
  Ascetic Mage 
   
  Alternative Source Spell
  Practiced Spellcaster 
  Theurgic Mount 
  Alternative Source Spell
  Practiced Spellcaster 
  Theurgic Bond 
  Razing Strike 
  Master Spellthief 
  Swash-
  buckler 
   
   
   
   
   
   
   
  Daring Warrior 
   
   
  Daring Outlaw 
   
  Wizard 
  Rage Casting 
  Raging Spell 
  Penetration 
  Practiced Spellcaster 
  Theurgic Specialist 
  Aligned Theurgy  
  Alternative Source Spell
  Elemental Theurgy 
  Practiced Spellcaster 
  Theurgic Specialist 
  Alternative Source Spell
  Druidic Theurgy  
  Practiced Spellcaster 
  Theurgic Bond 
  Theurgic Specialist 
   
   
  Alternative Source Spell
  Practiced Spellcaster 
  Theurgic Mount 
  Theurgic Specialist 
  Alternative Source Spell
  Practiced Spellcaster 
  Theurgic Bond 
  Theurgic Specialist 
  Razing Strike 
  Master Spellthief 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 97 
  Racial Feats 
   
  Changeling Feats 
   
  Changeling Feats 
  Source 
  Prerequisite 
  Description 
  Disturbing Visage 
  [Changeling, Tactical] 
  (RoE p117) 
  Changeling 
  Quick Change 
  Bluff:  6 ranks 
   
  You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 
  hour period & creature immune to mind-affecting spell & effects are immune): 
  Cringe – Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and 
  then making a Bluff check (as a Free Action).  Any foe that attacks you from the end of your turn until the 
  beginning of your next turn must make a Sense Motives check opposed by your Bluff check.  If an 
  opponent fails, he/she receives a –5 penalty on weapon damage (min 1hp) against you for 1 minute. 
  Taunt – Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, 
  Monstrous Humanoid, or a Giant who is within 10’ & who missed you with a melee or ranged attack on 
  the previous round.  Make a Bluff check as a Free Action opposed by the target creature’s Sense Motive’s 
  check.  If you win the check, your target receives a –2 penalty on attack rolls against you for 1 minute. 
  Unnerve – Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in 
  melee, then making a Bluff check (as a Free Action).  If your opponent’s Sense Motive check does not 
  beat your Bluff check, it receives a –2 penalty to AC for 1 minute. 
  Mutable Body  
  [General] 
  (RoE p110) 
  Shagechanger subtype 
  Transmutation spells cast on you are at +1 Caster level at your option. 
  By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended 
  without adjustment to the spell’s level or casting time. 
  Perfect Reflection  
  [Changeling] 
  (PGE p25) 
  Changeling 
  Charisma 15 
  Wisdom 13 
  Gain a Competence bonus on Disguise checks & Bluff checks to impersonal a person you know. 
    
  Familiarity 
  Bonus 
  Familiarity 
  Bonus 
    
  Recognize on Sight 
  +2  
  Close Friend 
  +8 
    
  Friend / Associate 
  +4  
  Intimate 
  +10 
    
  Individual is Present 
  +6 
  Persona Immersion 
  [Changeling] 
  (RoE p110) 
  Changeling 
  When using your Minor Change Shape racial ability, if you make a successful save vs. a Divination spell or 
  a Telepathic Psionic power of up to 3rd level, you have the option of giving the spell misleading 
  information.  You know what type of information was sought and can react accordingly (typically by 
  filling your mind with information that matches your current persona). 
  Quick Change 
  [Changeling] 
  (RoE p110) 
  Changeling 
  Using your Minor Change Shape racial ability is a Move Action (instead of a Full Round Action). 
  Racial Emulation 
  [Changeling] 
  (RoE p110) 
  Changeling 
  When using your Minor Change Shape racial ability to assume the form of a Humanoid, you also gain the 
  race’s subtype.  This allows you to use magic items, etc., that are race specific.  You do not gain any of the 
  race’s traits (such as Darkvision). 
  You may only emulate one race at a time and you always retain the ‘shapechanger’ subtype. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 98 
  Drow Feats 
   
  Drow Feats 
  Source 
  Prerequisite 
  Description 
  Boomerang Daze 
  [General] 
   (RoE p108) 
  Base Attack Bonus +5 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  Any creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + 
  damage dealt).  Can apply to both targets in the case of a Boomerang Ricochet. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Boomerang Ricochet 
  [General] 
   (RoE p108) 
  Dexterity 13 
  Base Attack Bonus +4 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  If you successfully hit your first target, you may make an attack against one foe adjacent to your target with 
  a –2 penalty. 
  The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Damage Mastery 
  [Drow] 
  (DR327 p71) 
  Drow 
  Choose one of the following types of weapon damage:  Bludgeoning, Piercing, or Slashing.  When doing 
  this type of damage with a weapon, gain a Competence bonus to your damage of +1 per three other Racial 
  Feats you have (so four Racial Feats are needed for +2). 
  You may take this Feat multiple times, each time applying it to a different type of damage. 
  Daylight Adaptation 
  [General] 
  (PGF p37) 
  (PGFe)+ 
  (RoE p108) 
  (Und p13)+ 
  Must be from a race that 
  has difficulties with 
  sunlight, such as Drow. 
  You are not Dazzled by exposure to bright light or sunlight, though light-related spells affect you normally. 
  Disease Bolt 
  [Drow] 
  (DR327 p71) 
  Drow  
  Charisma 13 
  any two Drow Racial 
  Feats 
  You can make a Ranged Touch attack that does 1d6 per Racial Feat of Negative Energy damage.  This 
  Supernatural effect is activated as a Standard Action and can be used a number of times per day equal to 
  your number of Racial Feats. 
  As usual, Negative Energy heals Undead. 
  Disease Shield 
  [Drow] 
  (DR327 p71) 
  Drow  
  Charisma 17 
  any three Drow Racial 
  Feats 
  As a Standard Action, you can surround yourself with a 5’ radius Emanation.  Any creature that comes in 
  contact with it becomes Sickened for one round per Racial Feat you possess (FortNeg, DC = 10 + 
  Charisma modifier + number of Racial Feats).    The Disease Shield may be active for 1 round per Racial 
  Feat per day, though the rounds may be broken up as desired.  This is a Supernatural effect. 
  Drow Skirmisher 
  [Racial] 
   (RoE p109) 
  Drow from Xen’drik 
  Treat Xen’drik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife 
  as long as you have moved at least 5’ this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long 
  Knife. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. 
  If you use an Action Point to improve an attack roll made with a Xen’drik Boomerang, Drow Scorpion 
  Chain, or Drow Long Knife, add the result of the Action Point roll to the weapon’s damage too. 
  Elfhunter  
  [General] 
  (Und p25) 
  Drow  
   
  Choose one subrace of elf. When fighting that subtype, you gain +1 Competence bonus on melee damage 
  rolls and ranged attack rolls within 30 feet. You also gain the benefits of the Improved Critical feat (though 
  this does not stack with that feat).  
  You may take this feat multiple times, choosing a new subtype. 
  Highborn Drow  
  [General] 
  (Und p25) 
  Drow  
  Base Will Save +2 
   
  You may use Detect Good, Detect Magic, and Levitate once per day as spell-like abilities, with a caster 
  level equal to your character level. 
  Improved Levitation  
  [General] 
  (Und p25) 
  Levitate as a Spell-like 
  ability 
  You may use your Levitate ability in 10 minute increments instead of using the entire duration at once. 
  The number of times per day that you can use Levitate at the shorter duration is equal to your caster level. 
  Increased Carrying 
  Capacity 
  [Drow] 
  (DR327 p71) 
  Drow  
   
  Add the number of Racial Feats you possess to your Strength score when determining your carrying 
  capacity. 
  Life Tap 
  [Drow] 
  (DR327 p71) 
  Drow  
  Wisdom 13 
  any one Drow Racial 
  Feat 
  When you kill a living creature with a melee weapon, you heal 1hp per 2HD the creature possessed 
  (minimum 1hp).  You may activate this Supernatural Ability as a Free Action a number of times per day 
  equal to the number of Racial Feats you possess. 
  Lolth’s Meat  
  [General] 
  (Und p26) 
  Drow  
   
  If you kill a living creature with an Intelligence of 3 or higher with a melee attack, you gain a +1 Morale 
  bonus on attack rolls, damage rolls, and saving throws for the rest of the encounter. 
  If you kill such a creature with a Coup de Grace or touch spell, the bonus is +2. 
  Note:  Reducing a creature to negative hp is not sufficient to claim this bonus.  The creature must be at –10 
  hp or have suffered a Death effect. 
  Sting Strike 
  [Drow] 
  (DR345 p40) 
  Drow from Xen’drik 
  Drow Skirmisher 
  Base Attack Bonus +6 
  When making a Full Round Attack while wielding a Drow Long Knife, a Drow Scorpion Chain, or a 
  Xen’drik Boomerang, you receive a +1 bonus on your 1st attack, a +2 bonus on your 2nd attack, etc.  The 
  attacks do not need to be aimed at the same foe, but you cannot move more than 5’ during the round. 
  Note:  this ability cannot be combined with feats that modify the number of attack you get, such as Rapid 
  Shot or Whirlwind Attack. 
  Tainted Strike 
  [Drow] 
  (DR327 p71) 
  Drow  
  any two Drow Racial 
  Feats 
  When you do a Critical Hit with a melee weapon, you have the option of doing +1 hp damage per Racial 
  Feat of Negative Energy damage.  This is a Supernatural Effect. 
  Undead Command 
  [Drow] 
  (DR327 p71) 
  Drow  
  Charisma 19 
  any two Drow Racial 
  Feats 
  You can vocally order a single Undead within 30’ to take a named action, as per Command (WillNeg, DC = 
  10 + Charisma modifier + number of Racial Feats).  You may activate this Supernatural & Language-
  Dependant Ability as a Standard Action a number of times per day equal to the number of Racial Feats you 
  possess. 
  White Scorpion Strike 
  [Racial] 
   (RoE p112) 
  Drow 
  Class Ability: Ki Strike 
  (magic)   
  Your Unarmed Strikes gain the ‘Ghost Touch’ ability (allowing them to ignore Miss Chance due to 
  Incorporealness) and does +1d6 damage to Undead. 
   
  
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  Racial Feats 
   
  Page 99 
  Dwarf Feats 
   
  Dwarf Feats 
  Source 
  Prerequisite 
  Description 
  Ancestral Knowledge  
  [General] 
  (RoS p130) 
  Dwarf  
  Wisdom 15 
  You can make any Knowledge check untrained 
  You can use your Wisdom modifier (instead of your Intelligence modifier) on  Knowledge checks. 
  Battle Hardened  
  [General] 
  (RoS p137) 
  Dwarf  
  Base Attack Bonus +4 
  +2 bonus on Initiative checks. 
  +4 bonus on Saving Throws vs. Fear. 
  Clan Prestige  
  [General] 
  (RoS p137) 
  Dwarf  
  Charisma 13 
  +4 bonus on all Charisma-based skill checks when dealing with other members of your clan.  The clan must 
  be specified when this feat is taken and cannot be changed. 
  This feat cannot be taken more than once. 
  Dwarven Ancestry  
  [General] 
  (DR338 p97) 
  Dwarf 
  Sorcerer level 1st  
  Craft a stone masterpiece 
  of unparalleled beauty 
  You are descended from a line of great Dwarven craftspersons. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Guidance(PH p238) – +1 on one attack roll, saving throw, or skill check. 
  1st: Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. 
  2nd: Make Whole(PH p252) – Repairs an object. 
  3rd: Magic Vestment(PH p251) – Armor,  shield, or clothes gain +1 enhancement per four levels. 
  4th: Spike Stones(PH p283) – Creatures in area take 1d8 damage, may be slowed. 
  5th: Spell Resistance(PH p282) – Subject gains Spell Resistance of 12 + 1 per level. 
  6th: Stone Tell(PH p284) – Talk to natural or worked stone. 
  7th: Heroes’ Feast(PH p240) – Ford for one creature per level, cures, and grants combat bonuses. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Elemental Swarm(PH p226) – Summons multiple elementals. (earth only) 
  Earth Fist  
  [General, Fighter] 
  (RoS p138) 
  Dwarf, Gnome, or Goliath 
  Constitution 13 
  Wisdom 13 
  Improved Unarmed Strike
  Earth Sense 
  As long as you are touching the ground, your unarmed attacks are treated as Cold Iron weapons for the 
  purpose of overcoming Damage Reduction. 
  Moradin’s Smile 
  [General] 
  (RoS p153) 
  Dwarf 
  +2 bonus on all Charisma-based skill checks. 
  Mror Stalwart 
  [Racial] 
  (RoE p109) 
  Dwarf from the Mror  
  Holds 
  Proficiency with 
  Battleaxe, Warhammer, 
  Dwarven Warhammer,  
  or Dwarven Urgrosh 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, 
  these feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapon’s damage too. 
  Stable Footing 
  [Racial] 
  (RoE p112) 
  Dwarf –or– Warforged 
   
  You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on 
  the ground.   
  You take no movement penalty when moving over difficult terrain. 
  Titan Fighting  
  [General, Fighter] 
  (RoS p145) 
  Racial Dodge bonus 
  against Giants 
  Dodge 
  Against your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the 
  usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, 
  which stacks with his usual +4 Dodge bonus – so +8 AC against one Giant, and +4 AC against all others). 
   
   
  Elf Feats 
   
  Elf Feats 
  Source 
  Prerequisite 
  Description 
  Elf Dilettante  
  [General] 
  (RotW p150) 
  Elf 
  Intelligence 13 
  Gain a +1 bonus on all untrained skill checks (i.e., a skill that you have no ranks in). 
  You may attempt an untrained skill checks with skills that do not normally allow them (such as Open Lock). 
  Elven Spell Lore 
  [General] 
  (PH2 p78) 
  Elf –or– Intelligence 17 
  Know(arcana):  12 ranks 
  1.  When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 
  2.  Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a 
  different type of damage.  You may even memorize the spell multiple times in the same day doing 
  different damage in each memorization.  Spontaneous spellcasters do not receive this benefit. 
  You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack). 
  Focused Mind  
  [General] 
  (RotW p151) 
  Elf 
  Concentration:  2 ranks 
  When you ‘Take 10’ or ‘Take 20’ on an Intelligence check or an Intelligence-based skill check, you gain a 
  +2 bonus on the check. 
  Lightfeet  
  [General] 
  (RotW p151) 
  Elf 
  Dexterity 13 
  Balance:   
  2 ranks 
  Move Silently:  2 ranks 
  1. When making a Move Silently check while moving through ‘noisy’ or ‘very noisy’ terrain, you do not 
  receive a terrain penalty. 
  2. The DC to track you is at +5 (or +10 if you are moving at ½ speed to cover your trail). 
   
   
  
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  Racial Feats 
   
  Page 100 
  Gnome Feats 
   
  Gnome Feats 
  Source 
  Prerequisite 
  Description 
  Burrow Friend  
  [General] 
  (RoS p137) 
  Gnome 
  Charisma 13 
  +2 bonus on Handle Animal checks and Wild Empathy checks involving burrowing mammals. 
  If you have a Spell-like ability to speak with burrowing animals, you get (Charisma mod.) extra uses / day. 
  Earth Fist  
  [General, Fighter] 
  (RoS p138) 
  Dwarf, Gnome, or Goliath 
  Constitution 13 
  Wisdom 13 
  Improved Unarmed Strike
  Earth Sense 
  As long as you are touching the ground, your unarmed attacks are treated as ‘Cold Iron’ weapons for the 
  purpose of overcoming Damage Reduction. 
  Extra Silence  
  [General] 
  (RoS p139) 
  Whisper Gnome only  
  You can use your Racial Silence spell-like ability (3 + Charisma modifier) times per day. 
  You can take this feat more than once. 
  Gnome Foe Killer  
  [General] 
  (RoS p140) 
  Gnome 
  You gain a +2 Racial bonus on weapon damage rolls against Kobolds and Goblinoids. 
  Natural Trickster 
  [General] 
  (RoS p143) 
  Gnome 
  You gain the ability to use one of the following spell-like abilities, as a 1st level caster, once per day: 
  Disguise Self, Silent Image, or Ventriloquism. Save DC = 10 + spell level + your Charisma modifier. 
  You may gain this feat up to three times, selecting a different spell each time. 
  Piercing Sight  
  [General] 
  (RoS p143) 
  Gnome 
  +4 bonus on saving throws to disbelieve Illusions (must have “disbelief” in the saving throw entry). 
  Ship Savvy 
  [Racial] 
  (RoE p112) 
  Gnome from Zilargo 
  Balance:  5 ranks 
  Profession (sailor) –or– 
  Profession (shipwright):
  3 ranks  
  While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls. 
  Silencing Strike  
  [General] 
  (RoS p144) 
  Whisper Gnome only  
  Sneak Attack ability 
  Before making a Sneak Attack, you may infuse the attack with one of your daily Silence uses. If the attack 
  succeeds, your opponent is affected by Silence (no save) for Character level)rounds. You can dismiss the 
  effect as a Standard Action. If your attack misses, your Silence use is wasted. 
  Titan Fighting  
  [General, Fighter] 
  (RoS p145) 
  Racial Dodge bonus 
  against Giants 
  Dodge 
  Against your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the 
  usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, 
  which stacks with his usual +4 Dodge bonus – so +8 AC against one Giant, and +4 AC against all others). 
  Trivial Knowledge 
  [General] 
  (RoS p145) 
  Gnome 
  Intelligence 13 
  Whenever you make a Knowledge check or a Bardic Knowledge check, roll twice and use the better result. 
   
   
  
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  Racial Feats 
   
  Page 101 
  Goliath Feats 
   
  Goliath Feats 
  Source 
  Prerequisite 
  Description 
  Auspicious Marking 
  [General] 
  (RoS p136) 
  Goliath 
  +2 bonus on all Charisma-based skill checks when dealing with other Goliaths. 
  You may reroll any Stabilization check once per turn. 
  Fling Ally  
  [General] 
  (RoS p139) 
  Goliath –or– Large size 
  Strength 19 
  Rock Hurling (or the 
  racial ability to do so) 
  You can pick up and ally at least one size category smaller (as a Move Action) and throw him/her (as a 
  Standard Action) towards a specific square. You make a ranged touch attack against the target square (AC 
  5) with a range increment of 5’ (15’ if your ally is two or more categories smaller). Your ally does not 
  provoke an Attack of Opportunity for being flung. If the target square is occupied your ally lands in the 
  square prone. 
  If you have Improved Rock Hurling, the increment is 20’ or 40’. 
  Goliaths count as Large size owing to their stature. You ally must be under your maximum load to be flung. 
  Fling Foe  
  [General] 
  (RoS p140) 
  Goliath –or– Large size 
  Strength 19 
  Rock Hurling (or the 
  racial ability to do so) 
  As a Standard Action you may fling an opponent with a successful Grappling check. For every 5 points by 
  which you beat your opponent’s check you can throw them 10’. You foe lands in the square you designate. 
  If your opponent is one size category smaller, you may throw them no more than 25’; if two categories or 
  more smaller, no more than 75’. If you have Improved Rock Hurling, the maximums are 100’/200’. 
  Their movement does not provoke an Attack of Opportunity. 
  Heavy Lithoderms  
  [General] 
  (RoS p141) 
  Goliath 
  +1 Natural Armor bonus to AC. 
  Improved Rock 
  Hurling  
  [General] 
  (RoS p141) 
  Goliath –or– Large size 
  Strength 23 
  Rock Hurling (or the 
  racial ability to do so) 
  You can hurl rocks weighing 40-50 pounds with range increment 80’ for 2d6 + Strength modifier. 
  +1 on attack rolls when hurling rocks. 
  Knockback  
  [General, Fighter] 
  (RoS p142) 
  Goliath –or– Large size 
  Improved Bull Rush 
  Power Attack 
  If you hit while using Power Attack, you may make a free Bull Rush, with a bonus equal to your Power 
  Attack damage bonus. 
  This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards. 
  Marking of the 
  Blessed  
  [General] 
  (RoS p142) 
  Goliath 
  Auspicious Marking 
  You may roll two dice on a Saving Throw and take the better result.  Usable 3 times per day. 
  Marking of the 
  Hunter  
  [General] 
  (RoS p142) 
  Goliath 
  Auspicious Marking 
  You may roll two dice on an Initiative roll and take the better result.  Usable 3 times per day. 
  Marking of the Magi  
  [General] 
  (RoS p142) 
  Goliath 
  Auspicious Marking 
  You may roll two dice on a Caster level check and take the better result.  Usable 3 times per day. 
  Marking of the 
  Maker  
  [General] 
  (RoS p142) 
  Goliath 
  Auspicious Marking 
  You may roll two dice on a Skill check and take the better result.  Usable 3 times per day. 
  Marking of the 
  Warrior  
  [General] 
  (RoS p142) 
  Goliath 
  Auspicious Marking 
  You may roll two dice on an Attack roll and take the better result.  Usable 3 times per day. 
  Rampaging Bull 
  Rush  
  [General] 
  (RoS p150) 
  Goliath –or– Large size 
  Ability to Rage 
  Improved Bull Rush 
  While you Rage, you can attempt to knock down a creature your have successfully Bull Rushed. You take a 
  –4 penalty to your Strength check, but if you win, the opponent is knocked prone at the end of the Bull 
  Rush. 
  Rock Hurling  
  [General] 
  (RoS p143) 
  Goliath –or– Large size 
  Strength 19 
  You can hurl rocks weighing 40-50 pounds with range increment 15’ for 2d6 + Strength modifier. 
  Steady Mountaineer 
  [General] 
  (RoS p144) 
  Goliath  
  -or-  
  Climb:   
  8 ranks 
  Jump:   
  8 ranks 
  You can always ‘Take 10’ on Climb checks. 
   
   
  Half-Elf Feats 
   
  Half-Elf Feats 
  Source 
  Prerequisite 
  Description 
  Complementary 
  Insight  
  [General] 
  (RoD p150) 
  Half-Elf  
  Having 5 or more ranks gives you a +3 bonus on skill checks with each of its synergistic skills, instead of 
  the usual +2. 
  Diverse Background  
  [General] 
  (RoD p150) 
  Half-Human  
  1st level only 
  Choose one class.  This class is a Favored Class for you. 
  Heroic Destiny  
  [General] 
  (RoD p152) 
  Human or Half-Human 
  Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, 
  you may roll 1d6 and add it as a bonus to the roll, check, or save. 
  Human Blood 
  [Racial] 
  (DR324 p78) 
  Partial Human ancestry 
  (i.e., Half-Elf, etc) 
  1st level only 
  Gain +1 Skill point at 1st level and every level afterwards. 
  For all effects related to race, you are ‘human’. 
  Protected Destiny  
  [General] 
  (RoD p153) 
  Human or Half-Human  
  Character level 3rd  
  Heroic Destiny 
  If you roll a Natural 1 on a saving throw, you may reroll it.  Usable once per day. 
  Sociable Personality 
  [General] 
  (RoD p153) 
  Half-Elf  
  Charisma 13 
   You may reroll any Diplomacy or Gather Information check.  You must take the new result. 
   
  
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  Racial Feats 
   
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  Half-Orc Feats 
   
  Half-Orc Feats 
  Source 
  Prerequisite 
  Description 
  Channeled Rage 
  [General] 
  (RoD p150) 
  Half-Orc 
  Ability to Rage 
  Spend one of your uses of rage as an immediate action to add your Strength bonus on a Will saving throw. 
  Diverse Background  
  [General] 
  (RoD p150) 
  Half-Human  
  1st level only 
  Choose one class.  This class is a Favored Class for you. 
  Heroic Destiny  
  [General] 
  (RoD p152) 
  Human or Half-Human 
  Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, 
  you may roll 1d6 and add it as a bonus to the roll, check, or save. 
  Human Blood 
  [Racial] 
  (DR324 p78) 
  Partial Human ancestry 
  (i.e., Half-Elf, etc) 
  1st level only 
  Gain +1 Skill point at 1st level and every level afterwards. 
  For all effects related to race, you are ‘human’. 
  Menacing Demeanor 
  [General] 
  (RoS p142) 
  Orc or Orc blood  
  +4 bonus on Intimidate checks. 
  Orc Descent  
  [General] 
  (DR338 p97) 
  Half-Orc or Orc 
  Sorcerer 1st + 
  Complete a quest to 
  strengthen your tribe 
  assigned by your Chief 
  or Shaman 
  You are descended from a line of great Orc heroes. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Virtue(PH p289) – Subject gains 1 Temporary HP. 
  1st: Longstrider(PH p249) – Increases your speed. 
  2nd: Rage(PH p268) – Gives +2 to Str and Con, +1 on Will saves, –2 to AC. 
  3rd: Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 
  4th: Divine Power(PH p224) – You gain attack bonus, +6 to Str, and 1 hp per level. 
  5th: Righteous Might(PH p273)(PH3.5e)+ – Your size increases and you gain combat bonuses. 
  6th: Harm(PH p239) – Deals 10 hp per level to target. 
  7th: Destruction(PH p218) – Kills subject and destroys remains. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail. 
  Protected Destiny  
  [General] 
  (RoD p153) 
  Human or Half-Human  
  Character level 3rd  
  Heroic Destiny 
  If you roll a Natural 1 on a saving throw, you may reroll it.  Usable once per day. 
  Ritual Blood Bonds 
  [General] 
  (PH2 p86) 
  Half-Orc or Orc 
  Know (religion): 4 ranks 
  You may use the following rituals if you have enough ranks in Knowledge (religion). 
  Blood Brothers – min ranks: 4 – Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up 
  to 6 allies.  For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear  as long as a subject 
  can see at least one other subject. 
  Vengeful Bonds of Brotherhood – min ranks: 8 – Spend 10 minutes, a Vial of Holy Water, and 10gp 
  powdered Silver to join yourself and up to 6 allies.  For 24 hours, each subject receives a +2 Morale bonus 
  on attacks vs. a creature who brought another subject to 0hp (or lower).  The benefit lasts for 10 rounds 
  each time it is triggered. 
  Shadow Marches 
  Warmonger 
  [Racial] 
  (RoE p111) 
  Orc or Half-Orc from the 
  Shadow Marches 
   
  Treat Orc Double Axe as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as 
  part of a Charge. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the 
  other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, 
  add the result of the Action Point roll to the weapon’s damage too. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 103 
  Halfling Feats 
   
  Halfling Feats 
  Source 
  Prerequisite 
  Description 
  Boomerang Daze 
  [General] 
   (RoE p108) 
  Base Attack Bonus +5 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  Any creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + 
  damage dealt).  Can apply to both targets in the case of a Boomerang Ricochet. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Boomerang Ricochet 
  [General] 
   (RoE p108) 
  Dexterity 13 
  Base Attack Bonus +4 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  If you successfully hit your first target, you may make an attack against one foe adjacent to your target with 
  a –2 penalty. 
  The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Dallah Thaun’s Luck  
  [General] 
  (RotW p149) 
  Halfling 
  Charisma 13 
  Once per day, gain a +5 Luck bonus on one saving throw.   
  After using this ability, you receive a –2 penalty on all saving throws until the next sunrise. 
  Dinosaur Hunter 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Know (nature):  
  1 rank 
  Survival:  
  1 rank 
  +2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. 
  +2 weapon damage against Dinosaurs. 
  Dinosaur Wrangler 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Handle Animal:  1 rank 
  +4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs. 
  League Militiaman  
  [General] 
  (DR337 p92) 
  Halfling 
  Dodge 
  Belong to a member 
  tribe of the League of 
  the Free People 
  Once per turn, you may designate one opponent who threatens you in combat.  The opponent must be a Fey, 
  Giant, Humanoid, or Monstrous Humanoid of Medium size (or larger).  Gain of one of the following 
  benefits with regards to your opponent: 
  a) +1 Dodge bonus to your AC (this is separate from the bonus from the Dodge feat); or  
  b) +2 Shield bonus the AC of an adjacent creature of up to Small size who is also threatened by your 
  opponent. 
  Shaped Splash 
  [Racial] 
   (RoE p111) 
  Halfling 
  Dexterity 13 
  Base Attack Bonus +1 
  If you hit a target with a thrown splash weapon, you may make a second attack roll on another target that is 
  adjacent to the first.  If successful, that target takes damage as if it received a direct hit too. 
  In addition, you may choose not to deal splash damage to one (or more) targets adjacent to a target that 
  takes a direct hit. 
  Talenta Warrior 
  [Racial] 
   (RoE p112) 
  Halfling from the Talenta 
  Plains 
    
  Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. 
  Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta 
  Boomerang while mounted. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these 
  feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the 
  Talenta Boomerang, add the result of the Action Point roll to the weapon’s damage too. 
  Wanderer’s 
  Diplomacy 
  [General] 
  (PH2 p85) 
  Halfling  
  –or–  
  Bluff:  
  4 ranks 
  Diplomacy:  
  4 ranks 
  Sense Motive:   4 ranks 
  Gain the following abilities:   
  Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too 
  expensive for the current settlement to sell.  You must still purchase the object after locating it.  The DC of 
  the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000). 
  Intuitive Communication – you may communicate in a simple way with a creature whose language you do 
  not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you 
  and the creature are of the same type, otherwise DC 30.  
  Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of 
  Diplomacy as usual).  The attempt takes a Standard Action and its DC is the same as changing an Attitude 
  with Diplomacy.  You may not use this ability on a creature with the Attitude of ‘Hostile’.  If successful, 
  the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started 
  for 10 minutes. 
  Yondalla’s Sense  
  [General] 
  (RotW p152) 
  Halfling 
  Add your Wisdom modifier to your Initiative checks. 
   
   
  Human Feats 
   
  Human Feats 
  Source 
  Prerequisite 
  Description 
  Able Learner  
  [General] 
  (RoD p150) 
  Human or Doppelganger  
  1st Level only 
  All skills are “in-class” and only cost 1 skill point. 
  Does not effect the cost of learning a language or gaining literacy. 
  Heroic Destiny  
  [General] 
  (RoD p152) 
  Human or Half-Human 
  Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, 
  you may roll 1d6 and add it as a bonus to the roll, check, or save. 
  Human Heritage  
  [General] 
  (RoD p152) 
  Half-Human or Human-
  descended(RoD p150) 
  1st level only 
  You are considered Humanoid(human) for the purpose of adjudicating all effects. 
  You retain any other subtypes you had (such as orc or extraplanar). 
  You gain 4 additional skill points. 
  Protected Destiny  
  [General] 
  (RoD p153) 
  Human or Half-Human  
  Character level 3rd  
  Heroic Destiny 
  If you roll a Natural 1 on a saving throw, you may reroll it.  Usable once per day. 
   
   
  
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  Racial Feats 
   
  Page 104 
  Illumian Feats 
   
  Illumian Feats 
  Source 
  Prerequisite 
  Description 
  Bright Sigil  
  [General] 
  (RoD p150) 
  Illumian 
  As a Standard Action, increase the illumination of your sigils to 60’ bright + 60’ dim, for as long as you 
  maintain Concentration, plus one round. 
  Enhanced Power 
  Sigils  
  [General] 
  (RoD p152) 
  Illumian 
  any two power sigils 
  The bonuses granted by each of your power sigils improve by 1. 
  Improved Sigil 
  (Aesh)  
  [General] 
  (RoD p152) 
  Illumian 
  Aesh power sigils 
  Your Aesh power sigil grants you a +1 insight bonus per power sigil on melee weapon damage rolls with 
  any weapon with which you have Weapon Focus. 
  Improved Sigil 
  (Hoon)  
  [General] 
  (RoD p152) 
  Illumian 
  Hoon power sigils 
  Your Hoon power sigil grants you a +1 Insight bonus per power sigil on saving throws against death effects, 
  on saves to avoid death my massive damage, and on Fortitude saves to avoid nonlethal damage from hot 
  and cold environments or to resist damage from suffocation. 
  Improved Sigil 
  (Krau)  
  [General] 
  (RoD p153) 
  Illumian 
  Krau power sigils 
  Choose a number of spell with verbal components that you can cast equal to the number of power sigils you 
  have. When you cast one of these spells, its effective spell level is increased by 1. Whenever you gain the 
  ability to cast a new level of spells, you may reassign the spells affected by this feat. 
  If you cast one of the chosen spells with the Silent Spell feat, this feat has no effect. 
  Improved Sigil 
  (Naen)  
  [General] 
  (RoD p153) 
  Illumian 
  Naen power sigils 
  Your Naen power sigil grants you a +1Iinsight bonus per power sigil on saving throws against illusions and 
  against language-dependent effects. 
  Improved Sigil (Uur)  
  [General] 
  (RoD p153) 
  Illumian 
  Uur power sigils 
  Your Uur power sigil grants you a +1 Insight bonus per power sigil on ranged weapon damage rolls 
  whenever your target is denied its Dexterity bonus to Armor Class. 
  Improved Sigil 
  (Vaul)  
  [General] 
  (RoD p153) 
  Illumian 
  Vaul power sigils 
  Your Vaul power sigil grants you a +1 Insight bonus per power sigil on saving throws against mind-
  affecting spells and abilities. 
  Subtle Sigil  
  [General] 
  (RoD p154) 
  Illumian 
  You can make your sigils appear or disappear as a Free Action. You gain the full benefits of your power 
  sigils even when they are not visible. 
  Normally, making a sigil disappear is a Standard Action and you do not benefit from your Sigils when they 
  are not visible. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 105 
  Shifter Feats 
   
  Shifter Feats 
  Source 
  Prerequisite 
  Description 
  Battleshifter Training 
  [Shifter, Tactical] 
  (RoE p116) 
  Shifter 
  Base Attack Bonus +6 
  You may  not have  
  Feat: Ragewild Fighting.
  You may use the following 3 tactical maneuvers: 
  Tiring Defense – If an opponent attacks and misses you in melee on two consecutive round while you are 
  either Fighting Defensively or using Combat Expertise (minimum –2 on your attack) and you hit him/her 
  at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using 
  Combat Expertise as above.  If already Fatigued, your opponent becomes Exhausted. 
  Exploit Weakness – If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, 
  Dazed, or Dazzled, you do +1d6 damage.  You may not be using Combat Expertise or Fighting 
  Defensively. 
  Riposte – If an opponent attacks and misses you with a Full Round Attack while you are either Fighting 
  Defensively or using Combat Expertise (minimum –2 on your attack), you may spend 1 Action Point to 
  make an extra melee attack against this opponent as an Immediate Action. 
  Beast Strike 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Base Attack Bonus +5 
  Claw or Slam attack 
  When making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage. 
  Beasthide Elite 
  [Shifter] 
  (Eb p51) 
  Shifter with Beasthide 
  When Shifting, your Natural Armor improves by +4 (instead of +2). 
  Cliffwalk Elite 
  [Shifter] 
  (Eb p52) 
  (RoE p113) 
  Shifter with Cliffwalk 
  When Shifting, your Climb speed becomes 30’ (instead of 20’). 
  Disrupting Strike 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails –and– is a shapechanger, he/she reverts immediately to his/her natural form.  
  This also ends a Shifter’s ‘Shifting’ racial ability. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + once per Monk levels each day. 
  You may use this ability only once per round. 
  Dreamsight Elite 
  [Shifter] 
   (RoE p113) 
  Shifter with Dreamsight 
  When Shifting, gain a +5 bonus on Spot checks and can see Invisibly creatures and objects as if under the 
  effect of a See Invisibility spell. 
  Extra Shifter Trait 
  [Shifter] 
  (Eb p53) 
  (RoE p114) 
  (MM3 p150) 
  Shifter 
  any 2 [Shifter] feats 
  Choose a second Shifter trait.  You gain the special ability (but not the ability score increase) when you are 
  Shifting 
  Fierce Mind 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  You may expend a daily use of our Shifting ability to negate any Fear effect that is affecting you. 
  Gorebrute Elite 
  [Shifter] 
   (RoE p114) 
  Shifter with Gorebrute 
  When Shifting, any creature who takes damage from your Charge attack is knocked Prone, unless it beats 
  you on an Opposed Strength check (Stability and having more than 2 legs grants a +4 bonus, creatures who 
  can’t be tripped are immune). 
  Great Bite 
  [Shifter] 
  (Eb p54) 
  Shifter with Longtooth 
  Base Attack Bonus +6 
  When Shifting, your Bite attack has a x3 Critical multiplier (instead of x2). 
  Great Rend 
  [Shifter] 
  (Eb p54) 
  Shifter with Razorclaws 
  Base Attack Bonus +4 
  When Shifting, if both your Claw attacks hit the same target in the same round, do an additional (1d4 +  
  ½ Strength modifier + 1 per 4 levels) Rending damage.  
  Healing Factor 
  [Shifter] 
  (Eb p55) 
  (MM3 p150) 
  Shifter 
  Constitution 13 
  When your Shifting ends, heal Hit-Points equal to your Character level. 
  Improved Natural 
  Attack 
  [Shifter] 
  (Eb p55) 
  Shifter with Longtooth 
  or Razorclaws 
  Base Attack Bonus +4 
  Increase the damage of your natural attack by one size category.  A Longtooth’s Bite attack now does 1d8 
  (instead of 1d6).  A Razorclaws Claw attack now does 1d6 (instead of 1d4). 
  Longstride Elite 
  [Shifter] 
  (Eb p57) 
  (RoE p114) 
  Shifter with Longstride 
  When Shifting, your Movement increases by +20’ (instead of +10’). 
  Longtooth Elite 
  [Shifter] 
  (RoE p114) 
  Shifter with Longtooth 
  When Shifting, any living creature that takes damage from your Bite attack also takes 1 point of 
  Constitution damage. 
  Mutable Body  
  [General] 
  (RoE p110) 
  Shagechanger subtype 
  Transmutation spells cast on you are at +1 Caster level at your option. 
  By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended 
  without adjustment to the spell’s level or casting time. 
  Ragewild Fighter 
  [Shifter, Tactical] 
  (RoE p118) 
  Shifter 
  Power Attack 
  Base Attack Bonus +6 
  You may not have  
  Feat: Battleshifter 
  Training. 
  You may use the following 3 tactical maneuvers: 
  Instinctive Strike – If you fail a Will save against a non-harmless spell, you may make a single melee attack 
  as an Immediate Action before the spell takes effect. 
  Rattle the Weakling – If you hit an opponent of your size or smaller, and then in the following round hit the 
  opponent again while using Power Attack (minimum –5 penalty on the attack), your opponent is Dazed 
  (FortNeg, DC is Strength-based). 
  Brutal Charge – If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus 
  damage equal to your Strength modifier (+1½ Strength modifier if it was a Two-Handed Weapon). 
  Razorclaw Elite 
  [Shifter] 
  (RoE p114) 
  Shifter with Razorclaws 
  When Shifting, at the end of a Charge, you may attack with both Claws at full attack bonus. 
  Reactive Shifting 
  [Shifter] 
  (RoE p115) 
  Shifter 
  Improved Initiative 
  You may Shift as an Immediate Action, allowing you to begin shifting even when Flat-Footed or when it’s 
  not your turn. 
  Shifter Acrobatics  
  [Shifter] 
  (PGE p135) 
  Shifter with Cliffwalk, 
  Longstride, or Swiftwing
  Balance:  
  4 ranks 
  Jump:  
  4 ranks 
  Tumble:  
  4 ranks 
  When Shifting, gain a bonus on Balance, Jump, and Tumble checks equal to twice your number of Shifter 
  feats. 
  Shifter Agility 
  [Shifter] 
  (RoE p115) 
  Shifter with Cliffwalk, 
  Longstride, or Swiftwing
  When Shifting, gain a +1 Dodge bonus to AC and a +1 bonus on Reflex saves. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 106 
  Shifter Feats 
  Source 
  Prerequisite 
  Description 
  Shifter Defense 
  [Shifter] 
  (Eb p60) 
  (MM3 p150) 
  Shifter 
  any 2 [Shifter] feats 
  When Shifting, gain Damage Reduction 2 / silver. 
  Shifter Defense, 
  Greater 
  [Shifter] 
  (Eb p54) 
  Shifter 
  Shifter Defense 
  any 3 [Shifter] feats 
  When Shifting, gain Damage Reduction 4 / silver. 
  Shifter Ferocity 
  [Shifter] 
  (Eb p60) 
  (RoE p115) 
  (EbErrata)+ 
  Shifter 
  Wisdom 13 
  When Shifting, you may continue to fight without penalty if you are Disabled (0 hp) or Dying (–1 to –9 hp).  
  While Disabled, you are not limited to one Standard or Move Action and do not lose 1 hp for performing 
  such an action. 
  While Dying, you are not Unconscious and do not automatically lose 1 hp per round. 
  Shifter Instincts 
  [Shifter] 
  (MM3 p150)  
  (RoE p115) 
  Shifter 
  +1 bonus to Listen, Sense Motive, & Spot checks. 
  +2 bonus to Initiative rolls. 
  Shifter Magnetism  
  [Shifter] 
  (PGE p135) 
  Shifter 
  +(number of Shifter feats) bonus on all Handle Animal, Intimidate, and Wild Empathy checks. 
  Shifter Multiattack 
  [Shifter] 
  (Eb p60) 
  Shifter with Longtooth 
  or Razorclaws 
  Base Attack Bonus +6 
  Your secondary attack with a Natural Weapon takes only a –2 penalty. 
  Shifter Savagery 
  [Shifter] 
  (RoE p115) 
  Shifter with Gorebrute, 
  Longtooth, Razorclaws 
  Base Attack Bonus +6 
  Ability to Rage or Frenzy
  When Shifting and Raging at the same time, the threat range with your natural weapons doubles (typically 
  to 19–20) and the base damage improves as if you were a creature two sizes larger.   
  Does not stack with any other feat or effect that improves threat range. 
  Does not stack with any other feat (such as Improved Natural Attack) that improves the base damage of you 
  natural weapons (unless it actually makes you larger, such as Enlarge Person). 
  Shifter Stamina 
  [Shifter] 
  (RoE p115) 
  Shifter with Beasthide, 
  Truedive, or Wildhunt 
  Endurance 
  When Shifting, you are immune to nonlethal damage and the effects of Fatigue & Exhaustion are 
  suppressed. 
  Shifter Stealth  
  [Shifter] 
  (PGE p135) 
  Shifter with Longstride, 
  Swiftwing, or Wildhunt 
  Hide:  
  4 ranks 
  Move Silently:  4 ranks 
  When Shifting, gain a bonus on Hide and Move Silently checks equal to twice your number of Shifter feats. 
  Shiftsilver Mastery 
  [Shifter] 
  (DR355 p76) 
  Shifter 
  Base Attack Bonus +8  
  any 2 [Shifter] feats 
  Must have crafted a 
  ‘Shiftsilver’ weapon 
  If you confirm a Critical Hit on a creature with Damage Reduction vs. Silver with a weapon you crafted out 
  of ‘Shiftsilver’, it does a bonus +2d4 Constitution damage. 
  Swiftwing Elite 
  [Shifter] 
  (RoE p116) 
  Shifter with Swiftwing 
  When Shifting, gain Fly 30’ (good)  (instead of Fly 20’ (average)). 
  Truedive Elite 
  [Shifter] 
  (RoE p116) 
  Shifter with Truedive 
  When Shifting, gain Swim 40’ and receive no penalties when using melee attacks underwater. 
  Wildhunt Elite 
  [Shifter] 
  (RoE p116) 
  Shifter with Wildhunt 
  When Shifting, gain Blindsense 30’. 
   
  Shifter Feats limited to Specific Shifter Types 
   
  Shifter Type 
  Feats 
  Ability 
  Bonus 
  Beasthide 
  Beasthide Elite 
  Shifter Stamina 
  +2 Constitution 
  When Shifting, gain +2 Natural Armor. 
  Cliffwalk 
  Cliffwalk Elite 
  Shifter Acrobatics 
  Shifter Agility 
  +2 Dexterity 
  When Shifting, gain Climb 20’. 
  Dreamsight 
  Dreamsight Elite 
  +2 Wisdom 
  When Shifting, gain Speak with Animals. 
  Always receives a +2 on Handle Animals & Wild Empathy checks. 
  Gorebrute 
  Gorebrute Elite 
  Shifter Savagery 
  +2 Strength 
  When Shifting, gain a Gore attack when Charging. 
  Longstride 
  Longstride Elite 
  Shifter Acrobatics  
  Shifter Agility  
  Shifter Stealth 
  +2 Dexterity 
  When Shifting, gain +10’ Land movement. 
  Longtooth 
  Great Bite 
  Improved Natural Attack 
  Longtooth Elite 
  Shifter Multiattack  
  Shifter Savagery 
  +2 Strength 
  When Shifting, gain a Bite Attack. 
  Razorclaws 
  Great Rend 
  Improved Natural Attack 
  Razorclaws Elite  
  Shifter Multiattack  
  Shifter Savagery 
  +2 Strength 
  When Shifting, gain two Claw attacks. 
  Swiftwing 
  Shifter Acrobatics  
  Shifter Agility  
  Shifter Stealth  
  Swiftwing Elite 
  +2 Dexterity 
  When Shifting, gain Fly 20’ with Average maneuverability. 
  Truedive 
  Shifter Stamina  
  Truedive Elite 
  +2 Constitution 
  When Shifting, gain Swim 30’.  Always be able to Hold your Breath for 5x Constitution score 
  rounds. 
  Wildhunt 
  Shifter Stamina  
  Shifter Stealth  
  Wildhunt Elite 
  +2 Constitution 
  When Shifting, gain Scent ability. 
  Always receives a +2 on Survival checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 107 
  Umbragen Feats 
   
  Umbragen Feats 
  Source 
  Prerequisite 
  Description 
  Cloak of Shadows 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Shadow Shift 
  Warlock level 1st  
  When in ‘shadow form’ (granted by Feat: Shadow Shift), you have the option of reducing the lighting in a 
  10’ radius around yourself to ‘shadowy’.  Once activated, the effect lasts until you dismiss it, you leave 
  ‘shadow form’, you go unconscious, or you die. 
  Dark Blood 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  3+ Umbragen Racial 
  feats 
  Racial Spell Resistance improves by +3. 
  This feat counts as two Racial feats for purposes of the number of times you can use ‘shadow form’ per day. 
  Note:  You cannot be brought back to life. 
  Dread Shadow 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  2+ Umbragen Racial 
  feats 
  Once per day as a Supernatural ability, you may use Enlarge Person on yourself while in ‘shadow form’.  
  This is a Full Round Action.  Once activated, the effect lasts until you dismiss it, you leave ‘shadow form’, 
  you go unconscious, or you die. 
  Indistinct 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Shadow Shift 
  When in ‘shadow form’, you have no scent (defeating the Scent ability) and leave almost no trail (+4 DC on 
  Survival checks to track you). 
  One with the Darkness 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Shadow Shift 
  You may enter ‘shadow form’ as a Free Action.  Your Character level is considered +2 for determining the 
  duration of your ‘shadow form’. 
  Shadow Shift 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  As a Move Action, you can enter ‘shadow form’, which grants you a +2 Circumstance bonus on Hide 
  checks and a +5 Circumstance bonus on Disguise checks to conceal your identity. 
  You may enter ‘shadow form’ a number of times per day equal to 1 + the number of Umbragen Racial feats 
  you possess.  ‘Shadow form’ lasts up to 1 minute per Character level, but can be dismissed as a Standard 
  Action. 
  Strength of the 
  Shadows 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Shadow Shift 
  If you cast a spell with the (shadow) or [darkness] descriptors while in ‘shadow form’, the spell is at +1 
  Caster level and had a +1 bonus to its DC. 
  Sustaining Darkness 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Dark Blood 
  Character level 12th 
  While resting in total darkness, you heal damage at twice the normal rate.   
  As long as you spend at least 8 hours per day in total darkness, you do not need to eat or drink. 
  Voice of the Void 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Indistinct 
  Shadow Shift 
  When in ‘shadow form’ and in an area of shadowy or no illumination, you may remove the verbal 
  component of any non-Bard Spell or Invocation you cast.  
  Note:  Even when using this ability, you can’t cast spells with Verbal Components in an area of magical 
  Silence. 
  Wings of the Wraith 
  [Racial] 
  (DR330 p48) 
  Umbragen 
  Indistinct 
  Fell Flight Invocation 
  When in ‘shadow form’, Fell Flight has a speed of 30’. 
   
   
  Warforged Feats 
   
  Warforged Feats 
  Source 
  Prerequisite 
  Description 
  Adamantine Body 
  [Warforged] 
  (Eb p50) 
  (RoE p118) 
  Warforged 
  1st level only 
   
  Your body is effectively wearing Heavy Armor at all times. 
  +8 Armor bonus to AC.                     Max Dexterity bonus to AC is +1. 
  –5 Armor check penalty.                   35% Arcane Spell Failure chance.   
  Damage Reduction 2 / adamantine    Base Speed is 20’ 
  Blade Communion of 
  Slashing 
  [Warforged] 
  (DR359 p55) 
  Warforged 
  Adamantine Body 
  Power Attack 
  Improved Bull Rush 
  Warforged Juggernaut 
  prestige class 
  must be a follower of the 
  Lord of Blades 
  Your Adamantine Armor Spikes (gained as a Warforged Juggernaut class feature) now deal 1d8 Slashing 
  damage (instead of 1d6 Piercing damage). 
  Brute Fighting 
  [Warforged, Tactical] 
  (RoE p118) 
  Warforged 
  Power Attack 
  Base Attack Bonus +3 
  Strength 13 
  You may use the following 3 tactical maneuvers: 
  Combat Momentum – If you hit your opponent at the end of a Charge with a Two-Handed Weapon, and 
  your opponent doesn’t hit you on the following round, you receive a +1 bonus on attacks against that 
  opponent during your next round. 
  Dispatch the Fallen – If you successfully Bull Rush or Overrun an opponent, you receive +4 damage on the 
  next round against that opponent if you attack with a Two-Handed Weapon. 
  Frenzied Attack – While using Power Attack (minimum –2 on attack rolls), if you hit your opponent on two 
  consecutive rounds with a Two-Handed Weapon, you gain +2 bonus on all attacks against that opponent 
  with that weapon for the rest of the round. 
  Cold Iron Tracery 
  [Warforged] 
  (RoE p119) 
  Warforged 
   
  Your Natural Weapons and Grapple checks are treated as ‘cold iron’ for purposes of overcoming Damage 
  Reduction. 
  +1 bonus on Will saves vs. spell and spell-like abilities. 
  Construct Lock 
  [Warforged] 
  (RoE p119) 
  Warforged 
  Base Attack Bonus +2 
   
  Receive a +2 bonus on damage vs. Constructs. 
  If you threaten an critical on a Construct, you have the option of skipping the confirmation roll (i.e., no 
  critical) in exchange for a second attack roll at the same bonus.  If this deals at least one point of damage, 
  your opponent is rendered immobile (i.e., Construct equivalent of Paralyzed) for 1 round (FortNeg, DC is 
  Constitution based). 
  If you use an Action Point to improve your attack roll vs. a Construct and it hits, the attack automatically 
  triggers the special ability above as if the roll had threatened a critical. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 108 
  Warforged Feats 
  Source 
  Prerequisite 
  Description 
  Improved Damage 
  Reduction 
  [Warforged] 
  (Eb p55) 
  Warforged 
   
  Gain Damage Reduction 1 / adamantine –or– improve your current Damage Reduction by 1. 
  If you have the Adamantine Body feat, you may take this feat multiple times. 
  Improved 
  Fortification 
  [Warforged] 
  (Eb p55) 
  Warforged 
  Base Attack Bonus +6 
  You become immune to Critical Hits and Sneak Attacks, but cannot be healed by Conj(healing) spells. 
  Improved Resiliency 
  [Warforged] 
  (RoE p119) 
  Warforged 
   
  You are immune to nonlethal damage. 
  You cannot benefit from Regeneration or Fast Healing, no mater if they come from magic, the application 
  of a Template, etc. 
  Ironwood Body 
  [Warforged] 
  (RoE p119) 
  Warforged 
  1st level only 
   
  Your body is effectively wearing Light Armor at all times. 
  +3 Armor bonus to AC.            Max Dexterity bonus to AC is +4. 
  –3 Armor check penalty.           20% Arcane Spell Failure chance.  
  Gain Damage Reduction 2 / slashing. 
  If you take Feat: Improved Damage Reduction, you can choose the normal Damage Reduction 1 / 
  adamantine –or– improve your current Damage Reduction by +2 (i.e., DR 4 / slashing). 
  A Warforged Druid with this feat may cast Druid spells and use Druid’s Supernatural and Spell-Like 
  Abilities. 
  Jaws of Death 
  [Warforged] 
  (RoE p119) 
  Warforged 
   
  Gain a 1d6 Bite attack as a secondary natural weapon (–5 on your attack roll, only ½ Strength modifier as a 
  bonus to your damage).  If you are not Medium-size, adjust the damage by size normally. 
  Mithral Body 
  [Warforged] 
  (Eb p57) 
  (RoE p119) 
  Warforged 
  1st level only 
   
  Your body is effectively wearing Light Armor at all times. 
  +5 Armor bonus to AC.               Max Dexterity bonus to AC is +5. 
  –2 Armor check penalty.             15% Arcane Spell Failure chance.  
  Mithral Fluidity 
  [Warforged] 
  (Eb p57) 
  Warforged 
  Mithral Body 
  Your Mithral Body moves more efficiently than before.  Reduce your Armor check penalty by 1 and 
  increase your Max Dexterity bonus to AC by 1. 
  You may take this Feat multiple times. 
  Overload Metabolism 
  [Warforged] 
  (PGE p151) 
  Warforged 
  Strength 13 
  Constitution 13 
  You may heal yourself (5 + your HD) hit-point, usable 1/day as a Standard Action.  For the following  
  10 minutes, you receive a –2 penalty on your Strength and Dexterity scores. 
  If you go Unconscious and have not yet used this ability for the day, any Infusion that targets you 
  automatically activates it. 
  Second Slam 
  [Warforged] 
  (RoE p120) 
  Warforged 
  Base Attack Bonus +6 
  If you make a Full Round Attack that includes a Slam attack, you may make a second Slam attack with a  
  –5 penalty on the attack roll and does your normal Slam damage. 
  Shocking Fist 
  [Warforged] 
  (PGE p151) 
  Warforged 
  Base Attack Bonus +3 
  You may declare that your Slam attack will have a ‘Shocking Fist’ effect once per round as a Free Action.  
  Choose a number up to your Base Attack Bonus.  You take this much damage (DR does not apply).  If 
  your Slam attack hits, do +1d4 Electrical damage per point you chose (e.g., taking 3 hp of damage 
  produces in +3d4 Electrical damage). 
  Silver Tracery 
  [Warforged] 
  (RoE p120) 
  Warforged 
   
  Your Natural Weapons and Grapple checks are treated as ‘silver’ for purposes of overcoming Damage 
  Reduction. 
  +1 bonus on Fortitude saves vs. spell and spell-like abilities. 
  Spiked Body 
  [Warforged] 
  (RoE p120) 
  Warforged 
   
  Your body has the equivalent of Armor Spikes, allowing you to do 1d6 Piercing damage on a successful 
  Grapple attack. 
  This does not change the damage of your Slam attack, but it now does Piercing –and– Bludgeoning damage. 
  Stable Footing 
  [Racial] 
  (RoE p112) 
  Warforged –or– Dwarf  
   
  You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on 
  the ground.   
  You take no movement penalty when moving over difficult terrain. 
  Unarmored Body 
  [Warforged] 
   (RoE p120) 
  Warforged 
  1st level only 
   
  Your body is does not have the standard Composite Plating of a Warforged. 
  +0 Armor bonus to AC.                 Max Dexterity bonus to AC is unlimited. 
  No Armor check penalty.               No Arcane Spell Failure chance.  
  No Light Fortification 
  You may wear Armor and/or Magical Robes. 
   
   
  Plating Type 
  Counts as 
  Armor 
  Bonus  
  to AC 
  Max Dex 
  bonus to 
  AC 
  Armor 
  Check 
  Penalty 
  Arcane 
  Spell 
  Failure 
    Fortification
  Damage 
  Reduction 
  Unarmored 
  — 
  +0 
  — 
  — 
  — 
  — 
  — 
  Composite (i.e., default plating type) 
  — 
  +2 
  — 
  — 
  5% 
  25% 
  — 
  Ironwood 
  Light Armor 
  +3 
  +4 
  –3 
  20% 
  25% 
  2 / slashing 
  Ironwood + Improved Damage Reduction 
  Light Armor 
  +3 
  +4 
  –3 
  20% 
  25% 
  4 / slashing 
  Mithral 
  Light Armor 
  +5 
  +5 
  –2 
  15% 
  25% 
  — 
  Mithral + Mithral Fluidity 
  Light Armor 
  +5 
  +6 
  –1 
  15% 
  25% 
  — 
  Adamantine 
  Heavy Armor 
  +8 
  +1 
  –5 
  35% 
  25% 
  2 / adamantine 
  Adamantine + Improved Damage Reduction 
  Heavy Armor 
  +8 
  +1 
  –5 
  35% 
  25% 
  3 / adamantine 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 109 
  Feats for Small Races 
   
  Small Race Feats 
  Source 
  Prerequisite 
  Description 
  Confound the Big 
  Folk  
  [Tactical] 
  (RotW p153) 
  Small size (or smaller) 
  Underfoot Combat 
  Tumble:  
  10 ranks 
  You may use the following 3 tactical maneuvers: 
  Knee Striker – When you occupy a square with a creature at least two size categories larger than you, the 
  creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. 
  Underfoot Defense – When you occupy a square with a creature at least two size categories larger than you, 
  and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on 
  you has a 50% chance of striking the creature who shares the square with you (that creature does not have 
  a 50% chance of striking itself). 
  Unsteady Footing – When you occupy a square with a creature at least two size categories larger than you, 
  you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of 
  Opportunity.  You can add your choice of Strength or Dexterity modifier to you check (your opponent gets 
  the better of its Strength or Dexterity as usual).  Your opponent does not get to add his/her size bonus to its 
  roll.  If the Trip attempt fails, your opponent does not get to try to trip you. 
  Swarm Fighting 
  [General] 
  (CWar p105) 
  Small size  
  Dexterity 13 
  Base Attack Bonus +1 
  You may share a 5’ hex with your Small-sized allies that also have this feat.  Against a creature of at least 
  Medium-size, each attacker with Swarm Fighting who also has this feat (after the first) grants all of his/her 
  allies a +1 Morale bonus on the attack roll, up to a maximum of your Dexterity modifier. 
  For example, if 4 Halflings swarm fight an Ogre, each receives a +3 Moral bonus to attack. 
  Underfoot Combat  
  [General] 
  (RotW p152) 
  Small size (or smaller) 
  Tumble:  
  10 ranks 
  You can move into or through a square occupied by a creature at least two size categories larger than you.  
  You do not provoke Attacks of Opportunity for doing so. 
  When you are in a square occupied by a creature at least two size categories larger than you, you gain the 
  benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you 
  occupy). 
   
   
  Feats for Aquatic Races 
   
  Aquatic Race Feats 
  Source 
  Prerequisite 
  Description 
  Breathing Link  
  [General] 
  (Storm p92) 
  Aquatic Elf or Water 
  Genasi 
  Base Will Save +2 
  You may share your ability to breath underwater with a creature within 5’ of you as a Free Action.  There is 
  no limit on the duration, though the effect must be reactivated each round.  If the subject is ever more than 
  5’ from you, the effect ends.  Does not interfere with the subject’s ability to breath air. 
  You may take this feat more than once.  Each time you may add one more person to your breathing link at a 
  time. 
  Landwalker  
  [General] 
  (Storm p92) 
  Aquatic Elf 
  You may survive out of water for 3 hours per point of Constitution.  After that amount of time, you must 
  make a Fortitude save each hour vs. D (15 +1 per pervious check) to avoid beginning to suffocate. 
  Water Adaptation  
  [General] 
  (Storm p94) 
  Aquatic Half-Elf 
  You can breath air & water equally well. 
  Your racial Swim speed improves to 20’. 
   
   
  Feats for Other Races 
   
  Feats for Other 
  Races 
  Source 
  Prerequisite 
  Description 
  Able Learner  
  [General] 
  (RoD p150) 
  Doppelganger or Human  
  1st Level only 
  All skills are “in-class” and only cost 1 skill point. 
  Does not effect the cost of learning a language or gaining literacy. 
  Axeshield  
  [General, Fighter] 
  (Und p24) 
  Grimlock 
  In any combat round during which you make a Full Attack while wielding a Battleaxe, you gain a +2 Dodge 
  bonus to Armor Class that lasts until your next action. 
  Catfolk Pounce  
  [General, Fighter] 
  (RotW p148) 
  Catfolk 
  Dexterity 13 
  If you Charge a Flat-Footed opponent, you can make a Full Attack at the end of the charge.  
  Caustic Adaptation  
  [General] 
  (Und p24) 
  Kuo-toa 
  A creature that makes a successful bite attack against you takes 1d4 acid damage. 
  Creatures immune to poison are not affected. 
  Centaur Trample  
  [General, Fighter] 
  (RotW p148) 
  Centaur 
  Dexterity 15 
  When you make take Overrun action, your opponent may not choose to avoid you.  If you knock your 
  opponent prone, you may make one Hoof attack on him/her. 
  Darguun Mauler 
  [Racial] 
  (RoE p108) 
  Humanoid (goblinoid) 
  from Darguun 
  Proficient with Flail or 
  Heavy Flail. 
  Treat Dire Flail and Spiked Chain as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a 
  Spiked Chain as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with any of the above, the feats apply to all four weapons. 
  If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of 
  the Action Point roll to the weapon’s damage too. 
  Enhanced Adhesive  
  [General] 
  (Und p24) 
  Kuo-toa 
  +2 DC to saves/checks involving your natural adhesive. 
  Gnoll Ferocity  
  [General] 
  (RotW p151) 
  Gnoll 
  Rage or Frenzy class 
  ability 
  When using a Rage or Frenzy class ability, gain a 1d6 Bite attack that can be used in two ways: 
  1. Single attack, in which case you add your full Strength modifier to the damage.   
  2. Secondary attack in a Full Attack, in which case it has a –5 penalty on the attack roll (but the other 
  attacks receive no penalty) and you add ½ your Strength modifier to the damage. 
  Human Blood 
  [Racial] 
  (DR324 p78) 
  Partial Human ancestry 
  (i.e., Half-Elf, etc) 
  1st level only 
  Gain +1 Skill point at 1st level and every level afterwards. 
  For all effects related to race, you are ‘human’. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 110 
  Feats for Other 
  Races 
  Source 
  Prerequisite 
  Description 
  Human Heritage  
  [General] 
  (RoD p152) 
  Half-Human or Human-
  descended(RoD p150) 
  1st level only 
  You are considered Humanoid(human) for the purpose of adjudicating all effects. 
  You retain any other subtypes you had (such as orc or extraplanar). 
  You gain 4 additional skill points. 
  Killoren Ancient  
  [General] 
  (RotW p151) 
  Killoren 
  When manifesting the ‘Aspect of the Ancient’, you may spend 10 minutes concentrating on a question.  
  After this time, you may make a Knowledge check with a +4 Insight bonus to receive an answer.  The 
  question can be based on any Knowledge skill, even if you have no ranks in it. 
  Killoren Destroyer  
  [General] 
  (RotW p151) 
  Killoren 
  When manifesting the ‘Aspect of the Destroyer’, any foe struck by your Killoren Smite attack is Dazed for 
  1 round (WillNeg, DC 10 + ½ character level + Charisma modifier).  The foe must be vulnerable to the 
  Smite attack. 
  Killoren Hunter  
  [General] 
  (RotW p151) 
  Killoren 
  When manifesting the ‘Aspect of the Hunter, you can take a Move Action to pinpoint the location of any 
  living creature within 30’ that you have Line of Effect with.  If you cannot see the creature, it still benefits 
  from Total Concealment. 
  Orc Descent  
  [General] 
  (DR338 p97) 
  Orc or Half-Orc 
  Sorcerer 1st + 
  Complete a quest to 
  strengthen your tribe 
  assigned by your Chief 
  or Shaman 
  You are descended from a line of great Orc heroes. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Virtue(PH p289) – Subject gains 1 Temporary HP. 
  1st: Longstrider(PH p249) – Increases your speed. 
  2nd: Rage(PH p268) – Gives +2 to Str and Con, +1 on Will saves, –2 to AC. 
  3rd: Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 
  4th: Divine Power(PH p224) – You gain attack bonus, +6 to Str, and 1 hp per level. 
  5th: Righteous Might(PH p273)(PH3.5e)+ – Your size increases and you gain combat bonuses. 
  6th: Harm(PH p239) – Deals 10 hp per level to target. 
  7th: Destruction(PH p218) – Kills subject and destroys remains. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail. 
  Portal Sensitive  
  [General] 
  (Und p27) 
  Deep Imaskar or 
  Gloaming 
  You can detect an active or inactive portal with a DC 20 Search check. If you pass within 5’ of one, you get 
  an automatic check to detect it. You also gain a +2 bonus on your caster level check when trying to discern 
  portal properties with the analyze portal spell. 
  Rapid Swimming  
  [General] 
  (Storm p93) 
  Racial Swim speed 
  Base Fortitude Save +2 
  Swim speed increases by +20’. 
  Ritual Blood Bonds 
  [General] 
  (PH2 p86) 
  Orc or Half-Orc 
  Know (religion): 4 ranks 
  You may use the following rituals if you have enough ranks in Knowledge (religion). 
  Blood Brothers – min ranks: 4 – Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up 
  to 6 allies.  For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear  as long as a subject 
  can see at least one other subject. 
  Vengeful Bonds of Brotherhood – min ranks: 8 – Spend 10 minutes, a Vial of Holy Water, and 10gp 
  powdered Silver to join yourself and up to 6 allies.  For 24 hours, each subject receives a +2 Morale bonus 
  on attacks vs. a creature who brought another subject to 0hp (or lower).  The benefit lasts for 10 rounds 
  each time it is triggered. 
  Sahuagin Flip  
  [General, Fighter] 
  (Storm p93) 
  Racial Swim speed 
  Dodge 
  After making a Standard Action melee attack, you may ‘withdraw’ (i.e., 2x movement) as a Move Action as 
  long as your are swimming away. 
  Shadow Marches 
  Warmonger 
  [Racial] 
  (RoE p111) 
  Orc or Half-Orc from the 
  Shadow Marches 
   
  Treat Orc Double Axe as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as 
  part of a Charge. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the 
  other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, 
  add the result of the Action Point roll to the weapon’s damage too. 
  Stone Soul  
  [General] 
  (Und p27) 
  Deep Imaskar or Slyth 
  +2 on Search checks to notice unusual stonework; approaching within 10’ of such = free check 
  Special: You may take this feat only as a 1st level character. 
  Swim-By Attack  
  [General] 
  (Storm p94) 
  Racial Swim speed 
  You may take a Move Action and have a Standard Action (typically an attack) occur at some point in the 
  movement.  In effect, ‘Spring Attack’ when you are swimming. 
  Tunnelrunner   
  [General] 
  (Und p27) 
  Chitine or Grimlock 
  You ignore speed and armor class reductions for moving in a narrow or low space. 
  If a space is both low and narrow, you function as if only one of the penalties applied. 
  Wisdom Breeds 
  Caution   
  [General] 
  (Und p27) 
  Slyth or Svirfneblin 
  At first level, use your Wisdom modifier to determine bonus HP; after first level, use Constitution. 
  Gain one permanent HP for each permanent point of Wisdom gained. 
  Note: This feat can only be taken at 1st level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Racial Feats 
   
  Page 111 
  Non-Specific Racial Feats 
   
  Non-Specific Racial 
  Feats 
  Source 
  Prerequisite 
  Description 
  Improved Weapon 
  Familiarity  
  [General, Fighter] 
  (CWar p101) 
  Base Attack Bonus +1 
  All Exotic Weapons that have your race’s name associated with them (i.e., Elven Thinblade) are considered 
  Martial Weapons for you. 
  Innate Magic 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Intelligence 3 
  Charisma 11 
  Choose a 0th level spell.  You may cast this spell once per day as a 1st level Caster.   
  The DC (if any) is 10 + Charisma modifier. 
  Moonwarrior  
  [General] 
  (DR313 p31) 
  Strength 15 
  Low-Light Vision racial 
  ability 
  When in low-light conditions, such as starlight, torchlight, or even a Light spell, you gain a +1 Morale 
  bonus on attack rolls. 
  When in moonlight, you also gain a +1 Morale bonus on damage rolls. 
  Mutable Body  
  [General] 
  (RoE p110) 
  Shagechanger subtype 
  Transmutation spells cast on you are at +1 Caster level at your option. 
  By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended 
  without adjustment to the spell’s level or casting time. 
  Slender 
  [Racial] 
  (DR324 p78) 
  1st level only 
   
  +1 Racial bonus on Disable Device, Escape Artist, Move Silently, & Tumble checks. 
  Decrease your weight by 10%. 
  Slow Maturation 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Must be younger than 
  Middle Age 
  It takes you 50% longer than normal for your race to react the next age category. 
  Stocky  
  [Racial] 
  (DR324 p78) 
  1st level only 
  +4 bonus on ability checks to resist being Bull Rushed or Tripped when standing on the ground.  Stacks 
  with a Dwarf’s Stability racial ability. 
  Increase your weight by 10%. 
  Superior Hearing 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Listen, Perform (keyboard instruments), Perform (percussion instruments),  
  Perform (string instruments), perform (wind instruments), and Perform (sing) checks. 
  Superior Sense of 
  Smell 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Craft (alchemy) and Heal checks. 
  +2 bonus on Survival checks. 
  Superior Taste 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +3 bonus on Spellcraft checks made to identify a Potion. 
  +3 bonus on Fortitude saves to resist the effects of an Ingested Poison. 
  Superior Touch 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Disable Device, Open Lock, and Sleight of Hand checks. 
  +2 bonus on Spot checks made to pinpoint the location of an Invisible creature. 
  Superior Vision 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Gain Low-Light Vision.  If you already have Low-Light Vision, you can now see 3x as far as a human 
  (instead of only 2x). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Bloodline Feats 
   
  Page 112 
  Birthright Feats 
   
  Native Bloodlines 
   
  Native Bloodlines 
  Source 
  Prerequisite 
  Description 
  Dwarven Ancestry  
  [General] 
  (DR338 p97) 
  Dwarf 
  Sorcerer level 1st + 
  Craft a stone masterpiece 
  of unparalleled beauty 
  You are descended from a line of great Dwarven craftspersons. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Guidance(PH p238) – +1 on one attack roll, saving throw, or skill check. 
  1st: Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. 
  2nd: Make Whole(PH p252) – Repairs an object. 
  3rd: Magic Vestment(PH p251) – Armor,  shield, or clothes gain +1 enhancement per four levels. 
  4th: Spike Stones(PH p283) – Creatures in area take 1d8 damage, may be slowed. 
  5th: Spell Resistance(PH p282) – Subject gains Spell Resistance of 12 + 1 per level. 
  6th: Stone Tell(PH p284) – Talk to natural or worked stone. 
  7th: Heroes’ Feast(PH p240) – Ford for one creature per level, cures, and grants combat bonuses. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Elemental Swarm(PH p226) – Summons multiple elementals. (earth only) 
  Orc Descent  
  [General] 
  (DR338 p97) 
  Orc 
  Sorcerer 1st + 
  Complete a quest to 
  strengthen your tribe 
  assigned by your Chief 
  or Shaman 
  You are descended from a line of great Orc heroes. 
  Add the following to your Sorcerer spell list.  You must consume a Known Spell slot to learn each one. 
  0th: Virtue(PH p289) – Subject gains 1 Temporary HP. 
  1st: Longstrider(PH p249) – Increases your speed. 
  2nd: Rage(PH p268) – Gives +2 to Str and Con, +1 on Will saves, –2 to AC. 
  3rd: Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 
  4th: Divine Power(PH p224) – You gain attack bonus, +6 to Str, and 1 hp per level. 
  5th: Righteous Might(PH p273)(PH3.5e)+ – Your size increases and you gain combat bonuses. 
  6th: Harm(PH p239) – Deals 10 hp per level to target. 
  7th: Destruction(PH p218) – Kills subject and destroys remains. 
  8th: Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. 
  9th: Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail. 
   
   
   
  Inner Plane Bloodlines 
   
  Inner Plane 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Air Bloodline  
  [Bloodline] 
  (DR311 p34) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a creature of air, including an Air Elemental, a Storm Giant, Air Mephit, etc. 
  1. You cannot learn spells with the [earth] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Obscuring Mist 
  4. Shout 
  7. Ethereal Jaunt 
  2. Gust of Wind 
  5. Telekinesis 
  8. Summon Monster VII (air subtype only) 
  3. Wind Wall 
  6. Control Winds 
  9. Freedom 
  Voice of Winds  
  [Bloodline] 
  (DR311 p40) 
  Air Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +2 bonus on Diplomacy & Intimidate checks. 
  Earth Bloodline  
  [Bloodline] 
  (DR311 p36) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a creature of earth, including an Earth Elemental, a Stone Giant, Gargoyle, etc. 
  1. You cannot learn spells with the [air] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Enlarge Person 
  4. Stone Shape 
  7. Statue 
  2. Shatter 
  5. Transmute Mud to Rock 8. Iron Body 
  3. Keen Edge 
  6. Move Earth 
  9. Summon Monster IX (earth subtype only) 
  Friend of the Earth  
  [Bloodline] 
  (DR311 p40) 
  Earth Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +3 Circumstance bonus on Climb & Tumble checks when in contact with stone and/or earth. 
  Fire Bloodline  
  [Bloodline] 
  (DR311 p38) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a creature of fire, including a Fire Elemental, a Fire Giant, an Azer, etc. 
  1. You cannot learn spells with the [water] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Hypnotism 
  4. Tongues 
  7. Summon Monster VII (fire subtype only) 
  2. Pyrotechnics 
  5. Fire Shield 
  8. Delayed Blast Fireball 
  3. Keen Edge 
  6. Cloud Kill 
  9. Meteor Swarm 
  Fire Feet  
  [Bloodline] 
  (DR311 p40) 
  Fire Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +10’ to movement. 
  
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  Bloodline Feats 
   
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  Inner Plane 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Water Bloodline  
  [Bloodline] 
  (DR311 p40) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a creature of water, including a Water Elemental, a Triton, etc. 
  1. You cannot learn spells with the [fire] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Expeditious Retreat 
  4. Quench 
  7. Control Weather 
  2. Fog Cloud 
  5. Transmute Rock to Mud 8. Summon Monster VIII (water subtype only) 
  3. Water Breathing 
  6. Otiluke’s Freezing Sphere 9. Elemental Swarm (water elementals only) 
  Waterborn  
  [Bloodline] 
  (DR311 p40) 
  Water Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +4 bonus on Swim checks. 
  Penumbra Bloodline  
  [Bloodline] 
  (DR325 p51) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a creature of the Ethereal or Shadow Plane. 
  1. You cannot learn spells with the [light] subtype. These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Obscuring Mist 
  4. Evard’s Black Tentacles 7. Plane Shift 
  2. Darkness 
  5. Shadow Evocation 
  8. Greater Shadow Evocation 
  3. Nondetection 
  6. Shadow Walk 
  9. Etherealness 
   
   
  Outer Plane Bloodlines 
   
  Outer Plane 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Anarchic Bloodline 
  [Bloodline] 
  (DR325 p48) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Chaotic Outsider, possibly a Demon, an Eladrin, or even a Slaad. 
  1. You cannot learn spells with the [law] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Color Spray 
  4. Confusion 
  7. Prismatic Spray 
  2. Tasha’s Hideous Laughter 5. Mind Fog 
  8.  Maze 
  3. Rage 
  6. Mislead 
  9. Weird 
  Fickle Fate  
  [Bloodline] 
  (DR325 p49) 
  Anarchic Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  Improve a single d20 roll with an additional d6.  You must declare you are using this ability before rolling 
  either die.  Usable 1/day as a Supernatural Action. 
  Axiomatic Bloodline 
  [Bloodline] 
  (DR325 p48) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Lawful Outsider, possibly a Devil, an Archon, etc. 
  1. You cannot learn spells with the [chaos] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Detect Chaos 
  4. Locate Creature 
  7. Forcecage 
  2. Locate Object 
  5. Dismissal 
  8.  Discern Location 
  3. Magic Circle vs. Chaos 
  6. True Seeing 
  9. Dominate Monster  
  Lawful Disciple  
  [Bloodline] 
  (DR325 p50) 
  Axiomatic Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +2 bonus on Will saves vs. mind-affecting effects. 
  Celestial Bloodline 
  [Bloodline] 
  (DR311 p34) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Good Outsider, possibly a Titan, a Deva, an Archon, etc. 
  1. You cannot learn spells with the [evil] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Protection from Evil 
  4. Rainbow Pattern 
  7. Sequester 
  2. Daylight 
  5. Dismissal 
  8.  Sunburst 
  3. Magic Circle against Evil 6. Guards and Wards 
  9. Summon Monster IX (good subtype only) 
  Celestial Light 
  [Bloodline] 
  (DR311 p35) 
  Celestial Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  Light, 5 times per day as a Spell-like ability. 
  Celestial Sorcerer 
  Heritage 
  [Heritage] 
  (PH2 p90) 
  Sorcerer 1st 
  You are descended from a Good Outsider, possibly a Titan, a Deva, an Archon, etc. 
  1. Gain Protection from Evil as a bonus 1st level Known spell. 
  2. Receive a bonus on saves vs. Electricity & Petrification equal to the number of ‘Celestial Sorcerer 
  Heritage’ feats you possess. 
  Celestial Sorcerer 
  Aura 
  [Heritage] 
  (PH2 p90) 
  Sorcerer 1st 
  Celestial Sorcerer 
  Heritage 
  ‘Aura of Menace’ – by sacrificing a spell slot, all enemies in a 20’ radius Burst around you receive a –2 
  penalty on attacks, saves, skill checks & ability checks until they damage you, up to 24 hours (WillNeg, 
  DC = 10 + level of sacrificed spell + Charisma modifier).  A creature that breaks your Aura of Menace 
  cannot be affected by it again for 24 hours.  This Supernatural ability is activated as a Standard Action. 
  Celestial Sorcerer 
  Lance 
  [Heritage] 
  (PH2 p90) 
  Sorcerer 1st 
  Celestial Sorcerer 
  Heritage 
  By sacrificing a spell slot as a Standard Action, generate a 60’ long Line that does (1d8 per level of 
  sacrificed spell) to Evil creatures only (Ref½, DC = 10 + level of sacrificed spell + Charisma modifier). 
  Celestial Sorcerer 
  Lore 
  [Heritage] 
  (PH2 p90) 
  Sorcerer 1st 
  Celestial Sorcerer 
  Heritage 
  any 2 other Celestial 
  Sorcerer feats 
  Add the following to your Known Sorcerer spells at the indicated level:   
  3. Tongues 
  5. Teleport 
  5. Magic Circle against Evil 
  Celestial Sorcerer 
  Wings 
  [Heritage] 
  (PH2 p91) 
  Sorcerer 1st 
  Celestial Sorcerer 
  Heritage 
  By sacrificing a spell slot as a Standard Action, gain a Fly speed of (2 x land speed) with Good 
  maneuverability.  Lasts 1 round per level of sacrificed spell. 
  
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  Bloodline Feats 
   
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  Outer Plane 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Fiendish Bloodline 
  [Bloodline] 
  (DR311 p37) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from an Evil Outsider, possibly a Demon, a Devil, etc. 
  1. You cannot learn spells with the [good] subtype.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Protection from Good 
  4. Bestow Curse 
  7. Insanity 
  2. Darkness 
  5. Nightmare 
  8.  Maze 
  3. Sepia Snake Sigil 
  6. Mislead 
  9. Imprisonment 
  Infernal Sorcerer 
  Heritage 
  [Heritage] 
  (PH2 p91) 
  Sorcerer 1st  
  You are descended from an Evil Outsider, possibly a Demon, a Devil, etc. 
  1. Cast Conjuration (summoning) spells at +2 Caster level when summoning Evil Outsiders. 
  2. Receive a bonus on saves vs. Fire & Poison equal to the number of ‘Infernal Sorcerer Heritage’ feats you 
  possess. 
  Infernal Sorcerer 
  Eyes 
  [Heritage] 
  (PH2 p91) 
  Sorcerer 1st  
  Infernal Sorcerer 
  Heritage 
  By sacrificing a spell slot as a Swift Action, gain the ability to see through natural & magical darkness, out 
  to the limit of your sight.  Lasts 10 minutes per level of sacrificed spell. 
  Infernal Sorcerer 
  Howl 
  [Heritage] 
  (PH2 p91) 
  Sorcerer 1st  
  Infernal Sorcerer 
  Heritage 
  By sacrificing a spell slot as a Standard Action, generate a 30’ long Cone that does (2d6 per level of 
  sacrificed spell) Sonic damage (Fort½, DC = 10 + level of sacrificed spell + Charisma modifier). 
  Infernal Sorcerer 
  Resistance 
  [Heritage] 
  (PH2 p91) 
  Sorcerer 1st  
  Infernal Sorcerer 
  Heritage 
  Receive Acid & Cold Resistance equal to the number of ‘Infernal Sorcerer Heritage’ feats you possess. 
   
   
  Other Hereditary Bloodlines 
   
  Other Hereditary 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Aquatic Fey Bloodline 
  [Bloodline] 
  (DR335 p93) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Siren, Selkie, Kelpie, etc. 
  1. You cannot learn spells from the Conjuration (creation) or Conjuration (healing) subschools.  These 
  spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Charm Person 
  4. Charm Monster 
  7. Control Weather 
  2. Alter Self 
  5. Mind Fog 
  8.  Horrid Wilting  
  3. Water Breathing 
  6. Control Water 
  9. Shapechanger 
  Fey Prescience  
  [Bloodline] 
  (DR335 p93) 
  Aquatic Fey Bloodline 
  Able to cast 5th lvl 
  Arcane spells 
  Divination, 1 time per day as a Spell-like ability.  Only usable on a stormy night.  Caster level is your 
  Arcane Caster level.  
  Draconic Bloodline 
  [Bloodline] 
  (DR311 p35) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Dragon. 
  1. You cannot learn spells with a subtype specified when this feat is taken.  Typically the subtype is the 
  antithesis of the dragon from which you are descended (i.e., someone of a White Dragon Bloodline could 
  not cast [fire] spells).  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Comprehend Languages 
  4. Fear 
  7. Vision 
  2. Darkvision 
  5. Mind Fog 
  8.  Mind Blank 
  3. Protection from Elements 6. True Seeing 
  9. Dominate Monster 
  Dragon Sight  
  [Bloodline] 
  (DR311 p36) 
  Draconic Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  Detect Magic, 3 times per day as a Spell-like ability. 
  Fey Bloodline  
  [Bloodline] 
  (DR311 p36) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Fey creature, including a Dryad, Grig, Pixie, etc. 
  1. You cannot learn spells that create or control undead.  These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Detect Secret Doors 
  4. Hallucinatory Terrain 
  7. Sequester 
  2. Glitterdust 
  5. Seeming 
  8. Otto’s Irresistible Dance 
  3. Tongues 
  6. Mislead 
  9. Wail of the Banshee 
  Fey’s Fate  
  [Bloodline] 
  (DR311 p36) 
  Fey Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +1 bonus on all Saving Throws. 
  Necromatic 
  Bloodline  
  [Bloodline] 
  (DR325 p50) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  There was an Undead in your family line. 
  1. You cannot learn spells from the Conj(healing) subschool. These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Cause Fear 
  4. Contagion 
  7. Control Undead 
  2. Ghoul Touch 
  5. Dominate Person 
  8. Trap the Soul 
  3. Vampiric Touch 
  6. Eyebite 
  9. Wail of the Banshee 
  Grave  Friend  
  [Bloodline] 
  (DR325 p49) 
  Necromatic Bloodline 
  Able to cast 3rd lvl 
  Arcane spells 
  +2 bonus on saves to resist the extraordinary and supernatural abilities of Undead. 
  
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  Bloodline Feats 
   
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  Other Hereditary 
  Bloodlines 
  Source 
  Prerequisite 
  Description 
  Plant Bloodline  
  [Bloodline] 
  (DR325 p51) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You are descended from a Plant Creature. 
  1. You cannot learn spells with the [death] subtype. These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Endure Elements 
  4. Minor Creation 
  7. Control Weather 
  2. False Life 
  5. Transmute Rock to Mud 8. Control Plants 
  3. Water Breathing 
  6. Control Water 
  9. Imprisonment 
  Green Heart  
  [Bloodline] 
  (DR325 p49) 
  Plant Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  +2 bonus on saves to resist poisons & diseases. 
  Voice of the Green  
  [Bloodline] 
  (DR325 p52) 
  Plant Bloodline 
  Able to cast 5th lvl 
  Arcane spells 
  Speak with Plants, 1/day as a spell-like ability.  Caster level equals your Arcane Caster level. 
   
   
  Bloodlines Due to Experiments 
   
  Bloodlines Due to 
  Experiments 
  Source 
  Prerequisite 
  Description 
  Illithid Bloodline  
  [Bloodline] 
  (DR325 p49) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You were part of an Illithid experiment. 
  1. You cannot learn spells that change a creature’s size or shape. These spells are removed from your spell list
  2. Add the following to your Known spells: 
  1. Hypnotism 
  4. Confusion 
  7. Insanity 
  2. Detect Thoughts 
  5. Feeblemind 
  8. Mind Blank 
  3. Suggestion 
  6. Mass Suggestion 
  9. Dominate Monster 
  Mind Weapon  
  [Bloodline] 
  (DR325 p50) 
  Illithid Bloodline 
  Able to cast 2nd lvl 
  Arcane spells 
  Daze, 3/day as a spell-like ability.  Caster level equals your Arcane Caster level. 
  Serpent Bloodline  
  [Bloodline] 
  (DR325 p51) 
  Able to cast Impromptu 
  Arcane spells 
  Able to summon a 
  Familiar 
  You were part of a Yuan-Ti experiment. 
  1. You cannot learn spells that allow you to fly or levitate. These spells are removed from your spell list. 
  2. Add the following to your Known spells: 
  1. Cause Fear 
  4. Phantasmal Killer 
  7. Power Word Blind 
  2. Hypnotic Pattern 
  5. Dominate Person 
  8. Power Word Stun 
  3. Sepia Snake Sigil 
  6. Repulsion 
  9. Power Word Kill 
  Venomless  
  [Bloodline] 
  (DR325 p50) 
  Serpent Bloodline 
  Able to cast 5th lvl 
  Arcane spells 
  Neutralize Poison, 1/day as a spell-like ability.  Caster level equals your Arcane Caster level. 
   
   
  Feats for any Bloodline 
   
  Feats for any 
  Bloodline 
  Source 
  Prerequisite 
  Description 
  Arcane Kinship  
  [Bloodline] 
  (DR311 p34) 
  Any [Bloodline] feat 
  Able to cast 3rd lvl 
  Arcane spells 
  +4 bonus on Diplomacy & Gather Information checks with creatures that share your heritage. 
  Familiarity  
  [Bloodline] 
  (DR325 p49) 
  Any [Bloodline] feat 
  Able to cast 3rd lvl 
  Arcane spells 
  Your familiar gains abilities as if your Arcane Caster level was +2. 
  Kin Mastery  
  [Bloodline] 
  (DR311 p40) 
  Any [Bloodline] feat 
  Able to cast 3rd lvl 
  Arcane spells 
  When you take this Feat, you choose either to Turn / Destroy or  Rebuke / Command creature of the same 
  heritage as yourself.  This is the same as a Cleric whose level is ½ your Arcane caster level. 
  Usable 1/day. 
  You may take this feat multiple times.  Each grants you another use per day. 
  Power in the Blood  
  [Bloodline] 
  (DR311 p40) 
  Any [Bloodline] feat 
  Able to cast 3rd lvl 
  Arcane spells 
  You can cast one extra spell per day, but it must be a spell from your Bloodline list. 
   
  
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  Bloodline Feats 
   
  Page 116 
  Draconic Heritage Feats 
   
  Draconic Heritage 
  Source 
  Prerequisite 
  Description 
  Draconic Heritage 
  [Draconic] 
  (CArc p77) 
  Sorcerer level 1st 
  Choose one of the following types of Dragons.   
  1. Gain the listed skill as an in-class skill. 
  2. You receive a  +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type. 
  Dragon 
  Energy Type 
  Skill 
  Dragon 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Brass 
  Fire 
  Gather Info. 
  Blue 
  Electricity 
  Listen 
  Bronze 
  Electricity 
  Survival 
  Green 
  Acid 
  Move Silently 
  Copper 
  Acid 
  Hide 
  Red 
  Fire 
  Intimidate 
  Gold 
  Fire 
  Heal 
  White 
  Cold 
  Balance 
  Silver 
  Cold 
  Disguise 
  Draconic Breath 
  [Draconic]  
  (CArc p77) 
  Draconic Heritage 
  As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 
  damage per level of the spell expended. 
  The Energy Type of the damage is determined by your Draconic Heritage.   
  If the damage is Fire or Cold, the breath weapon is a 30’ Cone.  If it is Acid or Electricity, it is a 60’ Line. 
  Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + your Charisma 
  modifier). 
  Draconic Claw 
  [Draconic]  
  (CArc p77) 
  Draconic Heritage 
  Gain a Natural Claw attack that does 1d6 damage if your are Medium (1d4 if you are Small). 
  Any round that you cast a Standard Action spell, you may makes a single claw attack as a Swift Action 
  against a foe that you threaten. 
  Draconic Flight 
  [Draconic]  
  (CArc p77) 
  Draconic Heritage 
  Any round that you cast a Standard Action Arcane spell, you gain a Fly speed of 10’ per level of the spell 
  just cast for the remainder of your turn. 
  Draconic Power 
  [Draconic]  
  (CArc p78) 
  Draconic Heritage 
  Any Arcane spell you cast that has the same Energy Type as your Draconic Heritage (even if it is because of 
  applying the feat Energy Substitution) is cast at +1 Caster level and has a +1 bonus to DC. 
  Draconic Presence 
  [Draconic]  
  (CArc p78) 
  Draconic Heritage 
  When you cast an Arcane spell, all opponents within 10’ are Shaken for a number of round equal to the cast 
  spell’s level (WillNeg, DC = 10 + spell level + Charisma modifier).  If the save is successful, that 
  opponent is immune to your Draconic Presence for 24 hours. 
  This ability does not effect Dragons, creatures with more HD than you, or creatures with Intelligence up to 3.
  Draconic Resistance 
  [Draconic]  
  (CArc p78) 
  Draconic Heritage 
  Gain Energy Resistance to the Energy Type of your Draconic Heritage equal to 3 * your total number of 
  Draconic feats. 
  Draconic Skin 
  [Draconic]  
  (CArc p78) 
  Draconic Heritage 
  Your Natural Armor bonus to AC increases by +1. 
  Draconic Legacy 
  [Draconic]  
  (CArc p78) 
  any four Draconic Feats 
  The following spells are added to your Known Spell list at the listed level. If you already have the listed spell, 
  you may choose another from the Sorcerer list as a replacement. 
  Dragon 
  Spells 
  Black 
  Charm Animal (snakes and lizards only), Deeper Darkness, Insect Plague. 
  Blue 
  Major Image, Mirage Arcane, Ventriloquism. 
  Green 
  Charm Person, Dominate Person, Plant Growth. 
  Red 
  Detect Secret Doors, Suggestion, True Seeing. 
  White 
  Obscuring Mist, Sleep Storm, Wall of Ice (5th level) 
  Brass 
  Control Winds, Endure Elements, Tongues 
  Bronze 
  Control Water (5th level), Speak with Animals, Water Breathing 
  Copper 
  Silent Image, Stone Shape, Wall of Stone 
  Gold 
  Bless, Daylight, Dispel Evil. 
  Silver 
  Air Walk (5th level), Feather Fall, Wind Wall. 
   
   
  Abyss-Related Feats 
   
  Abyss-Related Feats 
  Source 
  Prerequisite 
  Description 
  Blood of the Witch 
  Queen 
  [General] 
  (DR359 p62) 
  Charisma 13 
  You have the blood of the Archmage Iggwilv running in your veins. 
  Receive a +2 Circumstance bonus on all Charisma-based checks opposed by Demons (such as with Planar 
  Ally). 
  Receive a +2 Circumstance bonus on Will saves vs. effects directed at you by a Demon. 
  Mark of Lemoriax 
  [General] 
  (DR359 p64) 
  Chaotic Evil Outsider 
  Thrall to Demon 
  Base Fortitude Save +8 
  Bound to the Abyss Plane of Lemoriax, under the rulership of Demogorgon. 
  +4 bonus on Bluff & Diplomacy checks vs. denizens of the Gaping Maw. 
  –4 penalty on Bluff & Diplomacy checks vs. denizens of other Abyssal Layers. 
  +4 bonus on all Intimidate checks. 
  You can breath water and air. 
  Natural Armor improves by +1. 
  Spawn of the Dark 
  Prince 
  [Abyssal Heritor] 
  (DR359 p61) 
  Charisma 15 
  You have the blood of Demon Prince Graz’zt running in your veins. 
  Receive a +10 bonus on Bluff checks to convince others you are telling the truth.  Activated as a Full Round 
  Action.  Lasts for (Charisma modifier) minutes. 
  You have a –2 penalty on all Spot checks. 
   
   
   
   
  
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  Bloodline Feats 
   
  Page 117 
  Feats related to Time of Birth 
   
  Time of Birth Feats 
  Source 
  Prerequisite 
  Description 
  Born under a High Sun 
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate checks. 
  +2 bonus on saves vs. Fire effects. 
  +1 bonus on all other Fortitude saves. 
  Born under a Rising 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Heal checks. 
  +2 bonus on Will saves vs. Fear. 
  +1 bonus on all other Will saves. 
  Born under a Setting 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  Concentration is always an in-class skill for you. 
  +1 bonus on any two Knowledge skills. 
  Born under the 
  Crescent Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Sense Motive & Spot checks. 
  Detect Thoughts, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Full 
  Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate & Use Magical Device checks. 
  Command, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the 
  Gibbous Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Bluff & Gather Information checks. 
  Calm Animals, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Half 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Balance & Concentration checks. 
  Expeditious Retreat, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Born under the New 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Hide & Sleight of Hand checks. 
  Disguise Self, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Secrets of Dusk  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a Setting Sun 
  Skill Focus (any 
  Knowledge) 
  You may ‘Take 10’ on Concentration checks at any time. 
  You may ‘Take 20’ with a Knowledge skill that you have Skill Focus with, usable 1/day. 
  Spirit of Dawn  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a Rising Sun 
  Diplomacy:  
  2 ranks 
  +4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). 
  You may encourage all allies that can hear & understand you.  Each ally (and yourself) receives a  
  +2 Moral bonus on Will saves for Charisma modifier rounds.  This is a Swift Action, usable 1/day. 
  Vengeance of Noon  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a High Sun 
  Power Attack 
  +4 bonus on saves vs. Fire effects (supersedes the bonus from Feat: Born under a High Sun). 
  One of your weapons gains the ‘Flaming’ weapon quality (doing +1d6 Fire damage) for Charisma modifier 
  rounds.  This is a Swift Action, usable 1/day. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 118 
  Feats with a Skill Prerequisite 
   
  Appraise 
   
  Require Appraise 
  Source 
  Prerequisite 
  Description 
  Appraise Magic Value 
  [General] 
  (CAdv p103) 
  Appraise:  
  5 ranks 
  Know (arcana):  5 ranks 
  Spellcraft:   
  5 ranks 
  If you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise 
  check (DC 10 + item’s caster level) to determine its exact properties. 
  Chronicle 
  [General] 
   (DR347 p89) 
  Intelligence 13 
  Able to cast Arcane spells
  Appraise: 
  4 rank 
  +1 bonus on Appraise checks. 
  By succeeding on an Appraise check vs. DC 20, you may determine a non-magical object’s age.  If old 
  enough, you can bring it to a museum, university, etc. to improve your standing –or– to sell it for extra. 
  Relic Hunter 
  [General] 
   (RoE p111) 
  Appraise: 
  1 rank 
  Know (history):  1 rank 
  Gain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani 
  Empire or from ancient Xen’drik. 
   
   
  Balance 
   
  Requires Balance 
  Source 
  Prerequisite 
  Description 
  Lightfeet  
  [General] 
  (RotW p151) 
  Elf 
  Dexterity 13 
  Balance:  
  2 ranks 
  Move Silently:  2 ranks 
  1. When making a Move Silently check while moving through ‘noisy’ or ‘very noisy’ terrain, you do not 
  receive a terrain penalty. 
  2. The DC to track you is at +5 (or +10 if you are moving at ½ speed to cover your trail). 
  Combat Acrobat  
  [General, Fighter] 
  (PH2 p76) 
  Balance:  
  9 ranks 
  Tumble:  
  2 ranks 
  Acrobatic Recovery – make a Balance check vs. DC 20 to avoid being knocked Prone. 
  Sure Footed Maneuver – make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as 
  normal terrain with regards to movement. 
  Roofwalker  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Mobility 
  Balance:  
  5 ranks 
  Jump:  
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Fleet of Feet – You can walk across a precarious surface at full speed without a penalty on your Balance 
  check. 
  Graceful Drop – If you intentionally jump from a height, you take less damage than if you had fallen.  On a 
  successful Jump check, you take falling damage as if you had dropped 20’ fewer. 
  Master of the Roof – Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you. 
  Ship Savvy 
  [Racial] 
   (RoE p112) 
  Gnome from Zilargo 
  Balance:  
  5 ranks 
  Profession (sailor) –or– 
  Profession (shipwright):
  3 ranks  
  While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 119 
  Bluff 
   
  Requires Bluff 
  Source 
  Prerequisite 
  Description 
  Combat Panache 
  [Tactical, Fighter] 
  (PH2 p93) 
  Bluff: 
  8 ranks 
  Intimidate: 
  8 ranks 
  Perform: 
  8 ranks 
  You may use the following 3 tactical maneuvers: 
  Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed 
  Bluff vs. Sense Motive check as a Move Action against the opponent.  If successful, you may use an 
  Immediate Action at the start of the opponent’s next round to designate a different creature he/she 
  threatens as the target of his/her next melee attack (even if is the opponent’s ally). 
  Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play 
  dead” by making a successful Bluff vs. Sense Motive check.  If successful, you may later rise without 
  generating an  Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC 
  against your next attack.  Only usable once per encounter. 
  Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an 
  Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls 
  against you for the remainder of the encounter (unless you use this ability on another foe).  Creatures that 
  are Mindless or Immune to Fear effects are immune to this ability. 
  Disturbing Visage 
  [Changeling, Tactical] 
  (RoE p117) 
  Changeling 
  Quick Change 
  Bluff:   
  6 ranks 
   
  You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 
  hour period & creature immune to mind-affecting spell & effects are immune): 
  Cringe – Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and 
  then making a Bluff check (as a Free Action).  Any foe that attacks you from the end of your turn until the 
  beginning of your next turn must make a Sense Motives check opposed by your Bluff check.  If an 
  opponent fails, he/she receives a –5 penalty on weapon damage (min 1hp) against you for 1 minute. 
  Taunt – Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, 
  Monstrous Humanoid, or a Giant who is within 10’ & who missed you with a melee or ranged attack on 
  the previous round.  Make a Bluff check as a Free Action opposed by the target creature’s Sense Motive’s 
  check.  If you win the check, your target receives a –2 penalty on attack rolls against you for 1 minute. 
  Unnerve – Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in 
  melee, then making a Bluff check (as a Free Action).  If your opponent’s Sense Motive check does not 
  beat your Bluff check, it receives a –2 penalty to AC for 1 minute. 
  Fade into Violence 
  [General] 
  (PH2 p79) 
  Bluff:   
  6 ranks 
  Hide:   
  6 ranks 
  Choose an opponent as an Immediate Action.  For the current encounter, if that opponent is threatening you 
  and an ally of yours, you may make a Bluff check opposed by your opponent’s Sense Motive check to 
  make your opponent attack your ally (+4 bonus on your Bluff check if your opponent is a larger size 
  category than you).   
  You may only use this ability if you are wearing light armor or no armor, have nothing in your hands, have 
  made no attacks, & have targeted no enemies with spells.  Once you void any of these conditions, your 
  opponent sees you as a threat and can attack you normally. 
  Improved Diversion 
  [General, Fighter] 
  (CAdv p110) 
  Bluff:   
  4 ranks 
  You can use Bluff to create a diversion as a Move Action.  You gain a +4 bonus when doing so.  
  Pack Feint 
  [General] 
  (DR313 p31) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +3 
  Bluff:   
  3 ranks 
  When you successfully use Bluff to ‘Feint in Combat’, the target loses its Dexterity bonus to AC for your 
  next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To 
  benefit from this Feat, each ally’s next attack and your next attack must be made on or before your next 
  turn. 
  Tumbling Feint 
  [General, Fighter] 
  (PH2 p84) 
  Bluff:   
  4 ranks 
  Tumble:   
  4 ranks 
  Designate an opponent at the start of your turn as a Swift Action.  If you avoid provoking an Attack of 
  Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to 
  Feint in Combat against that opponent on your next turn. 
  Wanderer’s Diplomacy 
  [General] 
  (PH2 p85) 
  Halfling  
  –or–  
  Bluff:  
  4 ranks 
  Diplomacy:  
  4 ranks 
  Sense Motive:   4 ranks 
  Gain the following abilities:   
  Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too 
  expensive for the current settlement to sell.  You must still purchase the object after locating it.  The DC of 
  the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000). 
  Intuitive Communication – you may communicate in a simple way with a creature whose language you do 
  not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you 
  and the creature are of the same type, otherwise DC 30.  
  Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of 
  Diplomacy as usual).  The attempt takes a Standard Action and its DC is the same as changing an Attitude 
  with Diplomacy.  You may not use this ability on a creature with the Attitude of ‘Hostile’.  If successful, 
  the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started 
  for 10 minutes. 
   
   
  Climb 
   
  Requires Climb 
  Source 
  Prerequisite 
  Description 
  Agile Athlete  
  [General] 
  (RotW p148) 
  Climb:   
  1 rank 
  Jump:   
  1 rank 
  When making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier. 
  Brachiation  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+ 
  Climb:   
  4 ranks 
  Jump:   
  4 ranks 
  You can move through medium and dense forest area at your normal land speed. 
  You must be at least 20’ from the ground to use this ability. 
  Steady Mountaineer 
  [General] 
  (RoS p144) 
  Climb:   
  8 ranks 
  Jump:   
  8 ranks 
  -or- 
  Goliath 
  You can always ‘Take 10’ on Climb checks. 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 120 
  Concentration 
   
  Requires 
  Concentration 
  Source 
  Prerequisite 
  Description 
  Battle Casting  
  [General] 
  (RotW p148) 
  Dexterity 13 
  Combat Casting 
  Concentration:  5 ranks 
  When casting a spell, gain a +2 Dodge bonus to AC until the beginning of your next turn.  You cannot make 
  Attacks of Opportunity when claiming the Dodge bonus from this feat. 
  Chant of Fortitude  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  8 ranks 
  Perform:  
  9 ranks 
  As an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one 
  round. 
  Defensive Metered 
  Foot 
  [General] 
  (DR337 p97) 
  Concentration:  6 ranks 
  Improved Unarmed Strike
  Choose an opponent as a Free Action.  Each time this opponent misses you consecutively, you gain a 
  cumulative +1 Dodge bonus to AC (max +5).  If this opponent hits you, the bonus is lost.  If this opponent 
  misses you again, the count restarts at +1.  This feat only applies on one opponent at a time. 
  Extraordinary 
  Concentration  
  [General] 
  (CAdv p109) 
  Concentration:  10 ranks 
  You may maintain Concentration on a spell as a Move Action (DC 25 + spell level). If you beat the DC by 
  10 or more, you can maintain concentration as a Swift Action. If you fail your check, you lose 
  concentration. 
  Focused Mind  
  [General] 
  (RotW p151) 
  Elf 
  Concentration:  2 ranks 
  When you ‘Take 10’ or ‘Take 20’ on an Intelligence check or an Intelligence-based skill check, you gain a 
  +2 bonus on the check. 
  Focused Performance 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Focused Performer 
  Concentration:  
  1 rank 
  Perform:   
  6 ranks 
  By spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may 
  modify your Bardic Music in any of the following ways (though only one for a given use of Bardic 
  Music): 
  Accompaniment – spend 3 uses to perform two Bardic Music abilities simultaneously.  Each round you 
  must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end 
  immediately.  You may end one of the Bardic Music abilities at any time and continue the other without 
  requiring any more Perform checks.  Usable with all Bardic Music. 
  Dramatic Pause – spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a 
  spell, attack, etc.) and then resume it as if you had not stopped.  Requires a Perform check vs. DC (20 + 
  Perform ranks required).  Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Harmony – spend 1 uses to make a Bardic Music that normally affects one target instead affect two.  
  Requires a Perform check vs. DC (20 + Perform ranks required).  Usable with Inspire Competence, 
  Suggestion, and Song of Freedom. 
  Individual Performance – spend 1 use to make a Bardic Music that normally affects multiple targets 
  instead only affect one (cannot be you).  This target receives 2x the normal bonuses / penalties.  
  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable with Fascinate, Inspire 
  Courage, Inspire Greatness, and Inspire Heroics. 
  Projection – spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform 
  check vs. DC (10 + Perform ranks required).  Usable with Countersong, Fascinate, Inspire Competence, 
  Inspire Greatness, Inspire Heroics, and Song of Freedom. 
  Rhythm – spend 1 use to make a Bardic Music that you have been performing for at least 3 round last 
  two extra rounds after you stop performing.  Requires a Perform check vs. DC (10 + Perform ranks 
  required).  Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Riveting Performance – spend 1 use to make a Bardic Music affect all target in range that can hear you, 
  even if they cannot see you.  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable 
  with Fascinate and Inspire Competence. 
  Focused Performer 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Concentration:   
  1 rank 
  Perform:   
  4 ranks 
  You may make a Perform check in place of a Concentration check to maintain an Arcane spell with a 
  Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it). 
  Ironskin Chant  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  12 ranks 
  Perform:   
  12 ranks 
  As a Swift Action, use your Bardic Music to provide Damage Reduction 5 / — to yourself or one ally 
  within 30’ who can hear you.  Lasts until the start of your next turn. 
  Lyric Spell  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  12 ranks 
  Ability to cast 2nd level 
  Spontaneous Arcane 
  spells 
  As a Standard Action, you may cast one of your available Spontaneous Arcane Spells by expending (1 + 
  spell level) uses of Bardic Music. 
  You cannot use this feat to cast a spell with the Silent Spell metamagic feat applied to it. 
  Magic of the Land  
  [General] 
  (RotW p152) 
  Caster level 1st  
  Concentration:   5 ranks 
  Know (nature):  5 ranks 
  Spellcraft:   
  5 ranks 
  When casting a spell in a ‘natural setting’ (i.e., one without buildings and/or a community (unworked 
  underground areas count)), you can imbue some of your spells with healing. 
  Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a 
  ‘target’ entry.  If the check succeeds, each target of the spell receives 2hp per spell level of Positive 
  Energy, which heal living creatures and damages Undead (WillNeg).   
  If the check fails, the spell is lost. 
  This effect cannot be applies to Necromancy spells or spells with an alignment descriptor. 
  Mobile Spellcasting  
  [General] 
  (CAdv p111) 
  Concentration:  8 ranks 
  You can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard 
  Action. You can’t use this ability to cast spells that normally take longer than a Standard Action to cast. 
  If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the 
  defensive, by raising the DC by 5. 
  Offensive Metered 
  Foot 
  [General] 
  (DR337 p97) 
  Concentration:  6 ranks 
  Improved Unarmed Strike
  Choose an opponent as a Free Action.  Each time you hit this opponent consecutively, you gain a 
  cumulative +1 Insight bonus on attacks against that opponent (max +5).  If you miss this opponent, the 
  bonus is lost.  If you hit this opponent again, the count restarts at +1.  This feat only applies on one 
  opponent at a time. 
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 121 
  Requires 
  Concentration 
  Source 
  Prerequisite 
  Description 
  Rage Casting 
  [General] 
  (DR310 p30) 
  Ability to Rage or Frenzy 
  Able to cast 1st lvl spells 
  Combat Casting 
  Quicken Spell 
  Concentration:  5 ranks 
  While Raging and/or Frenzying, you may cast spell with a casting time of ‘Free Action’, typically spells 
  modified by the Quicken Spell metamagic feat. 
  You may also use magic items activated by Spell Trigger, Spell Completion, & Command Word. 
  Normally, you cannot cast spell & use activated magic items while Raging and/or Frenzying. 
  Raging Spell 
  Penetration 
  [General] 
  (DR310 p30) 
  Ability to Rage or Frenzy 
  Able to cast 1st lvl spells 
  Combat Casting 
  Quicken Spell 
  Spell Penetration 
  Rage Casting 
  Concentration:  5 ranks 
  By consuming one of your daily Rages or Frenzies, you gain a +2 bonus on overcoming Spell Resistance 
  for 3 + Constitution modifier rounds.  At the end of this time, you are Fatigued for the duration of the 
  current encounter.   
  This bonus stacks with the bonus from Spell Penetration. 
  Shielded Casting  
  [General] 
  (RoS p144) 
  Combat Casting 
  Shield Proficiency 
  Concentration:  5 ranks 
  As long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for 
  casting spells in combat. 
  Spellrazor  
  [Style] 
  (RoS p144) 
  Combat Casting 
  Exotic Weapon 
  Proficiency (Gnome 
  Quickrazor) 
  Two-Weapon Fighting 
  Concentration:  5 ranks 
  As a Full-Round action, you can cast a melee touch attack spell, attack with the spell, and make an off-hand 
  attack with your Gnome Quickrazor. 
  Steady Concentration 
  [General] 
  (RoS p144) 
  Concentration:  8 ranks 
  You can always ‘Take 10’ on Concentration checks. 
   
   
  Craft 
   
  Requires Craft 
  Source 
  Prerequisite 
  Description 
  Mad Alchemist 
  [Tactical] 
  (PH2 p94) 
  Craft (alchemy): 6 ranks 
  Grenadier 
   
  You may use the following 3 tactical maneuvers: 
  Distracting Blast – The target of your Thunderstone receives a –2 penalty on all attacks, skill checks, ability 
  checks, & saving throws until the start of your next round (WillNeg, DC = your Craft(alchemy) check)  
  –or– if the target was casting a spell, he/she must make an opposed Craft(alchemy) vs. Concentration 
  check to keep the spell. 
  Fiery Blast – If you strike an opponent with Alchemist Fire (or lantern oil, etc.) and then on the next round 
  you attack with a spell / weapon that does Fire damage, your opponent takes +1d6 Fire damage –and– 
  Catches Fire. 
  Tanglefoot Defense – Expend a Tanglefoot Bag to change a square of Clear Terrain to Difficult Terrain for 
  10 minutes. 
  Master Bowyer  
  [General] 
  (DR350 p90) 
  Craft (bowyer):  6 ranks 
  You may create Masterwork Bows & Arrows in half the standard time & for half the standard cost. 
  Poison Expert  
  [General] 
  (CSco p080) 
  Craft (poison): 
  8 ranks 
  Poison Use class ability 
   
  Choose one type of poison:  Contact, Ingested, Inhaled, Injury.  When you use a poison of this type that you 
  also created, its DC is increased by +1 (both initial & secondary).  The DC does not change if someone 
  else uses a poison you make –or– you use someone else’s poison.  Does not apply to poisons generated by 
  your body. 
  This feat may be taken multiple times, each time with a different type of poison. 
  Poison Master  
  [General] 
  (CSco p080) 
  Craft (poison): 
  8 ranks 
  Poison Use class ability 
  Poison Expert 
   
  Choose one type of poison that matches your Poison Expert feat:  Contact, Ingested, Inhaled, Injury.  When 
  you use a poison of this type that you also created, its damage is increased by +1 per die (both initial & 
  secondary) (if the damage is a constant, then just +1).  The damage does not change if someone else uses a 
  poison you make –or– you use someone else’s poison.  Does not apply to poisons generated by your body. 
  This feat may be taken multiple times, each time with a different type of poison. 
  Trophy Collector  
  [General] 
  (PH2 p83) 
  Craft(taxidermy): 6 ranks 
  You may create “trophies” from creatures you defeat, which give you courage.  The creature must have a 
  CR higher than your current level –and– you must use Craft (taxidermy) to make part of the creature into a 
  Belt, Cloak, Necklace, or pair of Boots (treat the cost as being its CR * 100 gp).   
  When worn by you, the trophies grant the following effects: 
  a)  +2 bonus on Intimidate checks vs. creatures of the same type (multiple trophies from the same type of 
  creature stack); 
  b)  –4 penalty on Diplomacy check vs. creatures of the same type (multiple trophies from the same type 
  of creature stack); 
  c)  +1 bonus on saves vs. Fear effects (multiple trophies stack); 
  d)  once per day, gain a Morale bonus on a Will save equal to the number of trophies you are wearing.  If 
  the save is vs. Fear, then this bonus stacks with the bonus above. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 122 
  Diplomacy 
   
  Requires 
  Diplomacy 
  Source 
  Prerequisite 
  Description 
  High Society 
  [General] 
  (DR333 p89) 
  Diplomacy:   
  4 ranks 
  +3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level 
  of society. 
  Master Manipulator  
  [General] 
  (PH2 p80) 
  Diplomacy:   
  9 ranks 
  Charisma 13 
  Gain the following two abilities.  Each cannot be used in combat & you must share a language with your 
  target. 
  Captivating Speech – you may distract (1 + Charisma modifier) creatures within 20’ as long as you 
  speak, inflicting a –4 penalty on each ones Listen, Sense Motive, & Spot checks.  You must make a 
  Diplomacy check opposed by the target’s Diplomacy or Will save (whichever is better). 
  Trap of Words – if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead 
  the creature to believe his/her “lie” worked.  After 1 minute, make a Diplomacy check opposed by the 
  creature’s Bluff check.  If successful, you trick the creature into revealing the lie & the reason making it 
  Spirit of Dawn  
  [General] 
  (DR340 p48) 
  Character level 6th  
  Born under a Rising Sun 
  Diplomacy:   
  2 ranks 
  +4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). 
  You may encourage all allies that can hear & understand you.  Each ally (and yourself) receives a  
  +2 Moral bonus on Will saves for Charisma modifier rounds.  This is a Swift Action, usable 1/day. 
  Wanderer’s Diplomacy 
  [General] 
  (PH2 p85) 
  Halfling  
  –or–  
  Bluff:  
  4 ranks 
  Diplomacy:  
  4 ranks 
  Sense Motive:   4 ranks 
  Gain the following abilities:   
  Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too 
  expensive for the current settlement to sell.  You must still purchase the object after locating it.  The DC of 
  the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000). 
  Intuitive Communication – you may communicate in a simple way with a creature whose language you do 
  not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you 
  and the creature are of the same type, otherwise DC 30.  
  Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of 
  Diplomacy as usual).  The attempt takes a Standard Action and its DC is the same as changing an Attitude 
  with Diplomacy.  You may not use this ability on a creature with the Attitude of ‘Hostile’.  If successful, 
  the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started 
  for 10 minutes. 
   
  Disguise 
   
  Requires Disguise 
  Source 
  Prerequisite 
  Description 
  Improved Disguise  
  [General] 
  (DR335 p92) 
  Charisma 13 
  Disguise:   
  7 ranks 
  Sense Motive:   5 ranks 
  You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. 
  You can don a disguise in half the normal time. 
   
   
  Escape Artist  
   
  Requires Escape 
  Artist 
  Source 
  Prerequisite 
  Description 
  Fear No Binds 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Escape Artist:   4 ranks 
  You are difficult to contain: 
  1.  you do not receive penalties on attack rolls while grappling 
  2.  you may make Unarmed Strike attacks while bound with non-magical bindings 
  3.  you do not receive penalties on attack or Dexterity when Entangled 
  4.  if you are targeted with a Net and defeat your opponent’s Strength check to “control” your 
  movement, you may drag your opponent around instead (if he/she does not release the Net) 
  Tunnel Rat 
  [General] 
  (DR326 p55) 
  Escape Artist:  
  4 ranks 
  When squeezing, each space counts as 1 square of movement and you only suffer a –2 penalty on attack 
  rolls.  Normally, each space squeezed through costs 2 squares of movement and the penalty is –4. 
   
   
  Handle Animal 
   
  Requires Handle 
  Animal 
  Source 
  Prerequisite 
  Description 
  Coordinated Strike  
  [General] 
  (RotW p149) 
  Animal Companion or 
  Special Mount class 
  ability 
  Handle Animal:  5 ranks 
  During any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 
  Competence bonus on your attack rolls again the same opponent. 
  Dinosaur Wrangler 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Handle Animal:  1 rank 
  +4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs. 
  Inspire Beast  
  [General] 
  (DR339 p87) 
  Animal Companion 
  class ability 
  Handle Animal:  6 ranks 
  As a Standard Action, you may make a Handle Animal check vs. DC 20 to grant your Animal Companion a 
  +3 Morale bonus on Attack and Damage for 1 round.  Your Animal Companion must be within 30’, have 
  line of effect, and be able to see or hear you. 
  Shared Fury  
  [General] 
  (RotW p152) 
  Rage class feature 
  Animal Companion class 
  feature 
  Handle Animal:  4 ranks 
  When you Rage, your Animal Companion gains the same benefits and penalties from your Rage as you do, 
  but only if it is within 5’ of you.  The effect ends when your Animal Companion moves more than 5’ from 
  you or when your Rage ends. 
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 123 
  Heal 
   
  Requires Heal 
  Source 
  Prerequisite 
  Description 
  Augment Healing 
  [General] 
  (CDiv p79) 
  Heal:   
  4 ranks 
  Any Conjuration (healing) spell you cast that heals damage heals an additional +2 hp per level. 
  Graft Flesh – Aboleth  
  [Item Creation] 
  (LM p27) 
  Aboleth only 
  Heal:   
  10 ranks 
  Create Aboleth Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – 
  Beholder  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Beholder Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – 
  Fiendish  
  [Item Creation] 
  (LM p27) 
  Fiends only 
  Heal:   
  10 ranks 
  Create Fiendish Grafts and apply them to another living creature (including yourself). 
  Graft Flesh – Undead  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Undead Grafts and apply them to another living creature (including yourself).   
  Examples are given at LM p79. 
  Graft Flesh – Yuan-ti  
  [Item Creation] 
  (LM p27) 
  Heal:   
  10 ranks 
  Create Yuan-ti Grafts and apply them to another living creature (including yourself). 
  Graft Flesh –Illithid  
  [Item Creation] 
  (LM p27) 
  (Und p25) 
  Illithids only 
  Heal:   
  10 ranks 
  Create Illithid Grafts and apply them to another living creature (including yourself). 
  Sacred Healing 
  [Divine] 
  (CDiv p84) 
  Ability to Turn Undead 
  Heal:  
  8 ranks 
  All living creatures within a 60’ radius Burst gain Fast Healing 3 for (1 + Charisma modifier) rounds. 
  This effect requires a Full Round Action and consumes one of your Turn Undead uses for the day. 
   
   
  Hide 
   
  Requires Hide 
  Source 
  Prerequisite 
  Description 
  Able Sniper  
  [General] 
  (RotW p148) 
  Dexterity 13 
  Hide:   
  5 ranks 
  When using at ranged attack on a flat-footed opponent who is at least 30’ away, you gain a +2 bonus on the 
  attack roll. 
  Gain a +4 bonus on Hide checks to hide again after making an attack roll from hiding (PH p76).  
  Concealed Ambush 
  [General] 
  (DR339 p87) 
  Point Blank Shot 
  Precise Shot 
  Hide:   
  10 ranks 
  Move Silently:  10 ranks 
  When attempting a Hide check after making a ranged attack while hidden (i.e., ‘Sniping’), you only receive 
  a –10 penalty on your Hide check (instead of the standard –20). 
  Crowd Tactics  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Hide:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: 
  Moving with the Flow – Entering a crowd square does not cost you extra movement. 
  One with the Crowd – +4 bonus to Hide checks while in a crowd square. 
  Master of the Mob – +4 bonus to Diplomacy checks to direct a crowd. 
  Cunning Evasion 
  [General] 
  (PH2 p78) 
  Evasion class ability 
  Hide:   
  9 ranks 
  If you avoid all the damage from an Area-of-Effect attack due to your Evasion class ability, you may use an 
  Immediate Action to make a 5’ Step and a Hide check, assuming there is Cover within 5’. 
  If you have the ‘Hide in Plain Sight’ class ability, you do not need Cover to make your Hide check. 
  Fade into Violence 
  [General] 
  (PH2 p79) 
  Bluff:   
  6 ranks 
  Hide:   
  6 ranks 
  Choose an opponent as an Immediate Action.  For the current encounter, if that opponent is threatening you 
  and an ally of yours, you may make a Bluff check opposed by your opponent’s Sense Motive check to 
  make your opponent attack your ally (+4 bonus on your Bluff check if your opponent is a larger size 
  category than you).   
  You may only use this ability if you are wearing light armor or no armor, have nothing in your hands, have 
  made no attacks, & have targeted no enemies with spells.  Once you void any of these conditions, your 
  opponent sees you as a threat and can attack you normally. 
  Shadow Striker 
  [Tactical, Fighter] 
  (PH2 p94) 
  Hide: 
  12 ranks 
  Move Silently: 12 ranks 
  You may use the following 3 tactical maneuvers: 
  Evade Notice – If you take no hostile action against an opponent who threatens you and another creature 
  he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent 
  attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer 
  threatened (due to moving, dropping, etc.). 
  Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and 
  then make a Hide check at +5. 
  Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. 
  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. 
  your first attack the next round as long as your ally still threatens the opponent too. 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 124 
  Intimidate 
   
  Requires 
  Intimidate 
  Source 
  Prerequisite 
  Description 
  Chaos Rage 
  [Anarchic] 
  (DR326 p80) 
  Ability to Rage 
  Chaotic alignment 
  Intimidate:   
  4 ranks 
  Your effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up 
  to your HD.  This benefits a multi-classed Barbarian or one with Racial HD. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Combat Panache 
  [Tactical, Fighter] 
  (PH2 p93) 
  Bluff: 
  8 ranks 
  Intimidate: 
  8 ranks 
  Perform: 
  8 ranks 
  You may use the following 3 tactical maneuvers: 
  Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed 
  Bluff vs. Sense Motive check as a Move Action against the opponent.  If successful, you may use an 
  Immediate Action at the start of the opponent’s next round to designate a different creature he/she 
  threatens as the target of his/her next melee attack (even if is the opponent’s ally). 
  Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play 
  dead” by making a successful Bluff vs. Sense Motive check.  If successful, you may later rise without 
  generating an  Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC 
  against your next attack.  Only usable once per encounter. 
  Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an 
  Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls 
  against you for the remainder of the encounter (unless you use this ability on another foe).  Creatures that 
  are Mindless or Immune to Fear effects are immune to this ability. 
  Frightful Presence  
  [General] 
  (Dcn p106) 
  Charisma 15 
  Intimidate:   
  9 ranks 
  Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do 
  become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma 
  modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours.  
  This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons. 
  Intimidate the Enemy 
  [General] 
  (DR335 p90) 
  At least one Favored 
  Enemy 
  Intimidate:   
  3 ranks 
  Choose one of your Favored Enemies when you take this feat.  A Demoralize action on a member of that 
  race is a Move Action (instead of a Standard Action) and receives your Favored Enemy bonus. 
  You may take this feat multiple times, each time with a different Favored Enemy. 
  Intimidating Strike 
  [General, Fighter] 
  (PH2 p79) 
  Intimidate:   
  4 ranks 
  When attacking as a Standard Action, subtract X from your attack roll, where X is from 0 to your Base 
  Attack Bonus.  If you hit, immediately make an Intimidate check with a bonus of X vs. the opponent you 
  just hit.  If successful, the opponent is Shaken for the rest of this encounter. 
  Quell the Profane 
  [Exalted] 
  (BoED p45) 
  Strength 13 
  Base Attack Bonus +8 
  Power Attack 
  Resounding Blow 
  Intimidate:   
  7 ranks 
  On a confirmed critical hit upon an Evil creature using a melee weapon with which you are proficient, your 
  opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Resounding Blow 
  [General, Fighter] 
  (BoED p45) 
  Strength 13 
  Power Attack 
  Intimidate:   
  7 ranks 
  On a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered 
  for 1 round (WillNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Scourge of the Seas 
  [General] 
  (Storm p93) 
  Charisma 15 
  Intimidate:   
  5 ranks 
  You may use Intimidate to attempt to “daunt” an opposing captain.  See (Storm p25) for details. 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 125 
  Jump 
   
  Requires Jump 
  Source 
  Prerequisite 
  Description 
  Agile Athlete  
  [General] 
  (RotW p148) 
  Climb:  
  1 rank 
  Jump:  
  1 rank 
  When making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier. 
  Brachiation  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+ 
  Climb:   
  4 ranks 
  Jump:   
  4 ranks 
  You can move through medium and dense forest area at your normal land speed. 
  You must be at least 20’ from the ground to use this ability. 
  Flying Fish Leap  
  [General] 
  (Storm p92) 
  Jump:   
  8 ranks 
  Swim:   
  4 ranks 
  1. When you make a High Jump out of the water, you do not receive the normal –10 penalty. 
  2. In addition, you can move as far horizontally as you “jump” vertically. 
  Flying Kick 
  [General] 
  (CWar p99) 
  Strength 13 
  Jump:   
  4 ranks 
  Improved Unarmed Strike
  Power Attack 
  You do +1d12 damage when you Charge & end with an Unarmed Strike. 
  Leap Attack  
  [General] 
  (CAdv p110) 
  (CAdvErrata)+ 
  Power Attack 
  Jump:   
  8 ranks 
  You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal 
  distance and end in a square which threatens your opponent, you deal +100% Power Attack damage. 
  Leap of the Heavens  
  [General] 
  (PH2 p80) 
  Jump:   
  4 ranks 
  If you do not get a running start, your Jump checks do not have their DC’s doubled. 
  If you do get a running start, you receive a +5 Competence bonus on your Jump checks 
  Manifest Leap 
  [General] 
   (Sharn p157) 
  Know(planes):  4 ranks 
  Jump:   
  6 ranks 
  When you are within a ‘manifest zone’ linked to Syrania (such as the city of Sharn), you gain the following: 
  1. +5 Competence bonus on Jump checks. 
  2. Only take 1d4 damage per 10’ you fall. 
  3. If you have the Slow Fall class ability, add 10’ to the distance you can fall safely. 
  Raptor School 
  [Tactical] 
  (CWar p111) 
  Wisdom 13 
  Jump:   
  5 ranks 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Eagle’s Swoop – If you Charge or jump down at least 10’ onto your foe, you may make a Jump check to do 
  extra damage.  You DC is 15 to do +2 damage –or– DC 25 to do +4 damage.  If you fail the Jump check, 
  you miss your foe entirely & if the check misses by 5+, you end up Prone.  
  Falcon’s Feathers – As a Standard Action, you may attempt a Feint action using a cloak to cause the 
  distraction.  For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the 
  Feint.  If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. 
  Hawk’s Eye – As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive 
  rounds).  The next melee attack  you make on that opponent receives a +2 bonus to attack & damage for 
  each round you observed (maximum of +6).  If you do not attack within 3 round of observing or your 
  opponent attacks you first, the bonuses are lost. 
  Roofwalker  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Mobility 
  Balance:   
  5 ranks 
  Jump:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Fleet of Feet – You can walk across a precarious surface at full speed without a penalty on your Balance 
  check. 
  Graceful Drop – If you intentionally jump from a height, you take less damage than if you had fallen.  On a 
  successful Jump check, you take falling damage as if you had dropped 20’ fewer. 
  Master of the Roof – Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you. 
  Steady Mountaineer 
  [General] 
  (RoS p144) 
  Climb:   
  8 ranks 
  Jump:   
  8 ranks 
  -or- 
  Goliath 
  You can always ‘Take 10’ on Climb checks. 
  Vault 
  [General] 
  (DR331 p28) 
  Strength 13 
  Jump:   
  4 ranks 
  While wielding a Polearm during a Total Defense Action, you gain the following: 
  a) the DC for a Long Jump is reduced by 5; and 
  b) the DC for a High Jump is equal to 3x the distance to be cleared (instead of 4x). 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 126 
  Knowledge – arcana 
   
  Requires Knowledge – 
  arcana 
  Source 
  Prerequisite 
  Description 
  Appraise Magic Value 
  [General] 
  (CAdv p103) 
  Appraise:  
  5 ranks 
  Know (arcana):  5 ranks 
  Spellcraft:  
  5 ranks 
  If you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise 
  check (DC 10 + item’s caster level) to determine its exact properties. 
  Arcane Thesis 
  [General] 
  (PH2 p74) 
  Able to cast Arcane 
  spells 
  Know (arcana):  9 ranks 
  Chose an Arcane spell you can cast.  When casting this spell, you gain the following benefits: 
  1.  effective Caster Level is +2; 
  2.  when you apply a Metamagic to your Thesis spell, it increases the spell level by one less. 
  You may take this feat multiple times, each time with a different spell. 
  Burning Link  
  [Ambush] 
  (DR344 p102) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Know(arcana):  
  1 rank  
  Know(nature):  
  1 rank 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target  
  –and– the creature with which your target has a mystic link (i.e., a Sorcerer/Wizard’s Familiar, a Druid / 
  Ranger’s Animal Companion, a Paladin’s Special Mount, a Blackguard’s Fiendish Servant, etc.).  Your 
  target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the 
  remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage). 
  Dragon Song  
  [General] 
  (Dcn p105) 
  Charisma 13 
  Know (arcana):  4 ranks 
  Perform:  
  6 ranks 
  Speak Language 
  (Draconic) 
  +2 save DC to resist your mind-affecting effects based generated by your Bardic Music. 
  +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance. 
  Dragoncrafter  
  [General] 
  (Dcn p105) 
  Know (arcana):   2 ranks 
  You can create Dragoncraft Items whose prerequisites you meet. 
  See Dcn p116 for details on Dragoncrafted Items. 
  Eldritch Erosion  
  [Ambush] 
  (CSco p077) 
  (DR344 p103) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +4d6  
  Know(arcana):  
  1 rank 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to reduce your foe’s Spell 
  Resistance –and– Power Resistance by 5 for 10 rounds.   
  Multiple uses do not stack, but do reset the duration. 
  Elven Spell Lore 
  [General] 
  (PH2 p78) 
  Elf –or– Intelligence 17 
  Know(arcana):  12 ranks 
  1.  When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 
  2.  Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a 
  different type of damage.  You may even memorize the spell multiple times in the same day doing 
  different damage in each memorization.  Spontaneous spellcasters do not receive this benefit. 
  You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack). 
  Energy Substitution 
  [Metamagic] 
  (CArc p79) 
  (DR325 p58) 
  any other Metamagic 
  Know (arcana):  5 ranks 
  Choose one Energy Type when you take this feat (i.e., Acid, Cold, Electricity, or Fire).  You may change 
  any spell with a different Energy Type to this Energy Type.  All other effects of the spell remain the same.  
  You may take this feat multiple times, each with a different Energy Type. 
  Caster level +0 
  Nonlethal 
  Substitution 
  [Metamagic] 
  (CArc p81) 
  (BoED p44) 
  any other Metamagic 
  Know (arcana):  5 ranks 
  Choose one Energy Type when you take this feat.  You may change the damage from that spell from its 
  energy type to Nonlethal. 
  You may take this feat multiple times, each with a different Energy Type.  
  Caster level +1 
  Obtain Familiar 
  [General] 
  (CArc p81) 
  Arcane spellcaster 3rd lvl 
  Know (arcana):   4 ranks 
  You may obtain a Familiar as if  you were a Sorcerer or a Wizard. 
  Occult Opportunist  
  [General] 
  (DR340 p87) 
  Know(arcana):   5 ranks 
  Spellcraft:   
  5 ranks 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her:  
  Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke 
  attempt. 
  If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. 
  DC (10 + damage). 
  Pressure Point Strike  
  [General] 
  (DR336 p103) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Know (arcana):   5 ranks 
  Ki Strike (magic) class 
  ability 
  The following abilities must be declared before the strike is attempted and the indicated number of Stunning 
  Fist uses are consumed even if it misses.  May only be used on Humanoids, Monstrous Humanoids, and 
  Giants. 
  Harmful effects allow a Fortitude save vs. DC = 10 + ½ Character level + Wisdom modifier. 
  Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). 
    #StunFist 
  Effect 
    
  1 
  Target Stunned for 1 round (i.e., base Stunning Fist ability). 
    
  1 
  Remove Stunned, Sickened, or Fatigued. 
    
  2 
  Blind, Deafen, –or– Paralyze opponent for 1d4 rounds. 
    
  2 
  Remove Paralysis, Blindness, or Deafness 
    
  3 
  Lower target’s Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Increase ally’s natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 
    
  3 
  Delay Poison for 1d4 hours. 
    
  3 
  Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 
    
  4 
  Neutralize Poison. 
    
  4 
  Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 
    
  5 
  Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 
    
  5 
  Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect. 
  Spell Graft  
  [Item Creation] 
  (DR337 p101) 
  Craft Wondrous Item 
  Know (arcana):  8 ranks 
  Able to cast Impromptu 
  Arcane spells 
  You may sacrifice the ability to cast one spell permanently to imbue a part of your body with a Supernatural 
  ability.  Examples are given at DR337 p101. 
  For example, by permanently sacrificing Burning Hands, you gain the ability to set your hands on fire.  This 
  grants your hands (and only your hands) immunity to fire, your unarmed strikes do +1d4 Fire damage, etc.  
  This is usable 1 round per caster level and is usable each day once per 4 caster levels. 
  This feat may be taken multiple times. 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 127 
  Knowledge – architecture & engineering 
   
  Requires Knowledge – 
  architecture & 
  engineering 
  Source 
  Prerequisite 
  Description 
  Combat Engineer 
  [General, Fighter] 
  (DR334 p88) 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Improved Sunder 
  Know (architecture and 
  engineering):   4 ranks 
  +2 bonus on attack & damage when making a Sunder attempt. 
  If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points 
  of its Hardness. 
  Trap Mastery 
  [General] 
  (DR347 p88) 
  Investigator –or– 
  Nimble Fingers 
  Know (architecture and 
  engineering):   9 ranks 
  +1 bonus on Disable Device & Search checks to locate & disable traps. 
  +1 bonus on saves to avoid the effects of traps. 
   
   
  Knowledge – geography 
   
  Requires Knowledge 
  – geography 
  Source 
  Prerequisite 
  Description 
  Great Captain  
  [General] 
  (Storm p92) 
  Know(geography):7 ranks
  Profession(sailor): 7 ranks
  Leadership 
  1. You may command your vessel in combat as a Move Action (normally a Standard Action). 
  2. You may perform an Aid Other action that applies to all on board the vessel you command.  The action 
  applies to one check, typically ‘Profession (sailor)’ or ‘Profession (siege engineer)’. 
  Pathfinder  
  [General] 
  (DR339 p87) 
  Track 
  Know(geography): 1 rank
  Survival:   
  1 rank
  You may not become lost due to poor visibility or difficult terrain. 
  By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 3/4x).   
  By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 1x).   
  Pilgrim  
  [General] 
  (DU142 p93) 
  Know(geography): 5 ranks
  Able to speak at least 3 
  languages 
  When undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based 
  skill checks for 1 month.  After this time, you instead receive a –1 penalty on both until you reach your 
  destination. 
  Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence 
  bonus on a skill related to the destination (but loose the bonus / penalty indicated above). 
  When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will 
  saves & Charisma-based skill checks. 
   
   
  Knowledge – local 
   
  Requires Knowledge 
  – local 
  Source 
  Prerequisite 
  Description 
  Urban Stealth  
  [General] 
  (RoD p154) 
  Know (local):  
  4 ranks 
  +3 bonus to Hide and Move Silently checks in a small city (or larger) community. 
   
   
  Knowledge – history 
   
  Requires Knowledge 
  – history 
  Source 
  Prerequisite 
  Description 
  Relic Hunter 
  [General] 
   (RoE p111)
  Appraise:  
  1 rank 
  Know (history):  1 rank 
  Gain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani 
  Empire or from ancient Xen’drik. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 128 
  Knowledge – nature 
   
  Requires Knowledge 
  – nature 
  Source 
  Prerequisite 
  Description 
  Born of The Three 
  Thunders 
  [Metamagic] 
  (CArc p76) 
  Energy Substitution 
  (electricity) 
  Know (nature):  4 ranks 
  At cast time, you may declare a spell whose type is [electricity] or [sonic] to be a spell of ‘three thunders’, 
  which does the following: 
  1. The spell’s type changes to [electricity][sonic]. 
  2. Damage done by the spell is ½ electricity and ½ sonic; 
  3. Any creature damaged by the spell is Stunned for 1 round (FortNeg); 
  4. Any creature Stunned by the spell is knocked Prone (RefNeg); 
  5. The caster of the spell is Dazed for 1 round (no save). 
  Caster level +0 
  Burning Link  
  [Ambush] 
  (DR344 p102) 
  Sneak Attack / Sudden 
  Strike class ability with 
  at least +3d6 
  Know(arcana):  
  1 rank  
  Know(nature):  
  1 rank 
  On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target  
  –and– the creature with which your target has a mystic link (i.e., a Sorcerer/Wizard’s Familiar, a Druid / 
  Ranger’s Animal Companion, a Paladin’s Special Mount, a Blackguard’s Fiendish Servant, etc.).  Your 
  target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the 
  remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage). 
  Dinosaur Hunter 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Know (nature):  
  1 rank 
  Survival:  
  1 rank 
  +2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. 
  +2 weapon damage against Dinosaurs. 
  Dragon Wild Shape  
  [General] 
  (Dcn p105) 
  Wild Shape class ability 
  Wisdom 19 
  Know (nature):  15 ranks 
  You may use your Wild Shape ability to change into a Small or Medium Dragon. 
  You gain all the Extraordinary and Supernatural abilities of the Dragon whose form you take, but not any 
  Spell-like Abilities or Spellcasting powers. 
  Magic of the Land  
  [General] 
  (RotW p152) 
  Caster level 1st  
  Concentration:  5 ranks 
  Know (nature):  5 ranks 
  Spellcraft:  
  5 ranks 
  When casting a spell in a ‘natural setting’ (i.e., one without buildings and/or a community (unworked 
  underground areas count)), you can imbue some of your spells with healing. 
  Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a 
  ‘target’ entry.  If the check succeeds, each target of the spell receives 2hp per spell level of Positive 
  Energy, which heal living creatures and damages Undead (WillNeg).   
  If the check fails, the spell is lost. 
  This effect cannot be applies to Necromancy spells or spells with an alignment descriptor. 
  Mystic Companion  
  [General] 
  (DR339 p87) 
  Animal Companion 
  class ability 
  Able to cast 1st level 
  Divine spells 
  Know(nature):  9 ranks 
  As long as you have line of sight with your Animal Companion, your effective Caster level for Ranger 
  spells is +4, up to your Ranger level.  This does not grant you extra spells, just improves the ones you 
  already can cast. 
  Spontaneous 
  Summoner 
  [General] 
  (CDiv p85) 
  Wisdom 13 
  Know (nature):  4 ranks 
  any Neutral alignment 
  Able to cast Summon 
  Nature’s Ally spells 
  You may convert your spells into Summon Nature’s Ally spells of equal or lower level (as a Druid).  You 
  may do this up to Wisdom modifier times per day. 
   
   
  Knowledge – religion 
   
  Requires Knowledge 
  – religion 
  Source 
  Prerequisite 
  Description 
  Arcane Disciple 
  [General] 
  (CDiv p79) 
  Know (religion):  4 ranks 
  Spellcraft:   
  4 ranks 
  Able to cast Arcane spells
  Same alignment as your 
  Patron deity 
  Spells from of your Patron Deity’s Domains are added to your Arcane spell list.  You may memorize or 
  spontaneously cast one per level each day.  The availability of the spell is based on your Wisdom (i.e., you 
  must have a Wisdom of 10 + spell level to use a given spell) and all save DC’s are calculated from your 
  Wisdom score. 
  You may take this feat more than once.  Each time, you gain a different Domain from you Patron Deity. 
  Aura of Life Energy  
  [Divine] 
  (DR334 p86) 
  Ability to Turn Undead 
  Know (religion):  7 ranks 
  As a Standard Action, spend one Turn Attempt to inflict 1d8 + 1 / two levels damage on all Undead within a 
  20’ radius Burst (no save).  
  Corona  
  [Divine] 
  (DR334 p86) 
  Ability to Turn Undead 
  Know (religion):  4 ranks 
  As a Standard Action, spend one Turn Attempt to create a 20’ radius Burst of light.  Undead creatures in the 
  area of effect that are susceptible to sunlight become Frightened for 1d4 rounds (WillNeg, DC is 
  Charisma-based). 
  Ecclesiarch 
  [General] 
  (Eb p52) 
  Know (religion):  6 ranks 
  You are respected by a church hierarchy. 
  Add Gather Information and Know (local) to your In-Class Skill List. 
  If you have the Leadership Feat, receive a +2 bonus on your Leadership score. 
  Ghost Scarred  
  [General] 
  (LM p27) 
  Know (religion):  8 ranks 
  +2 Insight bonus on attack rolls and weapon damage against Incorporeal Undead. 
  +2 bonus on all saving throws to resist the spells and abilities of Incorporeal Undead. 
  Haunting Weapons  
  [Divine] 
  (DR334 p86) 
  Ability to Turn or Rebuke 
  Undead  
  Know (religion):  4 ranks 
  Know (planes):  4 ranks 
  As a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all 
  melee weapons (including natural weapons) of your allies within a 30’ radius burst.  The effect lasts until 
  the end of your next turn. 
  Mother Cyst  
  [General] 
  (LM p28) 
  Caster level 1st 
  Know (religion):  2 ranks 
  You grow an internal cyst of Undead flesh which adds the following spells to your known list:  
  1st – Necrotic Awareness 
  2nd – Necrotic Cyst 
  3rd – Necrotic Bloat,  
  4th – Necrotic Domination 
  5th – Necrotic Burst 
  6th – Necrotic Eruption,  
  7th – Necrotic Tumor 
  8th – Necrotic Empowerment 
  9th – Necrotic Termination 
  If you are a caster who prepares spells, you can prepare all necrotic spells without your spellbook. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 129 
  Requires Knowledge 
  – religion 
  Source 
  Prerequisite 
  Description 
  Ritual Blessing 
  [General] 
  (PH2 p86) 
  Good Alignment 
  Know (religion): 4 ranks 
  You may use the following rituals if you have enough ranks in Knowledge (religion). 
  Anoint – min ranks: 4 – Spend 2 minutes and a Vial of Holy Water to anoint a subject.  For 24 hours, any 
  Cure spell you cast on the subject heals +2 hp of damage. 
  Cleanse – min ranks: 8 – Spend 10 minutes and a Vial of Holy Water to cleans a subject.  For 24 hours, the 
  subject receives a +2 bonus on saves vs. Disease and Poison. 
  Ward – min ranks: 13 – Spend 10 minutes, a Vial of Holy Water, and 30gp powdered Silver to ward a 
  subject.  For 24 hours, the subject receives a +1 bonus on saves vs. the spells and special attacks of Evil 
  Outsiders. 
  Ritual Blood Bonds 
  [General] 
  (PH2 p86) 
  Orc –or– Half-Orc 
  Know (religion): 4 ranks 
  You may use the following rituals if you have enough ranks in Knowledge (religion). 
  Blood Brothers – min ranks: 4 – Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up 
  to 6 allies.  For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear  as long as a subject 
  can see at least one other subject. 
  Vengeful Bonds of Brotherhood – min ranks: 8 – Spend 10 minutes, a Vial of Holy Water, and 10gp 
  powdered Silver to join yourself and up to 6 allies.  For 24 hours, each subject receives a +2 Morale bonus 
  on attacks vs. a creature who brought another subject to 0hp (or lower).  The benefit lasts for 10 rounds 
  each time it is triggered. 
  Spontaneous Healer 
  [General] 
  (CDiv p84) 
  Know (religion):  4 ranks 
  non-Evil alignment 
  Able to cast Cure 
  Wounds spells 
  You may convert your spells into Cure Wound spells of equal or lower level (as a Cleric).  You may do this 
  up to Wisdom modifier times per day. 
  Spontaneous 
  Wounder 
  [General] 
  (CDiv p84) 
  Wisdom 13 
  Know (religion):  4 ranks 
  non-Good alignment 
  Able to cast Inflict 
  Wounds spells 
  You may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric).  You may do this 
  up to Wisdom modifier times per day. 
  Undead Leadership  
  [General] 
  (LM p31) 
  Character level 6th 
  Non-Good Alignment 
  Know (religion):  1 rank 
  You attract followers and a Cohort as if you had the Leadership Feat.  Your Leadership score is +2 for 
  attracting Undead, and –4 for attracting living followers.  If you decide to attract an Undead Cohort, its 
  maximum ECL is two below yours. 
  Vampire Hunter  
  [General] 
  (LM p31) 
  Know (religion):  6 ranks 
  As a Move Action, you can unfailingly determine if a Vampire or Vampire Spawn is within 30’. 
  You are immune to the Dominating Gaze ability of Vampires and Vampire Spawn. 
   
   
   
  Knowledge – the planes 
   
  Requires 
  Knowledge – the 
  planes 
  Source 
  Prerequisite 
  Description 
  Astral Tracking 
  [General] 
  (DR313 p110) 
  Track 
  Know (planes):  11 ranks 
  Spellcraft:   
  8 ranks 
  Survival:   
  10 ranks 
  You may make Survival checks to track creatures through the planes. 
  1. Track through the featureless Astral Plane – DC 25. 
  2. Determine the destination of a Teleport spell or effect when standing at the point of departure – DC 30.  
  If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once. 
  Haunting Weapons  
  [Divine] 
  (DR334 p86) 
  Ability to Turn or Rebuke 
  Undead  
  Know (religion):  4 ranks  
  Know (planes):  4 ranks 
  As a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all 
  melee weapons (including natural weapons) of your allies within a 30’ radius burst.  The effect lasts until 
  the end of your next turn. 
  Improved Flight Item 
  [Item Creation] 
   (Sharn p157) 
  Craft Wondrous Item 
  Know (planes):  6 ranks 
  You can make magic items that take advantage of a ‘manifest zone’ linked to Syrania (such as the city of 
  Sharn). 
  1. If you create an item with a Fly speed, within the ‘manifest zone’, the fly speed in increased by 50%, 
  and it can be used+2 times per day.  If it normally could be used 3+ times per day, it now can be 
  used continuously. 
  2. Some magic items (such as a Soarslead or a Flying Buttress) have this feat as a prerequisite. 
  3. Any Construct you create that has a Fly speed automatically gains the Feat: Manifest Flight. 
  Lord of the Uttercold 
  [Metamagic] 
  (CArc p80) 
  Energy Substitution (cold)
  Know (planes):  9 rank 
  A [cold] spell can be modified to do ½ Cold damage and ½ Negative Energy Damage.   
  All other aspects of the spell remain the same. 
  Caster level +0 
  Manifest Flight 
  [General] 
   (Sharn p157) 
  Fly speed 
  Know (planes):  4 ranks 
  When you are within a ‘manifest zone’ linked to Syrania (such as the city of Sharn), your Fly speed 
  increases by 50% and your maneuverability is increased by one step. 
  Manifest Leap 
  [General] 
   (Sharn p157) 
  Know (planes):  4 ranks 
  Jump:   
  6 ranks 
  When you are within a ‘manifest zone’ linked to Syrania (such as the city of Sharn), you gain the following: 
  1. +5 Competence bonus on Jump checks. 
  2. Only take 1d4 damage per 10’ you fall. 
  3. If you have the Slow Fall class ability, add 10’ to the distance you can fall safely. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 130 
  Listen 
   
  Requires Listen 
  Source 
  Prerequisite 
  Description 
  Blindsense  
  [Wild] 
  (CAdv p114) 
  Wild Shape class ability 
  Listen:   
  4 ranks 
  Spend a Wild Shape use to gain Blindsense (30’) for 1 minute per HD. 
  You retain this benefit regardless of which form you are in. 
  Hear the Unseen  
  [General, Fighter, Scout] 
  (CAdv p119) 
  (CAdv p10)+ 
  Blind-Fight 
  Listen:   
  5 ranks 
  As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30’ (as long as you 
  have line of effect on them). This benefit does not eliminate your miss chance. 
  If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. 
  If you are Deafened, or in an area of Silence, you cannot use this feat. 
  Quick Reconnoiter 
  [General, Scout] 
  (CAdv p112) 
  (CAdv p10)+ 
  Listen:   
  5 ranks 
  Spot:   
  5 ranks 
  You can make one Spot check and one Listen check each round as a Free Action. 
  Keen-Eared Scout 
  [General] 
  (PH2 p80) 
  Listen:   
  6 ranks 
  Alertness –or– Skill 
  Focus (listen) 
  If your Listen check exceeds the DC by the indicated amount, you lead additional information (cumulative): 
    Exceed DC 
  Additional Information 
    
  +5 
  Size, Speed, & Direction of noise source 
    
  +10 
  Exact current position of noise source 
    
  +15 
  Armor worn & items carried by noise source (if any) 
    
  +20 
  Type & Subtype of the noise source 
  Also, you gain a +5 bonus to pinpoint the location of Invisible creatures. 
   
   
  Move Silently 
   
  Requires Move 
  Silently 
  Source 
  Prerequisite 
  Description 
  Concealed Ambush 
  [General] 
  (DR339 p87) 
  Point Blank Shot 
  Precise Shot 
  Hide:   
  10 ranks 
  Move Silently:  10 ranks 
  When attempting a Hide check after making a ranged attack while hidden (i.e., ‘Sniping’), you only receive 
  a –10 penalty on your Hide check (instead of the standard –20). 
  Lightfeet  
  [General] 
  (RotW p151) 
  Elf 
  Dexterity 13 
  Balance:   
  2 ranks 
  Move Silently:  2 ranks 
  1. When making a Move Silently check while moving through ‘noisy’ or ‘very noisy’ terrain, you do not 
  receive a terrain penalty. 
  2. The DC to track you is at +5 (or +10 if you are moving at ½ speed to cover your trail). 
  Shadow Striker 
  [Tactical, Fighter] 
  (PH2 p94) 
  Hide: 
  12 ranks 
  Move Silently: 12 ranks 
  You may use the following 3 tactical maneuvers: 
  Evade Notice – If you take no hostile action against an opponent who threatens you and another creature 
  he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent 
  attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer 
  threatened (due to moving, dropping, etc.). 
  Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and 
  then make a Hide check at +5. 
  Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. 
  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. 
  your first attack the next round as long as your ally still threatens the opponent too. 
   
   
  Perform – any 
   
  Requires Perform 
  – any 
  Source 
  Prerequisite 
  Description 
  Arcane 
  Accompaniment 
  [General] 
  (PH2 p74) 
  Bardic Music class ability
  Arcane spellcaster 1st lvl 
  Arcane Flourish 
  Perform (any):  4 ranks 
  You may expend any Arcane Prepared Spell or a Spell Slot as a Swift Action to extend the duration after 
  you stop playing your current Bardic Music ability by 1 round per spell level expended.  Can only be used 
  once for a given use of Bardic Music and does not apply to effects that are Instantaneous or Permanent. 
  Arcane Flourish 
  [General] 
  (PH2 p74) 
  Arcane spellcaster 1st lvl 
  Perform (any):   4 ranks 
  You may expend a Prepared Spell or a Spell Slot as a Swift Action to grant yourself a Competence bonus  
  on your next Perform check equal to (1 + spell level expended).  The Perform check must be made within 
  1 minute or the bonus is lost. 
  Blasphemous 
  Utterance  
  [Bardic Music] 
  (DR336 p99) 
  Bardic Music class ability
  Undertone of Heresy 
  Perform:   
  9 ranks 
  By consuming one of your daily uses of Bardic Music, all creatures within 60’ that can hear you become 
  Panicked (if they have fewer HD than you), Frightened (if they have the same HD as you), or Shaken (if 
  they have more HD than you).  WillNeg, DC = 10 + ½ effective Bard level + Charisma modifier.  Note:  If 
  you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts 
  (1d4 + Charisma modifier) rounds. 
  Aberrations are immune to this Mind-Affecting ability. 
  Chant of Fortitude  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  8 ranks 
  Perform:   
  9 ranks 
  As an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one 
  round. 
  Chant of the Long 
  Road  
  [Bardic Music] 
  (CSco p074) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  After performing for 1 minute, expend a use of your Bardic Music to cause all allies within 60’ & yourself 
  from suffering nonlethal damage due to ‘hustling’ for the next hour. 
  Chaos Music 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Bardic Music class ability
  Perform:   
  4 ranks 
  Your effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your 
  HD.  This means that a multi-classed Bard or one with Racial HD benefits. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 131 
  Requires Perform 
  – any 
  Source 
  Prerequisite 
  Description 
  Chord of Distraction  
  [Bardic Music] 
  (CSco p075) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  As an Immediate Action, expend three uses of Bardic Music to render a target within 30’ Flat-Footed 
  against one of your allies.  The target is allowed an opposed check (your Perform vs. his/her Sense Motive 
  + BAB) to resist.  The effect ends one the designated ally attack the target –or– the target’s turn begins. 
  Combat Panache 
  [Tactical, Fighter] 
  (PH2 p93) 
  Bluff: 
  8 ranks 
  Intimidate: 
  8 ranks 
  Perform: 
  8 ranks 
  You may use the following 3 tactical maneuvers: 
  Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed 
  Bluff vs. Sense Motive check as a Move Action against the opponent.  If successful, you may use an 
  Immediate Action at the start of the opponent’s next round to designate a different creature he/she 
  threatens as the target of his/her next melee attack (even if is the opponent’s ally). 
  Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play 
  dead” by making a successful Bluff vs. Sense Motive check.  If successful, you may later rise without 
  generating an  Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC 
  against your next attack.  Only usable once per encounter. 
  Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an 
  Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls 
  against you for the remainder of the encounter (unless you use this ability on another foe).  Creatures that 
  are Mindless or Immune to Fear effects are immune to this ability. 
  Disguise Spell  
  [General] 
  (CAdv p108) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  Onlookers realize you’re performing, but don’t realize you’re casting a spell unless they make an opposed 
  Spot check against your Perform check. 
  Dragon Song  
  [General] 
  (Dcn p105) 
  Charisma 13 
  Know (arcana):  4 ranks 
  Perform:   
  6 ranks 
  Speak Language 
  (Draconic) 
  +2 save DC to resist your mind-affecting effects based generated by your Bardic Music. 
  +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance. 
  Enchanting Song  
  [General] 
  (RoS p139) 
  Bardic Music class ability
  Spell Focus(Enchantment)
  Perform:   
  6 ranks 
  When casting a spell from the School of Enchantment, you may expend one use of Bardic Music to increase 
  the DC and your caster level by 1. This effect stacks with other feats that increase DC or caster level. 
  Epic of the Lost King  
  [Bardic Music] 
  (CSco p077) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  As a Move Action, expend one use of Bardic Music to remove Fatigue from up to 3 allies (possibly 
  including yourself) within 30’. 
  As a Move Action, expend three uses of Bardic Music to remove Exhaustion from up to 3 allies (possibly 
  including yourself) within 30’. 
  Focused Performance 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Focused Performer 
  Concentration:   
  1 rank 
  Perform:   
  6 ranks 
  By spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may 
  modify your Bardic Music in any of the following ways (though only one for a given use of Bardic 
  Music): 
  Accompaniment – spend 3 uses to perform two Bardic Music abilities simultaneously.  Each round you 
  must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end 
  immediately.  You may end one of the Bardic Music abilities at any time and continue the other without 
  requiring any more Perform checks.  Usable with all Bardic Music. 
  Dramatic Pause – spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a 
  spell, attack, etc.) and then resume it as if you had not stopped.  Requires a Perform check vs. DC (20 + 
  Perform ranks required).  Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Harmony – spend 1 uses to make a Bardic Music that normally affects one target instead affect two.  
  Requires a Perform check vs. DC (20 + Perform ranks required).  Usable with Inspire Competence, 
  Suggestion, and Song of Freedom. 
  Individual Performance – spend 1 use to make a Bardic Music that normally affects multiple targets 
  instead only affect one (cannot be you).  This target receives 2x the normal bonuses / penalties.  
  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable with Fascinate, Inspire 
  Courage, Inspire Greatness, and Inspire Heroics. 
  Projection – spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform 
  check vs. DC (10 + Perform ranks required).  Usable with Countersong, Fascinate, Inspire Competence, 
  Inspire Greatness, Inspire Heroics, and Song of Freedom. 
  Rhythm – spend 1 use to make a Bardic Music that you have been performing for at least 3 round last 
  two extra rounds after you stop performing.  Requires a Perform check vs. DC (10 + Perform ranks 
  required).  Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire 
  Heroics. 
  Riveting Performance – spend 1 use to make a Bardic Music affect all target in range that can hear you, 
  even if they cannot see you.  Requires a Perform check vs. DC (15 + Perform ranks required).  Usable 
  with Fascinate and Inspire Competence. 
  Focused Performer 
  [Bardic Music] 
  (DR338 p89) 
  Bardic Music class ability
  Concentration:   
  1 rank 
  Perform:   
  4 ranks 
  You may make a Perform check in place of a Concentration check to maintain an Arcane spell with a 
  Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it). 
  Green Ear  
  [General] 
  (CAdv p110) 
  Bardic Music class ability
  Perform:   
  10 ranks 
  You may alter any of your mind-affecting Bardic Music abilities to affect Plants creatures only. 
  Plant creatures gain a +5 bonus to saving throws against your music. 
  Haunting Melody 
  [General] 
  (Eb p54) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  By consuming one of your daily uses of Bardic Music, you can cause all enemies within 30’ that hear your 
  performance to become Shaken for 1 round per rank in Perform (WillNeg, DC = 10 + ½ Bard level + 
  Charisma modifier).  This is a [mind][fear] effect. 
  Inspire Spellpower  
  [General] 
  (RoS p141) 
  Bardic Music class ability
  Perform:   
  8 ranks 
  As a Standard Action, you can expend one use of your Bardic Music to increase the effective caster level of 
  allies (but not yourself) by 1. This lasts for as long as they hear your performance plus 5 rounds. 
  Ironskin Chant  
  [General] 
  (CAdv p113) 
  Bardic Music class ability
  Concentration:  12 ranks 
  Perform:   
  12 ranks 
  As a Swift Action, use your Bardic Music to provide Damage Reduction 5 / — to yourself or one ally 
  within 30’ who can hear you.  Lasts until the start of your next turn. 
  Misleading Song  
  [General] 
  (RoS p142) 
  Bardic Music class ability
  Spell Focus (Illusion) 
  Perform:   
  12 ranks 
  As you cast spell from the School of Illusion, you can spend one Bardic Music use to increase the caster 
  level and saving throw DC of the spell by 1. This stacks with other feats that increase caster level and/or 
  DC. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 132 
  Requires Perform 
  – any 
  Source 
  Prerequisite 
  Description 
  Music of Growth 
  [General] 
  (Eb p57) 
  Bardic Music class ability
  Perform:   
  12 ranks 
  By consuming one of your daily uses of Bardic Music, all Animals & Plants within 30’ of you gain a +4 
  Enhancement bonus to Strength and Constitution as long as you continue performing. 
  Music of Making 
  [General] 
  (Eb p57) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  By consuming one of your daily uses of Bardic Music, you may do one of the following: 
  1.  The duration of a Conjuration (creation) spell you cast is doubled. 
  2.  Gain a +4 Sacred bonus on your Craft check. 
  Requiem  
  [General] 
  (LM p29) 
  Bardic Music class ability
  Perform:   
  8 ranks 
  Your mind-affecting Bardic Music and Virtuoso’s Performance abilities can affect the Undead. 
  All Bardic Music effects on Undead creatures have only half their normal duration. 
  Sickening Sonata  
  [Bardic Music] 
  (DR336 p99) 
  Bardic Music class ability
  Undertone of Heresy 
  Blasphemous Utterance 
  Perform:   
  12 ranks 
  When you use ‘Blasphemous Utterance’, the following occurs:  all creatures within 60’ that can hear you 
  become Paralyzed (if they have fewer HD than you), Nauseated (if they have the same HD as you), or 
  Sickened (if they have up to three more HD than you).  WillNeg, DC = 10 + ½ effective Bard level + 
  Charisma modifier.  Note:  If you have used this ability on a target within the last week, it receives a  
  +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. 
  Aberrations are immune to this Mind-Affecting ability.- 
  Song of the Heart 
  [General] 
  (Eb p60) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  Your Bardic Music abilities are improved: 
  Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased 
  by 1. 
  Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1. 
  Haunting Melody has its DC increased by 1. 
  Music of Growth has its Enhancement bonuses increased to +6. 
  Music of Making has its Craft bonus increased to +6. 
  Soothe the Beast receives a +2 Circumstance bonus on Perform check to improve the attitude of an 
  Animal or Magical Animal. 
  Soothe the Beast 
  [General] 
  (EB p60) 
  Bardic Music class ability
  Perform:   
  6 ranks 
  By consuming one of your daily uses of Bardic Music, you may attempt to change an Animal or Magical 
  Animal’s attitude toward you.  Using the Diplomacy check table, make a Perform check to change the 
  creatures attitude.  Magical Beasts with an Intelligence of 1 or 2 may be targeted, but you receive a –4 
  penalty to do so.  The check takes at least 1 minute. 
  Most Animals start with an attitude of Indifferent & most Magical Animals start at Unfriendly. 
  Sound of Silence  
  [Bardic Music] 
  (CSco p081) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  As a Standard Action, expend two uses of Bardic Music to Deafen a target for 3 rounds (WillNeg, DC = 
  your Perform check).  The target must be within 30’ & be able to hear  you. 
  Speak to the Masses  
  [General] 
  (DR339 p36) 
  Bardic Music class ability
  Perform:   
  9 ranks 
  1. When using your Fascinate bardic music ability, you may affect 2x the normal number of creatures. 
  2. +2 DC on your Fascinate & Suggestion bardic music abilities. 
  Subsonics  
  [General] 
  (CAdv p112) 
  Bardic Music class ability
  Perform:   
  10 ranks 
  You can produce music or poetry so subtly, others do not audibly realize you are the source – though they 
  are still affected normally. 
  Undertone of Heresy  
  [General] 
  (DR336 p99) 
  Bardic Music class ability
  Perform:   
  4 ranks 
  By spending two daily uses of Bardic Music (instead of one), the DC for the subject Bardic Music effect has 
  +2 DC. 
  Versatile Performer 
  [General] 
  (CAdv p112) 
  Perform:   
  5 ranks 
  Pick a number of Perform categories equal to your Intelligence modifier (minimum 1).  When making 
  checks, treat all categories as if they had as many ranks as your highest-ranked category. 
  You gain a +2 bonus to check when using more than one of these Performance categories together. 
  Warning Shout  
  [Bardic Music] 
  (CSco p082) 
  Bardic Music class ability
  Evasion class ability 
  Perform:   
  9 ranks 
  As an Immediate Action, expend two uses of Bardic Music grant one ally (not yourself) a +5 Morale bonus 
  on his/her next Reflex save –and– the Evasion class ability.  If not used by the start of your next turn, the 
  ability is lost.  Your ally must be within 30’ and be able to see or hear you. 
   
   
  
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  Feats with Skill Prerequisites 
   
  Page 133 
  Perform – specific 
   
  Requires Perform 
  – specific 
  Source 
  Prerequisite 
  Description 
  Breath Control  
  [General, Fighter] 
  (DR333 p88) 
  Perform (wind 
  instrument):  
  5 ranks 
  +2 bonus on Perform (wind instrument) checks. 
  +2 bonus on saves vs. inhaled poisons and nauseating vapors. 
  Able to hold your breath for either 2 times Constitution score –or– Perform (wind instrument) check rounds, 
  whichever is higher 
  Deadly Concussion  
  [General, Fighter] 
  (DR333 p88) 
  Strength 13 
  Power Attack 
  Improved Sunder 
  Perform (percussion):  
  6 ranks 
  When you take a Sunder action with a Bludgeoning weapon against a foe’s armor or shield –and– you 
  destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield. 
  Elusive Dance  
  [General, Fighter] 
  (DR333 p88) 
  Perform (dance):  5 ranks 
  During your action, you may designate an opponent who may not make attacks of opportunity against you. 
  If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature. 
  Master of Mockery  
  [General, Fighter] 
  (DR333 p88) 
  Perform(comedy): 
  8 ranks 
  As a Standard Action, you may attempt to enrage a single melee opponent.  If your opponent fails his/her 
  Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on 
  you (ignoring all others).  The enraged opponent gains a +2 Morale bonus on attack rolls against you, but 
  receives a –2 penalty to AC. 
  This is a mind-affecting, language-dependant effect. 
  Sunken Song  
  [General] 
  (Storm p94) 
  Bardic Music class ability
  Perform(sing):   4 ranks 
  You may use Perform (sing) as the basis of your Bardic Music abilities while underwater.   
  Windsinger  
  [General] 
  (Storm p94) 
  Bardic Music class ability
  Perform(sing):   5 ranks 
  –or– Perform (wind 
  instrument):   
  5 ranks 
  By expending one daily use of Bardic Music, you gain some control over the winds affecting your ship for 
  the length of your performance + 10 rounds.  You may adjust the winds by one compass point –and– the 
  crew’s Profession (sailor) checks are treated as if the wind was one category less strong (see Storm p23) 
  with no loss of speed. 
  Nimble Deflections 
  [General, Fighter] 
  (DR335 p88) 
  Dexterity 13 
  Dodge 
  Perform (keyboard):  
  7 ranks 
  When wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent. 
  Supremely Confident 
  [General, Fighter] 
  (DR335 p88) 
  Perform (act):  
  7 ranks 
  When making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. 
  On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a 
  Free Action. 
  War Chant  
  [General, Fighter] 
  (DR335 p88) 
  Perform (sing):  7 ranks 
  By chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 
  1.  You gain a +2 bonus on your Initiative check. 
  2.  Allies within 30’ who were listening to the chant receive a +1 Morale bonus on their Initiative check. 
  The effects of multiple chanters on their allies stack (up to a max of +4). 
  We Few, We Happy 
  Few  
  [General, Fighter] 
  (DR335 p88) 
  Perform (oratory):   
  7 ranks 
  Following a 1 minute speech, you may make a Perform (oratory) check.  Any ally who listened to the whole 
  speech and understood it may use this check in place of his/her next Will save (though the subject must 
  decide before rolling).  If not used within 10 minutes, the effect dissipates. 
   
   
  Profession 
   
  Requires 
  Profession 
  Source 
  Prerequisite 
  Description 
  Great Captain  
  [General] 
  (Storm p92) 
  Know(geography):7 ranks
  Profession(sailor): 7 ranks
  Leadership 
  1. You may command your vessel in combat as a Move Action (normally a Standard Action). 
  2. You may perform an Aid Other action that applies to all on board the vessel you command.  The action 
  applies to one check, typically ‘Profession (sailor)’ or ‘Profession (siege engineer)’. 
  Ship Savvy 
  [Racial] 
   (RoE p112) 
  Gnome from Zilargo 
  Balance:   
  5 ranks 
  Profession (sailor) –or– 
  Profession (shipwright):
  3 ranks  
  While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls. 
  Old Salt  
  [General] 
  (Storm p93) 
  Profession(sailor): 5 ranks Gain a +1 bonus on Balance, Profession  (sailor), and Use Rope checks. 
  You may use Profession (sailor) when making a ‘Predict Weather’ check (usually uses Survival). 
  Sailor’s Balance  
  [General] 
  (Storm p93) 
  Profession(sailor): 4 ranks Gain a +5 Competence bonus on Balance checks made while on a deck or in the ship’s riggings. 
  You may move across a slipper deck at your normal speed. 
  Ship’s Mage  
  [General] 
  (Storm p93) 
  Profession(sailor):2 ranks 
  Spellcraft:             4 ranks
  When on your ‘bonded ship’, cast your spells at +1 Caster Level & your spells do not deal damage to your 
  ‘bonded ship’. 
  It takes 1 week of living & working on a ship to bond with it.  You may only have one ‘bonded ship’ at a 
  time.  If you spend 1 month away from your ‘bonded ship’, you lose the bond. 
   
   
  
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  Feats with Skill Prerequisites 
   
  Page 134 
  Ride 
   
  Requires Ride 
  Source 
  Prerequisite 
  Description 
  Dragon Steed  
  [General] 
  (Dcn p105) 
  Ride:   
  8 ranks 
  Charisma 13 
  Speak Language 
  (Draconic) 
  You gain the service of a Dragonnel(Dcn p150) as a steed.  It serves you loyally, like a Cohort. 
  If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your special 
  mount. 
  Improved Mounted 
  Archery 
  [General, Fighter] 
  (CWar p101) 
  Mounted Combat 
  Mounted Archery 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the 
  attack roll.  If your mount is running, you receive a –2 penalty. 
  You may attack at any point in your mount’s movement. 
  Mounted Archery 
  [General, Fighter] 
  (PH p98) 
  Mounted Combat 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive a –2 penalty on 
  the attack roll (instead of the standard –4 penalty).  If your mount is running, you receive a –4 penalty 
  (instead of –8). 
  Mounted Casting  
  [General] 
  (Mini p27) 
  Mounted Combat 
  Ride:   
  1 rank 
  Receive a +10 bonus on Concentration checks to cast while mounted. 
  Mounted Combat 
  [General, Fighter] 
  (PH p98) 
  Ride:   
  1 rank 
  Once per round, if your mount is hit in combat, you may make a Ride check.  If this check is greater than 
  the attack roll, you negate the hit. 
  Mounted Fighting  
  [General, Fighter, Scout] 
  (DR346 p86) 
  Mounted Combat 
  Base Attack Bonus +8 
  Ride:   
  11 ranks 
  +1 bonus on attack and damage while mounted. 
  Ride-By Attack 
  [General, Fighter] 
  (PH p99) 
  Mounted Combat 
  Ride:   
  1 rank 
  When doing a Charge action on your mount, you may move, attack, and then continue the movement (up to 
  a double move).  This does not provoke an Attack of Opportunity from the creature you attack. 
  Spirited Charge 
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride-By Attack 
  Ride:   
  1 rank 
  When attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance). 
  Talenta Dinosaur Bond 
  [Racial] 
  (PGE p75) 
  Halfling 
  Mounted Combat 
  Ride:   
  6 ranks 
  Choose a Dinosaur Mount with which you are familiar.  With this mount, you receive a +4 Insight bonus on 
  Ride checks –and– when you are riding it, both of you receive a +1 Insight bonus to AC & Reflex saves. 
  If the Mount is killed, you may apply this feat to a new Mount after 7 days. 
  Trample 
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride:   
  1 rank 
  When doing an Overrun action while mounted, your foe may not avoid you.  If you knock the foe down,  
  your mount may make one hoof attack (including the +4 bonus because the foe is Prone). 
   
   
  Sense Motive 
   
  Requires Sense 
  Motive  
  Source 
  Prerequisite 
  Description 
  Combat Intuition  
  [General, Fighter] 
  (CAdv p106) 
  Base Attack Bonus  +5 
  Sense Motive:   4 ranks 
   
  As a Free Action, you can make a Sense Motive check to assess the challenge presented by an  
  opponent (CAdv p102).  You gain a +4 bonus to the check, and narrow the result to a single category. 
  Whenever you make a melee attack against a creature you also attacked in melee last round, gain a  
  +1 Insight bonus to your attack roll. 
  Eye for Talent  
  [General] 
  (DR346 p53) 
  Leadership 
  Character level 6th 
  Leadership score 2 
  higher than your level 
  Sense Motive:   9 ranks 
  +1 bonus on your Leadership score. 
  You can replace Followers in 1d4 weeks (instead of the usual 1d4 months). 
  Improved Disguise 
  [General] 
  (DR335 p92) 
  Charisma 13 
  Disguise:   
  7 ranks 
  Sense Motive:   5 ranks 
  You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. 
  You can don a disguise in half the normal time. 
  Recognize Imposter 
  [General] 
  (Eb p58) 
  Sense Motive:   3 ranks 
  Spot:   
  3 ranks 
  +4 bonus on Spot check to oppose Disguise checks. 
  +4 bonus on Sense Motive checks to oppose Bluff checks. 
  Wanderer’s 
  Diplomacy 
  [General] 
  (PH2 p85) 
  Halfling  
  –or–  
  Bluff:  
  4 ranks 
  Diplomacy:  
  4 ranks 
  Sense Motive:   4 ranks 
  Gain the following abilities:   
  Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too 
  expensive for the current settlement to sell.  You must still purchase the object after locating it.  The DC of 
  the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000). 
  Intuitive Communication – you may communicate in a simple way with a creature whose language you do 
  not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you 
  and the creature are of the same type, otherwise DC 30.  
  Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of 
  Diplomacy as usual).  The attempt takes a Standard Action and its DC is the same as changing an Attitude 
  with Diplomacy.  You may not use this ability on a creature with the Attitude of ‘Hostile’.  If successful, 
  the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started 
  for 10 minutes. 
   
   
  
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  Feats with Skill Prerequisites 
   
  Page 135 
  Sleight of Hand 
   
  Requires Sleight of 
  Hand 
  Source 
  Prerequisite 
  Description 
  Cutpurse 
  [General] 
  (DR322 p37) 
  Improved Unarmed Strike
  Sleight of Hand:  5 ranks 
  When is melee combat, you may attempt a Sleight of Hand check to pickpocket your opponent without 
  generating an Attack of Opportunity.  If you beat his/her Spot check, opponent thinks the attempt was 
  some type of combat movement. 
  Flick of the Wrist 
  [General] 
  (CWar p99) 
  (RotW p150) 
  Dexterity 17 
  Quick Draw 
  Sleight of Hand:  5 ranks 
  If you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first 
  attack. 
  This ability can only be used once per round and only once per opponent in a given battle. 
   
   
  Spellcraft 
   
  Requires Spellcraft 
  Source 
  Prerequisite 
  Description 
  Appraise Magic Value 
  [General] 
  (CAdv p103) 
  Appraise:  
  5 ranks 
  Know (arcana):  5 ranks 
  Spellcraft:  
  5 ranks 
  If you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise 
  check (DC 10 + item’s caster level) to determine its exact properties. 
  Arcane Disciple 
  [General] 
  (CDiv p79) 
  Know (religion):  4 ranks 
  Spellcraft:  
  4 ranks 
  Able to cast Arcane spells
  Same alignment as your 
  Patron deity 
  Spells from of your Patron Deity’s Domains are added to your Arcane spell list.  You may memorize or 
  spontaneously cast one per level each day.  The availability of the spell is based on your Wisdom (i.e., you 
  must have a Wisdom of 10 + spell level to use a given spell) and all save DC’s are calculated from your 
  Wisdom score. 
  You may take this feat more than once.  Each time, you gain a different Domain from you Patron Deity. 
  Astral Tracking 
  [General] 
  (DR313 p110) 
  Track 
  Know (planes):  11 ranks 
  Spellcraft:  
  8 ranks 
  Survival:   
  10 ranks 
  You may make Survival checks to track creatures through the planes. 
  1. Track through the featureless Astral Plane – DC 25. 
  2. Determine the destination of a Teleport spell or effect when standing at the point of departure – DC 30.  
  If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once. 
  Extraordinary Spell 
  Aim  
  [General] 
  (CAdv p109) 
  Spellcraft:  15 ranks 
  With a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature 
  within its area. Casting a spell affected by this feat is a Full Round action, unless the spell’s casting time is 
  greater, in which case the casting time in unchanged. 
  Mage Slayer 
  [General, Fighter] 
  (CArc p81)  
  (Mini p27) 
  Base Attack Bonus +3 
  Spellcraft:   
  2 ranks 
  1. You receive a +1 bonus on Will saves. 
  2. If you threaten a spellcaster, he/her cannot take the ‘cast defensively’ action. 
  3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Magic of the Land  
  [General] 
  (RotW p152) 
  Caster level 1st  
  Concentration:   5 ranks 
  Know (nature):  5 ranks 
  Spellcraft:   
  5 ranks 
  When casting a spell in a ‘natural setting’ (i.e., one without buildings and/or a community (unworked 
  underground areas count)), you can imbue some of your spells with healing. 
  Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a 
  ‘target’ entry.  If the check succeeds, each target of the spell receives 2hp per spell level of Positive 
  Energy, which heal living creatures and damages Undead (WillNeg).   
  If the check fails, the spell is lost. 
  This effect cannot be applies to Necromancy spells or spells with an alignment descriptor. 
  Occult Opportunist  
  [General] 
  (DR340 p87) 
  Know(arcana):  5 ranks 
  Spellcraft:   
  5 ranks 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her:  
  Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke 
  attempt. 
  If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. 
  DC (10 + damage). 
  Practiced Spellcaster 
  [General] 
  (CDiv p82) 
  (CArc p82) 
  Spellcraft:   
  4 ranks 
  Choose one of your spellcasting classes.  The spells you cast from this class have +4 Caster level (up to 
  your number of HD).   
  This feat helps multiclassed characters. 
  Resist Telekinesis 
  [General] 
  (DR309 p110) 
  Intelligence 13 
  Combat Expertise 
  Spellcraft:   
  2 ranks 
  You are practiced at avoiding the various effects of Telekinesis. 
  1. +8 bonus to resist the effects of Telekinesis (combat maneuver) (which includes Bull Rush, etc.). 
  2. +4 bonus on Will saves to avoid Telekinesis (violent thrust). 
  Ship’s Mage  
  [General] 
  (Storm p93) 
  Profession(sailor):2 ranks 
  Spellcraft:             4 ranks
  When on your ‘bonded ship’, cast your spells at +1 Caster Level & your spells do not deal damage to your 
  ‘bonded ship’. 
  It takes 1 week of living & working on a ship to bond with it.  You may only have one ‘bonded ship’ at a 
  time.  If you spend 1 month away from your ‘bonded ship’, you lose the bond. 
  Steam Magic  
  [General] 
  (Storm p93) 
  Spellcraft:   
  4 ranks 
  You do not need to make a Spellcraft check to use spells or spell-like abilities with the [fire] subtype 
  underwater. 
   
   
  Spot 
   
  Requires Spot 
  Source 
  Prerequisite 
  Description 
  Deft Strike  
  [General] 
  (Dcn p103) 
  Sneak Attack class ability
  Intelligence 13 
  Combat Expertise 
  Spot:   
  10 ranks 
  As a Standard Action, you can attempt to find a weak spot in a visible target’s armor with a Spot check (DC 
  = target’s AC). If you succeed, your next attack (which must be made no later than the end of your next 
  turn) ignores the target’s Armor and Natural Armor bonuses, as well as Enhancement bonuses to these. 
  If you use a ranged attack, you must be within 30’ to gain the benefit of this feat. 
  Quick Reconnoiter 
  [General, Scout] 
  (CAdv p112) 
  (CAdv p10)+ 
  Listen:   
  5 ranks 
  Spot:   
  5 ranks 
  You can make one Spot check and one Listen check each round as a Free Action. 
  Recognize Imposter 
  [General] 
  (Eb p58) 
  Sense Motive:  
  3 ranks 
  Spot:   
  3 ranks 
  +4 bonus on Spot check to oppose Disguise checks. 
  +4 bonus on Sense Motive checks to oppose Bluff checks. 
  
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  Feats with Skill Prerequisites 
   
  Page 136 
  Survival 
   
  Requires Survival 
  Source 
  Prerequisite 
  Description 
  Astral Tracking 
  [General] 
  (DR313 p110) 
  Track 
  Know (planes):  11 ranks 
  Spellcraft:   
  8 ranks 
  Survival:   
  10 ranks 
  You may make Survival checks to track creatures through the planes. 
  1. Track through the featureless Astral Plane – DC 25. 
  2. Determine the destination of a Teleport spell or effect when standing at the point of departure – DC 30.  
  If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once. 
  Dinosaur Hunter 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Know (nature):  
  1 rank 
  Survival:  
  1 rank 
  +2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. 
  +2 weapon damage against Dinosaurs. 
  Efficient Hunter  
  [General] 
  (DR333 p84) 
  Survival:   
  1 rank 
  Raised in a Plains 
  environment 
  +2 bonus on Survival checks. 
  When you are “living off the land”, you may provide food for a number of people equal to your Wisdom 
  modifier (minimum 1) without a change in the DC of your Survival check. 
  Mountain Warrior  
  [General] 
  (RoS p142) 
  Base Attack Bonus +3 
  Survival:   
  5 ranks 
  +1 bonus to attack rolls on ranged attacks made from higher ground. 
  +1 bonus to damage rolls on melee attacks made from higher ground. 
  Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll. 
  +2 bonus on Balance checks made when moving on steep slopes. 
  Natural Dowser 
  [General] 
  (DR323 p90) 
  Survival:   
  4 ranks 
  +4 bonus on Survival checks to get along in the wild. 
  Passive Reconnoiter  
  [General, Scout] 
  (DR346 p87) 
  Survival:   
  4 ranks 
  When you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on 
  Listen and Spot checks. 
  Pathfinder  
  [General] 
  (DR339 p87) 
  Track 
  Know(geography):1 rank 
  Survival:   
   1 rank 
  You may not become lost due to poor visibility or difficult terrain. 
  By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 3/4x).   
  By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by  
  ¼th (max 1x).   
  Scout the Path  
  [General, Scout] 
  (DR346 p87) 
  Survival:  
  4 ranks 
  +3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). 
  In addition, all allies within 20’ receive a +1 bonus on their Hide and Move Silently checks. 
   
   
  Swim 
   
  Requires Swim 
  Source 
  Prerequisite 
  Description 
  Expert Swimmer  
  [General] 
  (Storm p92) 
  Endurance 
  Swim:   
  4 ranks 
  1. You may hold your breath for 3 rounds per point of Constitution (vs. the normal 1 round per Con point). 
  2. On a successful Swim check, you may move your Land speed as a Full Round Action & ½ your Land 
  speed as a Move Action. 
  3. If you have a racial swim speed, it increases by +10’. 
  Floatation  
  [General] 
  (DR314 p45) 
  Skill Focus (Swim) 
  Swim:   
  4 ranks 
  You may float on calm water as a Free Action.  You are considered Prone, but otherwise may cast spell 
  and/or attack.  You may sleep while floating on the water. 
  Flow with the 
  Current  
  [General] 
  (DR314 p45) 
  Skill Focus (Swim) 
  Floatation 
  Swim:   
  4 ranks 
  While swimming, you receive a +2 bonus to Initiative checks & Reflex saving throws. 
  Flying Fish Leap  
  [General] 
  (Storm p92) 
  Jump:   
  8 ranks 
  Swim:   
  4 ranks 
  1. When you make a High Jump out of the water, you do not receive the normal –10 penalty. 
  2. In addition, you can move as far horizontally as you “jump” vertically. 
  Improved Swimming  
  [General, Scout] 
  (CAdv p110) 
  (CAdv p10)+ 
  Swim:   
  6 ranks 
  You can swim half your speed as a Move Action, or your speed as a Full Round Action. 
  Savvy Swimmer  
  [General] 
  (DR323 p90) 
  Swim:   
  4 ranks 
  When swimming in armor that you have proficiency with, you only receive ½ the Armor Check Penalty  
  (instead of 2x) on your Swim check. 
   
   
  
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  October 1, 2007 
   
   
  Feats with Skill Prerequisites 
   
  Page 137 
  Tumble 
   
  Requires Tumble 
  Source 
  Prerequisite 
  Description 
  Acrobatic Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Tumble:  
  5 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +1d6 Skirmish damage against that opponent until the start of your next turn. 
  Acrobatic Strike  
  [General, Fighter] 
  (PH2 p71) 
  Tumble:  
  12 ranks 
  If you successfully use Tumble to avoid an opponent’s Attack of Opportunity, you receive a +4 bonus on 
  your next attack roll against that opponent as long as it occurs before the end of your current turn. 
  Combat Acrobat  
  [General, Fighter] 
  (PH2 p76) 
  Balance:  
  9 ranks 
  Tumble:  
  2 ranks 
  Acrobatic Recovery – make a Balance check vs. DC 20 to avoid being knocked Prone. 
  Sure Footed Maneuver – make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as 
  normal terrain with regards to movement. 
  Confound the Big Folk 
  [Tactical] 
  (RotW p153) 
  Small size (or smaller) 
  Underfoot Combat 
  Tumble:   
  10 ranks 
  You may use the following 3 tactical maneuvers: 
  Knee Striker – When you occupy a square with a creature at least two size categories larger than you, the 
  creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. 
  Underfoot Defense – When you occupy a square with a creature at least two size categories larger than you, 
  and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on 
  you has a 50% chance of striking the creature who shares the square with you (that creature does not have 
  a 50% chance of striking itself). 
  Unsteady Footing – When you occupy a square with a creature at least two size categories larger than you, 
  you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of 
  Opportunity.  You can add your choice of Strength or Dexterity modifier to you check (your opponent gets 
  the better of its Strength or Dexterity as usual).  Your opponent does not get to add his/her size bonus to its 
  roll.  If the Trip attempt fails, your opponent does not get to try to trip you. 
  Defensive 
  Opportunist  
  [General, Fighter] 
  (DR340 p87) 
  Intelligence 13 
  Combat Expertise 
  Tumble:   
  5 ranks 
  If you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal 
  penalty for Fighting Defensibly. 
  Einhander 
  [Tactical, Fighter] 
  (PH2 p94) 
  Base Attack Bonus +6 
  Tumble: 
  6 ranks 
  You may use the following 3 tactical maneuvers: 
  Narrow Profile – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. 
  Off-Hand Balance – When fighting with a Light or One-Handed weapon in one hand and with nothing in 
  the other –and– you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of 
  Opportunity until the start of your next turn. 
  Off-Hand Swap – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other –and– you hit your foe at least twice as part of a Full Round Attack, on the next round you may make 
  a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff).  This ability 
  may only be used against an opponent once. 
  Expert Tumbler  
  [General] 
  (DR322 p37) 
  Tumble:   
  5 ranks 
  You may make Tumble checks while moving at your normal speed with only a –5 penalty (instead of the 
  normal –10). 
  Giantbane 
  [Tactical, Fighter] 
  (CWar p111) 
  Medium-size or smaller 
  Base Attack Bonus +6 
  Tumble:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Duck Underneath – If you take a Total Defense action against a foe who is at least two size categories larger 
  than you, you gain an additional +4 bonus on your AC.  If your foe misses on his/her attack, you may 
  make a Tumble check vs. DC 15 to move to the opposite side of your foe. 
  Death from Below – If you successfully performed a Duck Underneath maneuver the round before, you can 
  make an immediate single attack on the foe you ducked under.  Your foe is Flat-Footed & you gain a +4 
  bonus on your attack. 
  Climb Aboard – If you are adjacent to a foe at least two size categories larger than you, you may make a 
  Climb check vs. DC 10 to climb onto your foe.  As long as you are on your foe, he/she has a –4 penalty on 
  attack rolls to hit you & you are carried with him/her.  Your foe may get you off with a Grapple check 
  opposed by your Climb check. 
  Improved Acrobatic 
  Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Acrobatic Skirmisher 
  Tumble:   
  10 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the 
  +1d6 from Acrobatic Skirmisher). 
  Sidestep  
  [General] 
  (Mini p28) 
  Dexterity 15 
  Dodge 
  Mobility 
  Tumble: 
  7 ranks 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Tumbling Feint 
  [General, Fighter] 
  (PH2 p84) 
  Bluff:   
  4 ranks 
  Tumble:   
  4 ranks 
  Designate an opponent at the start of your turn as a Swift Action.  If you avoid provoking an Attack of 
  Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to 
  Feint in Combat against that opponent on your next turn. 
  Underfoot Combat  
  [General] 
  (RotW p152) 
  Small size (or smaller) 
  Tumble:   
  10 ranks 
  You can move into or through a square occupied by a creature at least two size categories larger than you.  
  You do not provoke Attacks of Opportunity for doing so. 
  When you are in a  square occupied by a creature at least two size categories larger than you, you gain the 
  benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you 
  occupy). 
   
   
  
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  Feats with Skill Prerequisites 
   
  Page 138 
  Use Magic Device 
   
  Requires Use 
  Magic Device 
  Source 
  Prerequisite 
  Description 
  Reckless Wand 
  Wielder 
  [General] 
  (CArc p82) 
  Craft Wand 
  Use Magic Device:   
  1 rank 
  You may increase a Wand’s caster level by +2 by consuming one extra charge when using it.   
  Wandstrike 
  [General] 
  (CArc p84) 
  Use Magic Device:   
  4 rank 
  You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge.   
  Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or 
  bonus dice (such as Sneak Attack or Smite enemy). 
  The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent.  
  A Wand’s spell effect that  does not cover an area (such as Summon Monster I) cannot be used with this 
  feat. 
  Wild Touch 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment  
  Use Magic Device:   
  8 ranks 
  When determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, 
  activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two.  This 
  ability may be used once per day. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
   
   
  
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  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 139 
  Forgotten Realms Specific Feats 
   
  Initiate Feats 
   
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Initiate of Bane  
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Bane. 
  Cleric level:  5th 
  Gain ‘Frightful Presence’ – When you attack or charge, all enemies within 30’ become Shaken for 1d4 
  rounds (WillNeg, DC 10 + ½ Cleric level + Charisma modifier). 
  Add the following spells to your Cleric spell list: 
  3rd:  Mystic Lash(PGF p106) – Creates energy whip that deals 1d6 Electricity damage per 3 levels (max 4d6) 
  and Stuns for 1 round. 
  5th:  Battle Tide(PGF p99) – Targets take –2 penalty on saving throws, attack rolls, and weapon damage to 
  grant you benefits. 
  6th:  Stone Walk(PGF p113) – Links two stones for teleportation. 
  7th:  Undeath after Death(PGF p117) – Deals 2 Constitution damage and causes subject to rise as a Crypt 
  Spawn after death. 
  Initiate of Cyric  
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Cyric. 
  Cleric level:  3rd 
  Become immune to normal or magical Fear effects. 
  Add the following spells to your Cleric spell list: 
  2nd:  Black Talon(PGF p100) – Your arm becomes a claw that gives +5’ reach and +1 per four levels Profane 
  bonus on attack rolls, deals 1d6 damage +1 per level negative energy damage (max +10). 
  4th:  Dread Blast(PGF p101) – Fires a ray of negative energy that deals 4d8 damage +1 per level (max +20) 
  and Dazes target for 1 round. 
  4th:  Skull of Secrets(PGF p111) – Creates an illusionary flaming skull that speaks a message and spits a 
  tongue of flame that deals 1d8 Fire damage per two caster levels (max 5d8). 
  5th:  Skull Eyes(PGF p111) – Grants you a gaze attack that acts as either Charm Monster or Confusion. 
  7th:  Triple Mask(PGF p116) – Creates three shadow duplicates of you. 
  Initiate of Gond  
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Gond. 
  Cleric level:  1st 
  Disable Device and Open Lock become Cleric Class Skills. 
  Add the following spells to your Cleric spell list: 
  1st:  Wieldskill(PGF p118) – Grants +5 Competence bonus on a skill check, –or– proficiency with a weapon, 
  armor, or shield.  
  3rd:  Understand Device(PGF p117) – Grants an Insight bonus equal to caster level on Disable Device or 
  Open Lock checks. 
  6th:  Fantastic Machine(PGF p69) – Creates illusory many-armed machine that functions as a Large 
  Animated Object. 
  Initiate of Helm  
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Helm. 
  Cleric or Paladin lvl:  5th 
  You may make an Attack of Opportunity when you are Flat-Footed 
  Add the following spells to your Cleric or Paladin spell list: 
  2nd:  Warning(PGF p118) – Grants ‘Uncanny Dodge’ and a +4 Insight bonus on Listen and Spot checks.  
  3rd:  Forceward(PGF p103) – Creates a sphere of force that prevents entry by enemies, grants a +2 Sacred 
  bonus on saves vs. attacks by Evil creatures. 
  3rd:  Mace of Odo(PGF p106) – Creates a glowing mace that deals 1d6 Force damage per level (max 10d6) 
  and Paralysis, more against Undead. 
  Initiate of Ilmater  
  [Initiate] 
  (PGF p80) 
  (PGFe)+ 
  Patron Deity:  Ilmater. 
  Cleric or Paladin lvl:  7th 
  When you cast a Cure spell that would result in more damage being healed than the target is missing hit-
  points, the excess hit-points become Temporary Hit-Points, up to a maximum of 3 x target’s HD.  As 
  long as the target has the Temporary HP, he/she receives a +2 Sacred bonus on Fortitude saves & a +2 
  Sacred bonus to resist being Bull Rushed or Tripped.  It not consumed by damage, the Temporary HP 
  dissipate after one hour. 
  Add the following spells to your Cleric or Paladin spell list: 
  4th:  Favor of Ilmater(PGF p102) – Subject gains Feat: Endurance, plus immunity to nonlethal damage, charm 
  and compulsion effects, pain attacks, and other adverse conditions, subject can function at –1 to –9 hp.  
  4th: Glory of the Martyr(PGF p103) – Grants each subject +1 Deflection bonus to AC and +1 Resistance 
  bonus on saves, splits their damage with you. 
  4th: Pact of Martyrdom(PGF p108) – You exchange hit-point totals with the target. 
  Initiate of Lathander  
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Lathander 
  Cleric level:  1st 
  You may Spontaneously give up a prepared spell and cast a spell on your Clerical spell list that is of the 
  [light] subtype or has Light in the title, such as Searing Light. 
  Add the following spells to your Cleric spell list: 
  1st:  Rosemantle(PGF p109) – Target gains a +1 per level Sacred bonus (max +10) on saves vs. effects that 
  cause Pain, Sickness, Nausea, or Fear.  
  3rd: Sunrise(PGF p114) – Burst of light blinds and damages creatures. 
  5th: Shield of Lathander(PGF p110) – Touched creature gains Damage Reduction 15 / — for 1 round. 
  7th: Shield of Lathander, Greater(PGF p110) – As Shield of Lathander, except grants Damage Reduction  
  20 / —, immunity to negative energy and energy drain, and Acid Resistance 10, Cold Resistance 10, 
  Electricity Resistance 10, Fire Resistance 10, & Sonic Resistance 10. 
  9th: Undeath’s Eternal Foe(PGF p117) – Grants subjects numerous combat advantages against Undead 
  opponents. 
  Initiate of Malar  
  [Initiate] 
  (PGF p81) 
  Patron Deity:  Malar 
  Cleric or Druid lvl:  3rd 
  When you use Summon Monster or Summon Nature’s Ally to summon a natural or Fiendish Animal, the 
  Animal gains a +4 Enhancement bonus to its Strength and Constitution scores. 
  Add the following spells to your Cleric spell list: 
  2nd:  Spectral Stag(PGF p112) – Conjures a phantom stag that you can ride or direct to attack a target.  
  3rd: Possess Animal(PGF p108) – You possess a normal animal. 
  4th: Strength of the Beast(PGF p114) – You gain benefits of your Lycanthropic animal form while in human 
  form. 
  
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  Feats of the Forgotten Realms 
   
  Page 140 
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Initiate of Mystra  
  [Initiate] 
  (PGF p81) 
  Patron Deity:  Mystra 
  Cleric level:  3rd 
  You may attempt to cast spells in Dead Magic zones or within an Antimagic Field.   
  In a Dead Magic zone, you must make a Caster check vs. DC 20 + spell level.   
  In an Antimagic Field, you must make a Caster check vs. DC 11 + the Antimagic Field’s Caster level. 
  Add the following spells to your Cleric spell list: 
  2nd:  Spell Shield(PGF p113) – Grants a +3 Resistance bonus on saving throws vs. spell and spell-like abilities. 
  3rd: Anyspell(FR p67) – You can read and prepared up to a 2nd level Arcane spell from a scroll or spellbook 
  in a 3rd level Domain spell slot. 
  5th: Spell Phylactery(PGF p113) – Activates a spell on a scroll when a triggering condition is met. 
  6th: Anyspell, Greater(FR p70) – As Anyspell, but you can read and prepare any Arcane spell up to 5th level 
  in a 6th level Domain spell slot. 
  7th: Holy Star(PGF p104) – Creates a glowing star that turns 1d6+3 spell levels as Spell Turning, grants a +10 
  Circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage per two levels. 
  Initiate of Nature  
  [Initiate] 
  (PGF p81) 
  Patron Deity:  Eldath, 
  Mielikki, or Silvanus. 
  Cleric or Druid lvl:  5th  
  You can Rebuke or Command Animals or Plant Creatures up to 3 + Charisma modifier times per day 
  Add the following spells to your Cleric spell list: 
  3rd: Mold Touch(PGF p106) – Creates a 5’ patch of Brown Mold. 
  4th: Briar Tangle(PGF p100) – As Entangle, except the targets take 1d8 damage + 1 per two levels. 
  4th: Thorn Spray(PGF p115) – Your ranged attack deals 1d6 damage per level (max 20d6), divided among 
  multiple targets, Sickens on a successful hit. 
  5th: Fireward(PGF p102) – As Quench, but also suppresses Magical Fire effects in the affected area. 
  5th: Tree Healing(PGF p116) – You enter a tree that nourishes and heals you. 
  Initiate of Selûne  
  [Initiate] 
  (PGF p81) 
  (PGFe)+ 
  Patron Deity:  Selûne. 
  Cleric, Druid, Ranger, 
  Harper Agent level:  3rd  
  Cast Augury and Divination at +5 Caster level. 
  Add the following spells to your Cleric, Druid, Ranger, and/or Harper Agent spell list: 
  1st: Handfire(PGF p103) – Your melee touch attack deals 1d8 damage +1 per level (max +5) against a living 
  creature or 2d6 damage + 1 per level (max +5) against Undead. 
  3rd: Moon Blade(FR p72) – Touch attack deals 1d8 + 1 per two levels, more to Undead, plus scrambles 
  spellcasting. 
  4th: Strength of the Beast(PGF p114) – You gain benefits of your Lycanthropic animal form while in human 
  form. 
  4th: Wall of Moonlight(PGF p118) – Creates aluminous wall that deals 3d12 damage to Undead and 2d10 
  damage to Evil creatures and Clergy of Shar or Umberlee, illuminates area and counters / dispels 
  darkness. 
  5th: Moonpath(FR p72) – Grants sanctuary to 1 creature per level. 
  5th: Moonweb(PGF p106) – Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex 
  saves, plus Improved Evasion. 
  Initiate of Tyr  
  [Initiate] 
  (PGF p81) 
  Patron Deity:  Tyr 
  Cleric level:  7th 
  Access to the War 
  domain. 
  +1 bonus to damage when attacking with a Longsword. 
  Add the following spells to your Cleric spell list: 
  4th: Sword and Hammer(PGF p115) – As Spiritual Hammer, but creates a Longsword and Warhammer of 
  Force, +1 on attack rolls, automatically Flanks opponents. 
  6th: Sword and Hammer, Greater(PGF p115) – As Sword and Hammer, but each weapon has a +2 bonus on 
  attack rolls and benefit from the Improved Critical Feat. 
   
   
   
  Shadow Weave 
   
  Shadow Weave 
  Feats 
  Source 
  Prerequisite 
  Description 
  Shadow Weave Magic  
  [General] 
  (PGF p43) 
  Wisdom 15 –or– Shar is 
  your Patron Deity 
  Instead of using The Weave to cast magic (like everyone else), you now use The Shadow Weave. 
  1. When casting a spell from school of Enchantment, Illusion, or Necromancy, gain a +1 bonus to DC and a 
  +1 bonus for overcoming Spell Resistance. 
  2. When casting a spell from the school of Evocation or Transmutation that does not have the [darkness] 
  subtype, your effective Caster level is one lower. 
  3. You cannot cast spells with the [light] subtype. 
  4. You can use magic items that are based on The Shadow Weave. 
  Insidious Magic  
  [Metamagic] 
  (PGF p40) 
  Shadow Weave Magic 
  Attempts to use Divination spells to detect (i.e., Detect Magic) or reveal (i.e., See Invisibility) your spells by 
  creatures without the Shadow Weave Magic feat require a Caster check to succeed.  This bonus does not 
  apply to spell of the Evocation or Transmutation schools. 
  Pernicious Magic 
  [Metamagic] 
  (PGF p42) 
  Shadow Weave Magic 
  When casting a spell on a creature without the Shadow Weave Magic feat, receive a +4 bonus to overcome 
  Spell Resistance.  This bonus does not apply to spell of the Evocation or Transmutation schools. 
  Tenacious Magic 
  [General] 
  (PGF p45) 
  Shadow Weave Magic 
  Attempts to dispel your spells by creatures without the Shadow Weave Magic feat are at +5.  This bonus 
  does not apply to spell of the Evocation or Transmutation schools. 
   
   
  
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  Feats of the Forgotten Realms 
   
  Page 141 
  Misc. Forgotten Realms Feats 
   
  Misc. Forgotten 
  Realms Feats 
  Source 
  Prerequisite 
  Description 
  Caver  
  [General] 
  (Und p24)  
  —  
  +2 bonus on Heal and Survival checks made in the Underdark. 
  Metanode Spell 
  [Metamagic] 
  (Und p26) 
  Node Spellcasting 
  Caster level 1st 
  When casting a spell improved by a metamagic feat, deduct the earth node layer’s class from the increased 
  spell level (ex: casting a maximized spell in the innermost layer of a Class 1 node (+1) would be two levels 
  higher, instead of the normal three). This is more useful for spontaneous casters than preparation casters. 
  Node Defense  
  [General] 
  (Und p26) 
  Node Spellcasting 
  Caster level 1st 
  You gain an Insight bonus to your Armor Class and saving throws equal to the class of any earth node layer 
  you currently occupy, to a maximum of +4. 
  Node Sensitive  
  [General] 
  (Und p26) 
  — 
  You automatically detect the presence of an Earth Node within 30’ 
  Node Spellcasting  
  [General] 
  (Und p26) 
  Caster level 1st 
  Allows a Spellcraft check (instead of an Intelligence check) to notice nearby Nodes and manipulate their 
  powers. Also a prerequisite for other Node-related feats. 
  Node Store  
  [General] 
  (Und p26) 
  Node Spellcasting 
  Caster level 1st 
  Each time taken, allows access to two spells which you already know and can cast – as if you had two extra 
  spell slots. These extra spells/slots are only available while in a node area. 
   
   
  Regional Feats  
   
  A Regional feat may only be taken at 1st level by a character of the appropriate Race & Region.  You may have only one Regional feat.2 
   
  Regional Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Schooling 
  [Regional] 
  (PGF p33) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Human – Chessenta, Golden Water, Halruaa, Lantan, 
  Mulhorand, Nimbral, Unther, or Wizard’s Reach 
  Planetouched – Chessenta  
  Choose one Arcane spell casting class (i.e., Bard, Sorcerer, or Wizard). 
  You may activate spell trigger magic items as if you had 1 level in 
  that class.  This class is now an additional Favored Class for you. 
  If you are a specialized Wizard who chooses Sorcerer, then you can 
  activate magic items based on your restricted schools of magic. 
  Artist 
  [Regional] 
  (PGF p33) 
  Must be from one of the following races & regions: 
  Elf – Sidëyuir, Snow Eagle Aerie 
  Gnome – Thesk, Western Heartlands 
  Half-Elf – Dalelands 
  Human – Chessenta, Waterdeep, Western Heartlands 
  +2 bonus on all Perform checks 
  +2 bonus on checks with one Craft skill involving art (such as painting.
  If you have the Bardic Music class ability, you receive 3 extra uses of 
  it per day. 
  Axethrower 
  [Regional] 
  (PGF p33) 
  Must be from one of the following races & regions: 
  Dwarf – Great Glacier 
  Human – Great Glacier, Moonshae Isles, the North, Vaasa 
  When you make a ranged attack with a thrown weapon, you may add  
  your Strength bonus instead of your Dexterity bonus wit the attack 
  roll. 
  Blooded 
  [Regional] 
  (PGF p35)  
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Underdark [Earthroot] 
  Elf – Cormanthor Drow, Inner Sea, Menzoberranyr,  
  Outer Sea 
  Halfling – Chondalwood 
  Human – Dalelands, Nelanther Isles, Silverymoon, Tethyr 
  +2 bonus on Initiative checks 
  +2 bonus on Spot checks. 
  Cannot be Shaken, though you can still be Frightened or Panicked. 
  Bloodline of Fire 
  [Regional] 
  (PGF p35) 
  Must be from one of the following races & regions: 
  Human – Calimshan 
  Planetouched – Calimshan 
  +4 bonus on saving throws vs. Fir effects. 
  You can cast spells with the [fire] descriptor at +2 Caster level. 
  Bullheaded 
  [Regional] 
  (PGF p37) 
  Must be from one of the following races & regions: 
  Dwarf – Underdark [Earthroot], Underdark [Northdark], 
  Great Rift, Spine of the World 
  Human – Altumbel, Damara, Great Dale, Rashemen, 
  Western Heartlands 
  +2 bonus on all Will Saves 
  Cannot be Shaken, though you can still be Frightened or Panicked. 
  Cosmopolitan 
  [Regional] 
  (PGF p37) 
  Must be from one of the following races & regions: 
  Dwarf – Waterdeep 
  Elf – Waterdeep 
  Half-Elf – Waterdeep 
  Halfling – Amn, Waterdeep 
  Human – Amn, Golden Water, Sword Coast, Waterdeep 
  +2 bonus on Bluff, Gather Information & Sense Motives checks. 
  Dauntless 
  [Regional] 
  (PGF p37) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Galena Mountains, Smoking Mountains, Turmish, 
  Underdark [Earthroot], Underdark [Old Shantar] 
  Human – Damara, Great Dale, Impiltur, Moonshae Isles, 
  Underdark [Old Shanatar] 
  +5 hit points. 
  This feat can only be taken once.  It does stack with Toughness. 
                                                   
  2 Editor’s Note:  I decided not to place the Regional Feats into the general Feats section because they have been made more powerful than standard feats.   
  For example, the original feat ‘Luck of Heroes’ granted a +1 Luck bonus on all saves.  The new version of the feat also grants a +1 Luck bonus to AC. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 142 
  Regional Feats 
  Source 
  Prerequisite 
  Description 
  Discipline 
  [Regional] 
  (PGF p38) 
  Must be from one of the following races & regions: 
  Elf – Evereska, Yuirwood 
  Gnome – Western Heartlands 
  Halfling – Luiren 
  Human – Aglarond, Cormyr, Shadovar, Shou Expatriate, 
  Thay 
  Planetouched – Mulhorand 
  +2 bonus on Will saves. 
  +2 Concentration check. 
  Dreadful Wrath 
  [Regional] 
  (PGF p38) 
  Must be from one of the following races & regions: 
  Human – Rashemen 
  Planetouched – Impiltur, Silver Marches, Thay, Western 
  Heartlands 
  When you Charge, make a Full Attack, or cast a spell that targets an 
  enemy or includes an enemy in its area of effect, you gain the 
  Frightening Presence ability for that round.  Each enemy within 20’ 
  is Shaken for 1 minute (WillNeg DC = 10 + ½ Character level + 
  Charisma modifier).  A creature may only be targeted by this 
  Extraordinary Morale effect once per 24 hours (whether the save is 
  successful or not). 
  Education 
  [Regional] 
  (PGF p38) 
  Must be from one of the following races & regions: 
  Elf – Evermeet, Silverymoon, Snow Eagle Aerie 
  Gnome – Lantan 
  Half-Elf – Silverymoon 
  Human – Chessenta, Lantan, Silverymoon, Waterdeep 
  All Knowledge skills are always In-Class for you. 
  +2 bonus on any two Knowledge skills (determined when this feat is 
  taken). 
  Ethran 
  [Regional] 
  (PGF p38) 
  Must be Female. 
  Must be from one of the following races & regions: 
  Human – Rasheman 
  +2 bonus on Handle Animal & Survival checks. 
  +2 bonus on Charisma-based skill & ability checks when dealing 
  with other people from Rasheman. 
  Able to join in Circle Magic(FR p59). 
  Fearless 
  [Regional] 
  (PGF p38) 
  Must be from one of the following races & regions: 
  Elf – Elven Court, Snow Eagle Aerie 
  Gnome – Lantan 
  Halfling – Channath Vale, Western Heartlands 
  Human – Anauroch, Impitur 
  Immune to Fear effects, both natural & magical. 
  Fleet of Foot 
  [Regional] 
  (PGF p38) 
  Must be from one of the following races & regions: 
  Elf – Forest of Lethyr, High Forest, Wealdath 
  Half-Elf – Dalelands, High Forest 
  Human – Shaar, Thindol 
  When wearing up to Light armor and up to Medium encumbrance, 
  your land movement rate is +10’. 
  Foe Hunter – 
  Goblinoids  
  [Regional] 
  (PGF p38) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Galena Mountains 
  Human – Chult, Cormyr 
  Gain Favored Enemy (humanoids – goblinoids).  This grants you a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks 
  made against your enemy.  You also do +2 damage on melee attacks 
  & ranged attacks within 30’.   
  These bonuses stack with any Ranger bonuses. 
  Foe Hunter – 
  Dragons  
  [Regional] 
  (PGF p38)  
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Half-Elf – Dragon Coast 
  Gain Favored Enemy (dragons).  This grants you a +2 bonus on 
  Bluff, Listen, Sense Motive, Spot, & Survival checks made against 
  your enemy.  You also do +2 damage on melee attacks & ranged 
  attacks within 30’.   
  These bonuses stack with any Ranger bonuses. 
  Foe Hunter – Orcs  
  [Regional] 
  (PGF p38)  
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Spine of the World 
  Halfling – the North 
  Human – Moonsea, the North 
  Gain Favored Enemy (humanoids – orcs).  This grants you a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks 
  made against your enemy.  You also do +2 damage on melee attacks 
  & ranged attacks within 30’.   
  These bonuses stack with any Ranger bonuses. 
  Foe Hunter – 
  Demons 
  [Regional] 
  (PGF p38)  
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Human – Impiltur 
  Gain Favored Enemy (demons).  This grants you a +2 bonus on 
  Bluff, Listen, Sense Motive, Spot, & Survival checks made against 
  your enemy.  You also do +2 damage on melee attacks & ranged 
  attacks within 30’.   
  These bonuses stack with any Ranger bonuses. 
  Foe Hunter – Yuan-ti  
  [Regional] 
  (PGF p38)  
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Human – Samarach, Tashalar, Thindol 
  Gain Favored Enemy (yuan-ti).  This grants you a +2 bonus on Bluff, 
  Listen, Sense Motive, Spot, & Survival checks made against your 
  enemy.  You also do +2 damage on melee attacks & ranged attacks 
  within 30’.   
  These bonuses stack with any Ranger bonuses. 
  Forester 
  [Regional] 
  (PGF p39) 
  Must be from one of the following races & regions: 
  Elf – Chondalwood, Forest of Lethry, High Forest, Sildëyuir 
  Gnome – Great Dale 
  Half-Elf – Aglarond, High Forest 
  Halfling – Chondalwood 
  Human – Dalelands, Great Dale 
  +1 bonus to Hide, Listen, Move Silently, & Spot checks.  When you 
  are within forest terrain, these bonuses increase to +3. 
  Forgeheart 
  [Regional] 
  (PGF p39) 
  Must be from one of the following races & regions: 
  Dwarf – Smoking Mountains, Sword Coast 
  Gain Fire Resistance 5. 
  Furious Charge 
  [Regional] 
  (PGF p39) 
  Must be from one of the following races & regions: 
  Human – Cormyr, the Ride, Tethyr, Uthgardt Tribesfolk 
  At the end of a Charge, your attack bonus is +4 (instead of +2). 
  Horse Nomad 
  [Regional] 
  (PGF p39) 
  (PGFe)+ 
  (DR349 p58) 
  Must be from one of the following races & regions: 
  Human – Hordelands, Nimbral, the Ride, the Shaar 
  +3 bonus on all Ride checks. 
  You are proficient with Lance, Scimitar, & Shortbow. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 143 
  Regional Feats 
  Source 
  Prerequisite 
  Description 
  Knifefighter 
  [Regional] 
  (PGF p40) 
  Must be from one of the following races & regions: 
  Half-Elf – Dambrath, Dragon Coast 
  Halfling – Channath Vale 
  Human – Anauroch, Dambrath, Lake of Steam, Sword Coast 
  Planetouched – Chessenta 
  You may use a Light weapon to attack your opponent in a Grapple 
  with no penalty on the attack roll. 
  You do not need to make a Grapple check to draw a light weapon 
  while Grappling (though it still costs a Move Action). 
  If your base attack bonus is +6 or higher, you may make a Full 
  Attack with a Light weapon while Grappling as long as it is already 
  in your hand. 
  Luck of Heroes 
  [Regional] 
  (PGF p40) 
  Must be from one of the following races & regions: 
  Elf – Elven Court, Forest of Lethyr, Yuirwood 
  Half-Elf – Aglarond 
  Halfling – Channath Vale, Western Heartlands 
  Human – Aglarond, Dalelands, Tethyr, Turmish, the Vast 
  +1 Luck bonus on all Saving Throws. 
  +1 Luck bonus on AC. 
  Magic in the Blood 
  [Regional] 
  (PGF p40) 
  Must be from one of the following races & regions: 
  Dwarf – Oldonnar, Underdark [Darklands] 
  Elf – Menzoberranyr 
  Gnome – Great Dale, Thesk, Underdark [Northdark] 
  Planetouched – Calimshan, Mulhorand, Unther 
  Racial Spell-Like abilities that your race can use once per day, you 
  can use these abilities 3 times per day.  For example, a Gnome’s 
  Dancing Lights. 
  Magical Training 
  [Regional] 
  (PGF p41) 
  Intelligence 10 –or– Charisma 10 
  Must be from one of the following races & regions: 
  Elf – Evereska, Evermeet 
  Human – Halruaa, Nimbral 
  Choose to be trained as a Sorcerer or a Wizard when this feat is taken. 
  Sorcerer: 
  You may cast three 0th level spells per day.  You know two 0th level 
  spells.  The saves of the spells are based on your Charisma. 
  If you take levels in Sorcerer, you can cast three extra 0th level spells 
  each day. 
  Wizard: 
  You may cast three 0th level spells per day.  You receive a spellbook 
  with three 0th level spells in it. 
  If you take levels in Wizard, you can cast three extra 0th level spells 
  each day. 
  Mercantile 
  Background 
  [Regional] 
  (PGF p41) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Sword Coast, Underdark [Darklands] 
  Gnome – Lantan, Underdark [Northdark] 
  Halfling – Amn, Calimsham 
  Human – Amn, Lantan, Sembia, Shou Expatriate, Tashalar, 
  Tharsult, Thesk, Turmish, Vast, Waterdeep 
  +300 gp at character creation. 
  When selling weapons, magic items, & other adventuring goods, you 
  get 75% of list price instead of 50%. 
  Once per month, you may buy one item at 75% of its offered price. 
  Militia 
  [Regional] 
  (PGF p41) 
  Must be from one of the following races & regions: 
  Half-Elf – Aglarond 
  Halfling – Luiren 
  Human – Altumbel, Dalelands, Impiltur, Samarach, 
  Thindol, Turmish 
  Gain proficiency with all Martial Weapons. 
  Mind over Body 
  [Regional] 
  (PGF p41) 
  Must be from one of the following races & regions: 
  Elf – Silverymoon, Snow Eagle Aerie 
  Half-Elf – Silverymoon 
  Human – Calimshan, Mulhorand, Shou Expatriate, Thay 
  Planetouched – Calimshan, Thay  
  When determining your hit-points at first level, use your Intelligence 
  or Charisma modifier (whichever is higher) instead of you 
  Constitution modifier for bonus hit-points.  All other level use 
  Constitution as normal. 
  Gain +1 hp every time you lean a Metamagic Feat. 
  If you can cast Arcane spells, gain a +1 Insight bonus to AC. 
  Otherwordly 
  [Regional] 
  (PGF p41) 
  Must be from one of the following races & regions: 
  Elf – Evermeet, Sildëyuir 
  Your creature type is ‘Outsider (native)’ instead of ‘Humanoid’. 
  Gain Darkvision 60’. 
  +2 bonus on Diplomacy checks. 
  Raumathar Heritor 
  [Regional] 
  (DR349 p58) 
  Must be from one of the following races & regions: 
  Human – Hordelands, Lake of Mists, Rasheman, Thay 
  +2 bonus on Knowledge (the planes). 
  Your favored class becomes ‘Wizard’. 
  Detect Evil Outsiders, 3/day (as Detect Undead, but detects Evil 
  Outsiders). 
  Resist Poison 
  [Regional] 
  (PGF p43) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Dwarf – Underdark [Northdark] 
  Human – Dambrath, Lapaliiya, Underdark [Old Shanatar] 
  +4 bonus on Fortitude saves vs. poison. 
  Pureheart 
  [Regional] 
  (DR346 p66) 
  Must be from one of the following races & regions: 
  Human – Damara, Impiltur, Vaasa 
  +4 bonus on saves vs. attacks, spells, & special abilities of Evil 
  Outsiders 
  Saddleback 
  [Regional] 
  (PGF p43) 
  Must be from one of the following races & regions: 
  Human – Cormyr, Dambrath, Hordelands, Narfell, Nimbral, 
  the North, Western Heartlands 
  You may always ‘Take 10’ on Ride checks. 
  If either you or your mount fail a Reflex save while mounted, you 
  may make a Ride check to use instead of the saving throw roll.  If 
  both you and your mount failed, you both can use the new roll.  This 
  ability can be used once per round. 
  Silver Palm 
  [Regional] 
  (PGF p43) 
  Must be from one of the following races & regions: 
  Dwarf – Great Rift, Turmish, Waterdeep 
  Halfling – Amn 
  Human – Amn, Dragon Coast, Golden Water, Sembia, 
  Tharsult, Thesk, Vilhon Reach, Waterdeep 
  +2 bonus on Appraise, Bluff, & Sense Motive checks. 
  Smooth Talk 
  [Regional] 
  (PGF p43) 
  Must be from one of the following races & regions: 
  Elf – Waterdeep 
  Gnome – Thesk 
  Half-Elf – Waterdeep 
  Human – Silverymoon, Thesk, Waterdeep 
  When you make a Diplomacy check as a Full Round Action, you 
  only receive a –5 penalty (instead of –10). 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 144 
  Regional Feats 
  Source 
  Prerequisite 
  Description 
  Snake Blood 
  [Regional] 
  (PGF p43) 
  Must be from one of the following races & regions: 
  Human – Chult, Lake of Steam, Lapaliiya, Samarach, 
  Tashalar, Tharsult, Thindol, Vilhon Reach, Western 
  Heartlands 
  +2 bonus on all Reflex saves. 
  +2 bonus on Fortitude saves vs. Poison. 
  Spellwise 
  [Regional] 
  (PGF p44) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Elf – Evermeet 
  Human – Calimshan, Halruaa, Nimbral, Shadovar, Wizards’ 
  Reach 
  +2 bonus on Knowledge (arcana) checks. 
  +2 bonus on Spellcraft checks. 
  +2 bonus on saving throws vs. Illusions. 
  Stormheart 
  [Regional] 
  (PGF p44) 
  Must be from one of the following races & regions: 
  Human – Altumbel, Dragon Coast, Lake of Steam, 
  Lapaliiya, Nelanther Isles, Sword Coast, Tharsult 
  +2 bonus on Balance checks. 
  + bonus on Profession (sailor) checks. 
  You may ignore any hampered movement penalties for fighting on 
  pitching or slippery decks. 
  You gain a +1 Dodge bonus to AC during any fight that takes place 
  on a ship. 
  Street Smart 
  [Regional] 
  (PGF p44) 
  Must be from one of the following races & regions: 
  Halfling – Amn, Calimshan 
  Human – Amn, Calimshan, Chessenta, Moonsea, Unther, 
  Wizards’ Reach 
  Planetouched – Chessenta, Western Heartlands 
  +2 bonus on Gather Information checks. 
  +2 bonus on Intimidate checks. 
  +2 bonus on Sense Motive checks. 
   
  Strong Soul 
  [Regional] 
  (PGF p44) 
  Must be from one of the following races & regions: 
  Dwarf – Oldonnar 
  Elf – Elven Court, Silverymoon 
  Gnome – Underdark [Northdark], Western Heartlands 
  Half-Elf – Dalelands, Dambrath, Silverymoon 
  Halfling – Channath Vale, Luiren 
  Human – Moonshae Isles 
  +1 bonus on all Fortitude & Will saves. 
  Against death effects, energy drain, & ability drain attacks, this bonus 
  increase to +3. 
  Surefooted 
  [Regional] 
  (PGF p45) 
  Must be from one of the following races & regions: 
  Human – Great Glacier, Uthgardt Tribesfolk 
  +2 bonus on Climb checks. 
  +2 bonus on Jump checks. 
  You ignore hampered movement penalties for ice & steep slopes.  If 
  the surface is both steep and icy, you treat it as a x2 movement 
  (instead of x4). 
  Survivor 
  [Regional] 
  (PGF p45) 
  Must be from one of the following races & regions: 
  Dwarf – Chult, Great Glacier 
  Elf – Chondalwood, Inner Sea, Outer Sea 
  Human – Anauroch, Chult, Great Glacier, Narfell, Shaar 
  +2 bonus on Fortitude saves. 
  +2 bonus on Survival checks. 
  Swift and Silent 
  [Regional] 
  (PGF p45) 
  (PGFe)+ 
  Must be from one of the following races & regions: 
  Elf – Cormanthor Drow, Wealdath 
  Halfling – Chondalwood, the North 
  Human – Underdark [Old Shanatar], Uthgardt Tribesfolk 
  You can move up to your normal speed while suing Hide or Move 
  silently skill at no penalty (instead of a –5 penalty). 
  Tattoo Focus 
  [Regional] 
  (PGF p45) 
  Must be specialized in a school of magic. 
  Must be from one of the following races & regions: 
  Human – Thay 
  Planetouched – Thay 
  When casting a spell from your specialized school, its DC is 
  increased by 1 & you receive a +1 bonus to overcome Spell 
  Resistance. 
  You may participate in Red Wizard Circle Magic. 
  Thug 
  [Regional] 
  (PGF p45) 
  Must be from one of the following races & regions: 
  Dwarf – Underdark [Northdark], Waterdeep 
  Human – Dragon Coast, Moonsea, Nelanther Isles, Unther, 
  Vast, Vilhon Reach 
  Planetouched – Impiltur, Silver Marches, Unther, Western 
  Heartlands 
  +2 bonus on Initiative checks. 
  +2 bonus on Appraise checks. 
  +2 bonus on Intimidate checks. 
  Thunder Twin 
  [Regional] 
  (PGF p46) 
  Must be from one of the following races & regions: 
  Dwarf – Galena Mountains, Great Rift, Smoking 
  Mountains, Spine of the World, Sword Coast, Turmish, 
  Underdark [Old Shanatar], Waterdeep 
  +2 bonus on Diplomacy checks. 
  +2 bonus on Intimidate checks. 
  You have a twin brother or sister (wither fraternal or identical).  You 
  may determine the direction towards your twin as long as he/she is 
  alive by making a Wisdom check vs. DC 12 (repeat each hour) 
  Tireless 
  [Regional] 
  (PGF p46) 
  Must be from one of the following races & regions: 
  Dwarf – Galena Mountains, Sword Coast, Underdark [Old 
  Shanatar] 
  Human – Hordelands, the Ride, Thindol, Vassa 
  You cannot become Exhausted (instead you become Fatigued). 
  If something normally would make you Fatigued, there is no effect. 
  Treetopper 
  [Regional] 
  (PGF p46) 
  Must be from one of the following races & regions: 
  Elf – Chondalwood, High Forest, Yuirwood 
  Half-Elf – Aglarond, High Forest 
  Halfling – Chondalwood 
  Human – Aglarond 
  +2 bonus on Balance checks. 
  +2 bonus on Climb checks. 
  You do not lose your Dexterity bonus to AC while climbing. 
  Your opponents do no get a bonus to hit you when you are climbing. 
  Twin-Sword Style 
  [Regional] 
  (PGF p46) 
  Proficiency with all Martial Weapons. 
  Must be from one of the following races & regions: 
  Elf – Menzoberranyr, Waterdeep 
  Half-Elf – Waterdeep 
  Human – Sembia, Waterdeep 
  When fighting with two blades (i.e., Dagger, Longsword, Rapier, 
  Scimitar, or Short Sword, in any combination), you can designate a 
  melee opponent during your action and receive a +2 Shield bonus to 
  your AC against that opponent.  This bonus stacks with a Buckler.   
  You lose this bonus if you are Flat-Footed or do not receive your 
  Dexterity bonus to AC. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 145 
  Regional Feats of the Forgotten Realms Cross-reference by Race & Region 
   
  Region 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf 
  Halfling 
  Human 
  Planetouched 
  Aglarond 
   
   
   
  Luck of Heroes 
  Militia 
  Treetopper 
   
  Discipline 
  Luck of Heroes 
  Treetopper 
   
  Altumbel 
   
   
   
   
   
  Bullheaded 
  Militia 
  Stormheart 
   
  Amn 
   
   
   
   
  Cosmopolitan 
  Mercantile 
  Background 
  Silver Palm 
  Street Smart 
  Cosmopolitan 
  Mercantile 
  Background 
  Silver Palm 
  Street Smart 
   
  Anauroch 
   
   
   
   
   
  Fearless 
  Knifefighter 
  Survivor 
   
  Calimshan 
   
   
   
   
  Mercantile 
  Background 
  Street Smart 
  Bloodline of Fire 
  Mind over Body 
  Spellwise 
  Street Smart 
  Bloodline of Fire 
  Magic in the Blood
  Mind over Body 
  Channath Vale 
   
   
   
   
  Fearless 
  Knifefighter 
  Luck of Heroes 
  Strong Soul 
   
   
  Chessenta 
   
   
   
   
   
  Arcane Schooling 
  Artist 
  Education 
  Street Smart 
  Arcane Schooling 
  Knifefighter 
  Street Smart 
  Chondalwood 
   
  Forester 
  Survivor 
  Treetopper 
   
   
  Blooded 
  Forester 
  Swift and Silent 
  Treetopper 
   
   
  Chult 
  Survivor 
   
   
   
   
  Foe Hunter – 
  Goblins 
  Snake Blood 
  Survivor 
   
  Cormanthor Drow 
   
  Blooded 
  Swift and Silent 
   
   
   
   
   
  Cormyr 
   
   
   
   
   
  Discipline 
  Foe Hunter – 
  Goblins 
  Furious Charge 
  Saddleback 
   
  Dalelands 
   
   
   
  Artist 
  Fleet of Foot 
  Strong Soul 
   
  Blooded 
  Forester 
  Luck of Heroes 
  Militia 
   
  Dambrath 
   
   
   
  Knifefighter 
  Strong Soul 
   
  Knifefighter 
  Resist Poison 
  Saddleback 
   
  Darmara 
   
   
   
   
   
  Bullheaded 
  Dauntless 
  Pureheart 
   
  Dragon Coast 
   
   
   
  Foe Hunter – 
  Dragons 
  Knifefighter 
   
  Silver Palm 
  Stormheart 
  Thug 
   
  Elven Court 
   
  Fearless 
  Luck of Heroes 
  Strong Soul 
   
   
   
   
   
  Evereska 
   
  Discipline 
  Magical Training 
   
   
   
   
   
  Evermeet 
   
  Education 
  Magical Training 
  Mind over Body 
  Otherworldly 
  Spellwise 
   
   
   
   
   
  Forest of Lethyr 
   
  Fleet of Foot 
  Forester 
  Luck of Heroes 
   
   
   
   
   
  Galena Mountains 
  Dauntless 
  Foe Hunter – 
  Goblins  
  Thunder Twin 
  Tireless 
   
   
   
   
   
   
  Golden Water 
   
   
   
   
   
  Arcane Schooling 
  Cosmopolitan 
  Silver Palm 
   
  Great Dale 
   
   
  Forester 
  Magic in the Blood
   
   
  Bullheaded 
  Dauntless 
  Forester 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 146 
  Region 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf 
  Halfling 
  Human 
  Planetouched 
  Great Glacier 
  Axethrower 
  Survivor 
   
   
   
   
  Axethrower 
  Surefooted 
  Survivor 
   
  Great Rift 
  Bullheaded 
  Silver Palm 
  Thunder Twin 
   
   
   
   
   
   
  Halruaa 
   
   
   
   
   
  Arcane Schooling 
  Magical Training 
  Spellwise 
   
  High Forest 
   
  Fleet of Foot 
  Forester 
  Treetopper 
   
  Fleet of Foot 
  Forester 
  Treetopper 
   
   
   
  Hordelands 
   
   
   
   
   
  Horse Nomad 
  Raumathar Heritor 
  Saddleback 
  Tireless 
   
  Impiltur 
   
   
   
   
   
  Dauntless 
  Fearless 
  Foe Hunter – 
  Demons 
  Militia 
  Pureheart 
  Dreadful Wrath 
  Thug 
  Inner Sea 
   
  Blooded 
  Survivor 
   
   
   
   
   
  Lake of Mists 
   
   
   
   
   
  Raumathar Heritor 
   
  Lake of Steam 
   
   
   
   
   
  Knifefighter 
  Snake Blood 
  Stormheart 
   
  Lantan 
   
   
  Education 
  Fearless 
  Mercantile 
  Background 
   
   
  Arcane Schooling 
  Education 
  Mercantile 
  Background 
   
  Lapaliiya 
   
   
   
   
   
  Resist Poison 
  Snake Blood 
  Stormheart 
   
  Luiren 
   
   
   
   
  Discipline 
  Militia 
  Strong Soul 
   
   
  Menzoberranyr 
   
  Blooded 
  Magic in the Blood
  Two Sword Style 
   
   
   
   
   
  Moonshae Isles 
   
   
   
   
   
  Axethrower 
  Dauntless 
  Strong Soul 
   
  Moonsea 
   
   
   
   
   
  Foe Hunter – Orcs 
  Street Smart 
  Thug 
   
  Mulhorand 
   
   
   
   
   
  Arcane Schooling 
  Mind over Body 
  Discipline 
  Magic in the Blood
  Narfell 
   
   
   
   
   
  Saddleback 
  Survivor 
   
  Nelanther Isles 
   
   
   
   
   
  Blooded 
  Stormheart 
  Thug 
   
  Nimbral 
   
   
   
   
   
  Arcane Schooling 
  Magical Training 
  Horse Nomad 
  Saddleback 
  Spellwise 
   
  Oldonnar 
  Magic in the Blood  
  Strong Soul 
   
   
   
   
   
   
  Outer Sea 
   
  Blooded 
  Survivor 
   
   
   
   
   
  Rashemen 
   
   
   
   
   
  Bullheaded 
  Dreadful Wrath 
  Ethran 
  Raumathar Heritor 
   
  Samarach 
   
   
   
   
   
  Foe Hunter – 
  Yuan-ti 
  Militia 
  Snake Blood 
   
  Sembia 
   
   
   
   
   
  Silver Palm 
  Two Sword Style 
   
  Shaar 
   
   
   
   
   
  Fleet of Foot 
  Horse Nomad 
  Survivor 
   
  Shadovar 
   
   
   
   
   
  Discipline 
  Spellwise 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 147 
  Region 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf 
  Halfling 
  Human 
  Planetouched 
  Shou Expatriate 
   
   
   
   
   
  Discipline 
  Mercantile 
  Background 
  Mind over Body 
   
  Sidëyuir 
   
  Artist 
  Forester 
  Mind over Body 
  Otherworldly 
   
   
   
   
   
  Silver Marches 
   
   
   
   
   
   
  Dreadful Wrath 
  Thug 
  Silverymoon 
   
  Education 
  Mind over Body 
  Strong Soul 
   
  Education 
  Mind over Body 
  Strong Soul 
   
  Blooded 
  Education 
  Smooth Talk 
   
  Smoking Mountains 
  Dauntless 
  Forgeheart 
  Thunder Twin 
   
   
   
   
   
   
  Snow Eagle Aerie 
   
  Artist 
  Education 
  Fearless 
  Mind over Body 
   
   
   
   
   
  Spine of the World 
  Bullheaded 
  Foe Hunter – Orcs 
  Thunder Twin 
   
   
   
   
   
   
  Sword Coast 
  Forgeheart 
  Mercantile 
  Background 
  Thunder Twin 
  Tireless 
   
   
   
   
  Cosmopolitan 
  Knifefighter 
  Stormheart 
   
  Tashalar 
   
   
   
   
   
  Foe Hunter – 
  Yuan-ti 
  Mercantile 
  Background 
  Snake Blood 
   
  Tethyr 
   
   
   
   
   
  Blooded 
  Furious Charge 
  Luck of Heroes 
   
  Tharsult 
   
   
   
   
   
  Mercantile 
  Background 
  Silver Palm 
  Snake Blood 
  Stormheart 
   
  Thay 
   
   
   
   
   
  Discipline 
  Mind over Body 
  Raumathar Heritor 
  Tattoo Focus 
  Dreadful Wrath 
  Mind over Body 
  Tattoo Focus 
  The North 
   
   
   
   
  Foe Hunter – Orcs 
  Swift and Silent 
  Axethrower 
  Foe Hunter – Orcs 
  Saddleback 
   
  The Ride 
   
   
   
   
   
  Furious Charge 
  Horse Nomad 
  Tireless 
   
  The Vast 
   
   
   
   
   
  Luck of Heroes 
   
  Thesk 
   
   
  Artist 
  Magic in the Blood
  Smooth Talk 
   
   
  Mercantile 
  Background 
  Silver Palm 
  Smooth Talk 
   
  Thindol 
   
   
   
   
   
  Fleet of Foot 
  Foe Hunter – 
  Yuan-ti 
  Militia 
  Snake Blood 
  Tireless 
   
  Turmish 
  Silver Palm 
  Thunder Twin 
   
   
   
   
  Luck of Heroes 
  Mercantile 
  Background 
  Militia 
   
  Underdark 
  [Darklands] 
  Mercantile 
  Background 
   
   
   
   
   
   
  Underdark 
  [Earthroot] 
  Blooded 
  Bullheaded 
  Dauntless 
   
   
   
   
   
   
  Underdark 
  [Northdark] 
  Bullheaded 
  Resist Poison 
  Thug 
   
  Magic in the Blood
  Mercantile 
  Background 
  Strong Soul 
   
   
   
   
  Underdark 
  [Old Shanatar] 
  Dauntless 
  Thunder Twin 
  Tireless 
   
   
   
   
  Dauntless 
  Resist Poison 
  Swift and Silent 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats of the Forgotten Realms 
   
  Page 148 
  Region 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf 
  Halfling 
  Human 
  Planetouched 
  Unther 
   
   
   
   
   
  Arcane Schooling 
  Street Smart 
  Thug 
  Magic in the Blood
  Thug 
  Uthgardt Tribefolk 
   
   
   
   
   
  Furious Charge 
  Surefooted 
  Swift and Silent 
   
  Vaasa 
   
   
   
   
   
  Axethrower 
  Pureheart 
  Tireless 
   
  Vast 
   
   
   
   
   
  Mercantile 
  Background 
  Thug 
   
  Vilhon Reach 
   
   
   
   
   
  Silver Palm 
  Snake Blood 
  Thug 
   
  Waterdeep 
  Cosmopolitan 
  Silver Palm 
  Thug 
  Thunder Twin 
  Cosmopolitan 
  Smooth Talk 
  Two Sword Style 
   
  Cosmopolitan 
  Two Sword Style 
  Cosmopolitan 
  Smooth Talk 
  Artist 
  Cosmopolitan 
  Education 
  Mercantile 
  Background 
  Silver Palm 
  Smooth Talk 
  Two Sword Style 
   
  Wealdath 
   
  Fleet of Foot 
  Swift and Silent 
   
   
   
   
   
  Western Heartlands 
   
   
  Artist 
  Discipline 
  Strong Soul 
   
  Fearless 
  Artist 
  Bullheaded 
  Saddleback 
  Snake Blood 
  Street Smart 
  Dreadful Wrath 
  Street Smart 
  Thug 
  Wizards’ Reach 
   
   
   
   
   
  Arcane Schooling 
  Spellwise 
  Street Smart 
   
  Yuirwood 
   
  Discipline 
  Luck of Heroes 
  Treetopper 
   
   
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Eberron Feats 
   
  Page 149 
  Eberron Specific Feats 
   
  Action Point Feats 
   
  Action Point Feats 
  Source 
  Prerequisite 
  Description 
  Action Boost 
  [General] 
  (Eb p47) 
  — 
  Trade in 1 Action Point to add 1d8 to an Attack roll, a Skill check, an Ability check, a Level check, or a 
  Saving Throw.  You must spend the Action Point before knowing if the check succeeded.  
  At 8th level, you receive 2d8.  At 15th level, you receive 3d8. 
  Action Healing 
  [General] 
  (FoE p145) 
  Lay on Hands class ability
  By expending 1 Action point, you may apply any one of the following to your use of ‘Lay on Hands’: 
  Empower – heal 3 hp for every 2 ‘Lay on Hands’ points spent. 
  Quicken – use ‘Lay on Hands’ as a Swift Action. 
  Reach – use ‘Lay on Hands’ with a range of 30’. 
  Action Surge 
  [General] 
  (Eb p50) 
  — 
  Trade in 2 Action Points to gain an extra Move Action or Standard Action either before or after your normal 
  action. 
  Aerenal Half-Life  
  [General] 
  (PGE p20) 
  Elf from Aerenal 
  1. Your skin becomes sallow & pinched, making you look like a Lich or Zombie. 
  2. +1 Caster level when casting a Necromancy spell. 
  3. When you spend an Action point to Turn/Rebuke Undead, the result applies to your Turning Check  
  –and– the Turning Damage. 
  Ancestral Guidance 
  [Racial] 
  (RoE p105) 
  Elf from Valenar 
  When you use an Action Point to modify a d20 roll, you have the option of rerolling a single die.  You must 
  keep the new value. 
  You must be in good standing with your ancestral spirits to make use of this ability. 
  Battleshifter Training 
  [Shifter, Tactical] 
  (RoE p116) 
  Shifter 
  Base Attack Bonus +6 
  You may  not have  
  Feat: Ragewild Fighting.
  You may use the following 3 tactical maneuvers: 
  Tiring Defense – If an opponent attacks and misses you in melee on two consecutive round while you are 
  either Fighting Defensively or using Combat Expertise (minimum –2 on your attack) and you hit him/her 
  at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using 
  Combat Expertise as above.  If already Fatigued, your opponent becomes Exhausted. 
  Exploit Weakness – If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, 
  Dazed, or Dazzled, you do +1d6 damage.  You may not be using Combat Expertise or Fighting 
  Defensively. 
  Riposte – If an opponent attacks and misses you with a Full Round Attack while you are either Fighting 
  Defensively or using Combat Expertise (minimum –2 on your attack), you may spend 1 Action Point to 
  make an extra melee attack against this opponent as an Immediate Action. 
  Bladebearer of the 
  Valenar 
  [Racial] 
  (RoE p107) 
  Elf from Valenar 
  Proficient with Scimitar 
  and/or Falchion 
  Treat a Valenar Double Scimitar as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Scimitar, Falchion, or a Valenar Double 
  Scimitar while mounted. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with a Scimitar, Falchion, or Valenar Double Scimitar, the feats apply to 
  all three weapons. 
  If you use an Action Point to improve an attack roll made with Scimitar, Falchion, or Valenar Double 
  Scimitar, add the result of the Action Point roll to the weapon’s damage too. 
  Construct Lock 
  [Warforged] 
  (RoE p119) 
  Warforged 
  Base Attack Bonus +2 
   
  Receive a +2 bonus on damage vs. Constructs. 
  If you threaten an critical on a Construct, you have the option of skipping the confirmation roll (i.e., no 
  critical) in exchange for a second attack roll at the same bonus.  If this deals at least one point of damage, 
  your opponent is rendered immobile (i.e., Construct equivalent of Paralyzed) for 1 round (FortNeg, DC is 
  Constitution based). 
  If you use an Action Point to improve your attack roll vs. a Construct and it hits, the attack automatically 
  triggers the special ability above as if the roll had threatened a critical. 
  Darguun Mauler 
  [Racial] 
  (RoE p108) 
  Humanoid (goblinoid) 
  from Darguun 
  Proficient with Flail or 
  Heavy Flail. 
  Treat Dire Flail and Spiked Chain as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a 
  Spiked Chain as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with any of the above, the feats apply to all four weapons. 
  If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of 
  the Action Point roll to the weapon’s damage too. 
  Drow Skirmisher 
  [Racial] 
   (RoE p109) 
  Drow from Xen’drik 
  Treat Xen’drik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife 
  as long as you have moved at least 5’ this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long 
  Knife. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. 
  If you use an Action Point to improve an attack roll made with a Xen’drik Boomerang, Drow Scorpion 
  Chain, or Drow Long Knife, add the result of the Action Point roll to the weapon’s damage too. 
  Heroic Channeling 
  [Divine] 
  (FoE p147) 
  Ability to Turn or 
  Rebuke Undead 
  You may expend an Action Point in place of a Turn / Rebuke use.  This lets you power other Divine feats, 
  even if you have no Turn / Rebuke uses left for the day.  It can be combined with other Turn / Rebuke uses 
  for abilities that take multiple Turn / Rebuke uses, though only 1 Action Point may be spent in this way 
  each round. 
  Heroic Metamagic 
  [General] 
   (RoE p111) 
  any Metamagic feat 
  Able to cast spell of at 
  least 2nd level 
  You may spend 1 or more Action points to spontaneously apply a Metamagic you know to a spell you are 
  casting without increasing its spell level.  Instead, you consume 1 Action point for each level increase that 
  would have been applied to the spell (minimum 1). 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Eberron Feats 
   
  Page 150 
  Action Point Feats 
  Source 
  Prerequisite 
  Description 
  Mror Stalwart 
  [Racial] 
  (RoE p109) 
  Dwarf from the Mror  
  Holds 
  Proficiency with 
  Battleaxe, Warhammer, 
  Dwarven Warhammer,  
  or Dwarven Urgrosh 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, 
  these feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapon’s damage too. 
  Mutable Body 
  [General] 
  (RoE p110) 
  Shagechanger subtype 
  Transmutation spells cast on you are at +1 Caster level at your option. 
  By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended 
  without adjustment to the spell’s level or casting time. 
  Pursue 
  [General] 
  (Eb p58) 
  Combat Reflexes 
  When an opponent in an adjacent square takes a single 5’ step into a square that you do not threaten, you 
  can spend 1 Action Point to move into the square the opponent just left.  This movement occurs after the 5’ 
  step but before any other actions, and it does not provoke attacks of opportunity. 
  Ragewild Fighter 
  [Shifter, Tactical] 
  (RoE p118) 
  Shifter 
  Power Attack 
  Base Attack Bonus +6 
  You may  not have  
  Feat: Battleshifter 
  Training. 
  You may use the following 3 tactical maneuvers: 
  Instinctive Strike – If you fail a Will save against a non-harmless spell, you may make a single melee attack 
  as an Immediate Action before the spell takes effect. 
  Rattle the Weakling – If you hit an opponent of your size or smaller, and then in the following round hit the 
  opponent again while using Power Attack (minimum –5 penalty on the attack), your opponent is Dazed 
  (FortNeg, DC is Strength-based). 
  Brutal Charge – If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus 
  damage equal to your Strength modifier (1 ½ Strength modifier if it was a Two-Handed Weapon). 
  Raging Luck 
  [General] 
  (Eb p58) 
  Rage or Frenzy class 
  ability 
  You gain 1 temporary Action Point each time you Rage / Frenzy.  If it has not been used when your Rage / 
  Frenzy ends, the point is lost. 
  Shadow Marches 
  Warmonger 
  [Racial] 
  (RoE p111) 
  Orc or Half-Orc from the 
  Shadow Marches 
   
  Treat Orc Double Axe as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as 
  part of a Charge. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the 
  other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, 
  add the result of the Action Point roll to the weapon’s damage too. 
  Spontaneous Casting 
  [General] 
  (Eb p61) 
  Caster level 5th 
  Trade in 1 Action Point to swap out one prepared spell for another of the same level. 
  Talenta Warrior 
  [Racial] 
   (RoE p112) 
  Halfling from the Talenta 
  Plains 
    
  Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. 
  Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta 
  Boomerang while mounted. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these 
  feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the 
  Talenta Boomerang, add the result of the Action Point roll to the weapon’s damage too. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Eberron Feats 
   
  Page 151 
  Dragonmark Feats 
   
  Dragonmark Feats 
  Source 
  Prerequisite 
  Description 
  Dragon’s Insight  
  [General] 
  (PGE p48) 
  Least Dragonmark –or– 
  Siberys Dragonmark 
  class ability 
  Expend one of your Daily Uses of your Dragonmark power as a Free Action to gain a +4 Insight bonus on 
  the Skill associated with the Least Dragonmark (e.g., Sense Motive check for the Mark of Sentinel).  The 
  bonus applies to a single use of the skill that begins within the following amount of time of the activation. 
  Mark 
  Time 
  Mark 
  Time 
  Least 
  1 minute 
  Greater 
  1 hour 
  Lesser 
  10 minutes 
  Siberys 
  24 hours 
  Dragonmarked 
  Sorcerer 
  [General] 
  (DR351 p77) 
  Sorcerer level 1st 
  Member of a Dragon-
  marked race & house 
  Does not have a 
  Dragonmark 
  1.  Gain the Dragonmark of your House.  It initially is the Least Dragonmark. 
  2.  Add all Sorcerer spells that are spell-like abilities of the Least, Lesser, & Greater Dragonmarks of your 
  House to your Known Sorcerer spell list.  Naturally, you cannot cast a spell until you are high enough 
  level. 
  3.  When you can cast the first spell from the Lesser Dragonmark spell list, your Dragonmark changes to the 
  Lesser Dragonmark.  It changes again when you start casting Greater Dragonmark spells. 
  Note:  Once you take this feat, you may not take Least Dragonmark –or– Aberrant Dragonmark. 
  Favored in House 
  [General] 
  (Eb p53) 
  Member of a Dragon-
  marked race & house 
  May try to “call in favors” from other house members ½ Character level times per week.  You must make a 
  d20 roll + a modifier based on your level.  The DC is determined by the difficulty & danger of the favor. 
  Greater Dragonmark 
  [General] 
  (Eb p54) 
  Least Dragonmark 
  Lesser Dragonmark 
  Member of a Dragon-
  marked race & house 
  any two skills with 12 
  ranks 
  Gain use of one of the Greater Dragonmark ability of your Dragonmark.  
  You may use the abilities of your Least and Lesser Dragonmarks one extra time per day. 
  DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. 
  Caster level is 10 + your level in the Dragonmark Heir prestige class (if any). 
  Least Dragonmark 
  [General] 
  (Eb p56) 
  Member of a Dragon-
  marked race & house 
  Gain use of one of the Least Dragonmark abilities of your Dragonmark.  
  DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. 
  Caster level is 1 + your level in the Dragonmark Heir prestige class (if any). 
  Lesser Dragonmark  
  [General] 
  (Eb p56) 
  Least Dragonmark 
  Member of a Dragon-
  marked race & house 
  any two skills with 9 
  ranks 
  Gain use of one of the Lesser Dragonmark abilities of your Dragonmark.  
  You may use the abilities of your Least Dragonmarks one extra time per day. 
  DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. 
  Caster level is 6 + your level in the Dragonmark Heir prestige class (if any). 
  Shield of Deneith  
  [General] 
  (PGE p48) 
  Least or Siberys 
  Dragonmark of Sentinel 
  Expend one of your Daily Uses of your Dragonmark power as an Immediate Action to gain the indicated 
  Dodge bonus to AC.  The bonus lasts for (Wisdom modifier + ½ Character level) rounds. 
  Mark 
  Bonus 
  Mark 
  Bonus 
  Least 
  +1 
  Greater 
  +3 
  Lesser 
  +2 
  Siberys 
  +4 
  Swiftness of Orien  
  [General] 
  (PGE p48) 
  Least or Siberys 
  Dragonmark of Passage 
  Expend one of your Daily Uses of your Dragonmark power as a Swift Action to grant an Enhancement 
  bonus to movement to yourself or a creature you are riding.  The bonus lasts for 1 round. 
  Mark 
  Bonus 
  Mark 
  Bonus 
  Least 
  +20’ 
  Greater 
  +60’ 
  Lesser 
  +40’ 
  Siberys 
  +90’ 
   
   
  Dragon Mark Houses 
   
  Ability to use Dragon Marks improves by taking levels in the ‘Dragon Mark Heir’ Prestige Class.  The Siberys Dragon Mark is only available to those who take a 
  the ‘Heir of Siberys’ Prestige Class. 
   
  Family 
  Page 
  Race 
  Guild 
  Mark of… Least 
  Lesser 
  Greater 
  Siberys 
  Cannith 
  (EB p65)  
  (EB p80)+ 
  Human 
  Tinkers 
  Guild 
  Fabricators 
  Guild 
  Making 
  +2 on Craft checks 
  Make Whole (1), or 
  Mending (2), or  
  Repair Light Damage (1) 
  Minor Creation (1) or 
  Repair Serious 
  Damage (1) 
  Fabricate (1) or 
  Major Creation (1) 
  True Creation 
  (1) 
  Deneith 
  (EB p66)  
  (EB p80)+ 
  Human 
  Blademakers 
  Guild 
  Defenders 
  Guild 
  Sentinel 
  +2 on Sense Motive checks 
  Mage Armor (1) or  
  Shield of Faith (1) or  
  Shield Other (1) or 
  Protection from Arrows (1) 
  Protection from 
  Energy (1) or 
  Lesser Globe of 
  Invulnerability (1) 
  Globe of 
  Invulnerability (1) 
  Mind Blank (1) 
  Ghallanda 
  (EB p64)  
  (EB p80)+ 
  Halfling 
  Hostellers 
  Guild 
  Hospitality
  +2 on Diplomacy checks 
  Purify Food and Drink (2) or 
  Prestidigitation (2) or 
  Unseen Servant (1) 
  Create Food and 
  Water (1) or 
  Leomund’s Secure 
  Shelter (1) 
  Heroes’ Feast (1) or 
  Mordenkainen’s 
  Magnificent 
  Mansion (1) 
  Refuge (1) 
  Jorasco 
  (EB p64)  
  (EB p80)+ 
  Halfling 
  Healers 
  Guild 
  Healing 
  +2 on Heal checks 
  Cure Light Wounds (1) or 
  Lesser Restoration (1) 
  Cure Serious Wounds 
  (1) or Remove 
  Disease (1) or 
  Restoration (1) 
  Heal (1) 
  Mass Heal (1) 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Eberron Feats 
   
  Page 152 
  Family 
  Page 
  Race 
  Guild 
  Mark of… Least 
  Lesser 
  Greater 
  Siberys 
  Kundarak 
  (EB p67)  
  (EB p80)+ 
  Dwarf 
  Banking 
  Guild 
  Warding 
  Guild 
  Warding 
  +2 on Search checks 
  Alarm (1) or  
  Arcane Lock (1) or  
  Fire Trap (1) or 
  Misdirection (1) 
  Explosive Runes (1) 
  or Glyph of 
  Warding (1) or 
  Nondetection (1) 
  Mordenkainen’s 
  Faithful Hound (1) or 
  Greater Glyph of 
  Warding (1) or 
  Guards and Wards 
  (1) 
  Prismatic Wall 
  (1) 
  Lyrandar 
  (EB p66)  
  (EB p80)+ 
  Half-Elf 
  Windwrights 
  Guild 
  Raincallers 
  Guild 
  Storm 
  +2 on Balance checks 
  Endure Elements (1) or  
  Fog Cloud (1) or  
  Gust of Wind (1) 
  Sleet Storm3 (1) or 
  Wind’s Favor4 (1) or 
  Wind Wall (1) 
  Control Winds (1) or 
  Control Weather (1) 
  Storm of 
  Vengeance (1) 
  Medani 
  (EB p63) 
  (EB p80)+ 
  Half-Elf 
  Warning 
  Guild 
  Detection 
  +2 on Spot checks 
  Detect Magic (2) or  
  Detect Poison (2) 
  Detect Scrying (1) or 
  See Invisibility (1)  
  True Seeing (1) 
  Moment of 
  Prescience (1) 
  Orien 
  (EB p65)  
  (EB p80)+ 
  Human 
  Couriers 
  Guild 
  Transportation 
  Guild 
  Passage 
  +2 on Survival checks 
  Expeditious Retreat (1), or 
  Mount (1), or  
  Dimensional Leap (1)5 
  Dimension Door (1) or 
  Phantom Steed (1) 
  Overland Flight (1) or 
  Teleport (1) 
  Greater 
  Teleport (1) 
  Phiarlan 
  (EB p66)  
  (EB p80)+ 
  Elf 
  Entertainers 
  & Artisans 
  Guild  
  Shadow 
  +2 on Gather Information 
  Darkness (1) or  
  Disguise Self (1) or  
  Minor Image (1) 
  Clairaudience / 
  Clairvoyance (1) or 
  Scrying (1) or 
  Shadow 
  Conjuration (1)  
  Mislead (1) or  
  Prying Eyes (1) or 
  Shadow Walk (1) 
  Greater Prying 
  Eyes (1) or 
  Greater 
  Scrying (1) 
  Sivis 
  (EB p65)  
  (EB p80)+ 
  Gnome 
  Notaries 
  Guild 
  Speakers 
  Guild 
  Scribing 
  +2 on Decipher Script checks
  Arcane Mark (2) or 
  Whispering Wind (1) or 
  Comprehend Languages (1) 
  Illusory Script (1) or 
  Secret Page (1) or 
  Tongues (1) 
  Sending (1) 
  Symbol of 
  Death (1) 
  Tharashk 
  (EB p64)  
  (EB p80)+ 
  Half-Orc 
  Human 
  Finders 
  Guild 
  Finding 
  +2 on Search checks 
  Identify (1) or  
  Know Direction (2) or 
  Locate Object (1) 
  Helping Hand (1) or 
  Locate Creature (1) 
  Find the Path (2) 
  Discern 
  Location (1) 
  Thuranni 
  (EB p66)  
  (EB p80)+ 
  Elf 
  Shadow 
  Network 
  Shadow 
  +2 on Gather Information 
  Darkness (1) or  
  Disguise Self (1) or  
  Minor Image (1) 
  Clairaudience / 
  Clairvoyance (1) or 
  Scrying (1) or 
  Shadow 
  Conjuration (1)  
  Mislead (1) or  
  Prying Eyes (1) or 
  Shadow Walk (1) 
  Greater Prying 
  Eyes (1) or 
  Greater 
  Scrying (1) 
  Vadalis 
  (EB p64)  
  (EB p80)+ 
  Human 
  Handlers 
  Guild 
  Handling 
  +2 on Handle Animal checks
  Calm Animals (1) or  
  Charm Animal (1) or 
  Speak with Animals (1) 
  Dominate Animal (1) 
  or Greater Magic 
  Fang (1) 
  Animal Growth (1) or 
  Summon Nature’s 
  Ally V (1) 
  Awaken (1) or 
  Summon 
  Nature’s Ally 
  VI (1) 
   
   
  Aberrant Dragonmark Feats 
   
  Aberrant 
  Dragonmark Feats 
  Source 
  Prerequisite 
  Description 
  Aberrant 
  Dragonmark  
  [General] 
  (Eb p47) 
  Human, Dwarf, Elf, 
  Gnome, Halfling,  
  Half-Elf, or Half-Orc 
  May not have Least 
  Dragonmark or any 
  levels in Heir of 
  Siberys 
  Gain a spell-like ability that you can use once per day.  The chosen spell cannot be changed and is chosen 
  from the following list:  Burning Hands, Cause Fear, Charm Person, Chill Touch, Detect Secret Doors, 
  Feather Fall, Inflect Light Wounds, Jump, Light, Pass without Trace, Produce Flame, Shield, Tenser’s 
  Floating Disk. 
  DC for your Dragonmark abilities is 11 + your Charisma modifier. 
  Spell level is always treated as 1st. 
  Caster level is ½ Character level. 
  Aberrant 
  Dragonmark Gift  
  [General] 
  (PGE p49) 
  Aberrant Dragonmark 
  You may use the spell-like ability granted by your Aberrant Dragonmark three times per day. 
  Aberrant 
  Dragonmark 
  Mystery  
  [General] 
  (PGE p49) 
  Aberrant Dragonmark 
  Concentration:  6 ranks 
  You may expend one of your daily uses of the spell-like ability granted by your Aberrant Dragonmark as a 
  Free Action to increase the Caster level by +1 of any of the following: Spell, Artificer Infusion, Psionic 
  Power, or Warlock Invocation. 
  Aberrant 
  Dragonmark Vigor  
  [General] 
  (PGE p49) 
  Aberrant Dragonmark 
  You may expend one of your daily uses of the spell-like ability granted by your Aberrant Dragonmark as a 
  Free Action to gain Temporary Hit-Point equal to your number of Hit-Dice.  Last a maximum of 1 hour. 
   
   
   
                                                   
  3 Sleet Storm(EB p66) – May be warm rain (good for farming) or freezing sleet. 
  4 Wind’s Favor(EB p66) – Creates a 30 mph wind for 1 hour per Caster level (good for moving boats). 
  5 Dimensional Leap(EB p65) – Teleport up to 10’ per Character level per day as a Spell-Like ability as a Standard Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
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  Eberron Feats 
   
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  Eberron Elf Feats 
   
  Eberron Elf Feats 
  Source 
  Prerequisite 
  Description 
  Aerenal Beastmaster 
  [Racial] 
  (RoE p105) 
  Elf from Aerenal 
  Able to acquire a new 
  Animal Companion 
  You may choose a Baboon as a possible Animal Companion.  Treat your effective Druid level as being +3 
  when determining its abilities. 
  You may add Baboon to your list of Summon Nature’s Ally I creatures (instead of a Monkey). 
  Ancestral Guidance 
  [Racial] 
  (RoE p105) 
  Elf from Valenar 
  When you use an Action Point to modify a d20 roll, you have the option of rerolling a single die.  You must 
  keep the new value. 
  You must be in good standing with your ancestral spirits to make use of this ability. 
  Bladebearer of the 
  Valenar 
  [Racial] 
  (RoE p107) 
  Elf from Valenar 
  Proficient with Scimitar 
  and/or Falchion 
  Treat a Valenar Double Scimitar as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Scimitar, Falchion, or a Valenar Double 
  Scimitar while mounted. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with a Scimitar, Falchion, or Valenar Double Scimitar, the feats apply to 
  all three weapons. 
  If you use an Action Point to improve an attack roll made with Scimitar, Falchion, or Valenar Double 
  Scimitar, add the result of the Action Point roll to the weapon’s damage too. 
  Call of the Undying 
  [Racial] 
  (RoE p108) 
  Elf from Aerenal 
  Access to the Deathless 
  Domain 
  Instead of the standard granted power of the Deathless Domain, you may recall one previously prepared 
  spell per day as a Swift Action.  The spell may not be from the highest level you can cast. 
  Right of Counsel 
  [General] 
       (Eb p59) 
  Elf 
  You may enter the City of the Dead and get help from one of your Deathless Ancestors.  This is typically 
  advice, a curative spell (such as Remove Curse), or a Divination spell.  Overuse will annoy the dead. 
  Aereni Focus  
  [General] 
  (PGE p20) 
  Elf from Aerenal 
  1st level only 
  Choose one Skill.  This skill is always a Class Skill for you –and– you gain a +3 bonus with it. 
  Counts as ‘Skill Focus’ with the indicated skill for purposes of meeting requirements or prerequisites. 
  Aerenal Arcanist  
  [General] 
  (PGE p20) 
  Elf from Aerenal 
  1. Gain a +2 bonus on Knowledge (arcana) checks. 
  2. Each time you take a level in Wizard, receive one extra spell in your spellbook. 
  Aerenal Half-Life  
  [General] 
  (PGE p20) 
  Elf from Aerenal 
  1. Your skin becomes sallow & pinched, making you look like a Lich or Zombie. 
  2. +1 Caster level when casting a Necromancy spell. 
  3. When you spend an Action point to Turn/Rebuke Undead, the result applies to your Turning Check  
  –and– the Turning Damage. 
   
   
  Druidic Sect Feats 
   
  Druidic Sect Feats 
  Source 
  Prerequisite 
  Description 
  Ashbound 
  [General] 
  (Eb p50) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Ashbound Druidic Sect, who believe Arcane Magic is vile & unnatural. 
  Duration of Summon Nature’s Ally spells is doubled. 
  Creatures summoned by Summon Nature’s Ally spells receive a +3 Luck bonus on attack rolls. 
  Child of Winter 
  [General] 
  (Eb p51) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Non-Good alignment 
  Member of the Child of Winter Druidic Sect, who embrace death & decay, and focus on Vermin. 
  You may target Vermin with spells that usually only target Animal, such as Calm Animal. 
  You may use Wild Empathy on Vermin. 
  You may summon Vermin with your Summon Nature’s Ally spells.  
  Vermin Companion 
  [General] 
  (Eb p62) 
  Child of Winter 
  Druid level 3rd 
  Non-Good Alignment 
  Ability to acquire a new 
  Animal Companion 
  Appropriate minimum 
  level 
  You may take a Vermin as an ‘Animal Companion’.  Any spell you normally could cast on an Animal can 
  be cast on your new companion. 
  Your companion gains Animal Companion abilities based on the number of level you are above the 
  minimum needed to summon the creature.  As always, a Ranger’s effective level is ½ his Ranger level. 
   
  Min. Lvl. 
  Vermin 
    
   
  3rd  
  Giant Ant, Worker;  Giant Ant, Soldier;  Giant Bee;  Giant Bombardier Beetle;   
  Giant Fire Beetle;  Monstrous Centipede, Medium;  Monstrous Scorpion, Small;  
  Monstrous Spider, Small. 
   
  4th  
  Giant Praying Mantis;  Giant Wasp 
   
  7th 
  Giant Stag Beetle 
  Swarm’s Embrace 
  [General] 
   (Sharn p158) 
  Child of Winter 
  You are immune to the Distraction effect of a swarm and receive Damage Reduction 6 / — vs. swarm 
  attacks. 
  Vermin Shape 
  [General] 
  (Eb p62) 
  Child of Winter 
  Druid level 3rd 
  Non-Good Alignment 
  Replace your ability to turn into an Animal with Wild Shape with the ability to turn into a Vermin with 
  Wild Shape.   
  The Vermin’s HD may not exceed your Druid level.  The Vermin’s size is determined by your Druid level. 
  Level Size 
   
  Level 
  Size 
   
   1st   
  Small or Medium 
  11th  
  Tiny 
   8th   
  Large 
  15th  
  Huge 
  
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  Eberron Feats 
   
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  Druidic Sect Feats 
  Source 
  Prerequisite 
  Description 
  Gatekeeper Initiate 
  [General] 
  (Eb p54) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Gatekeeper Druidic Sect, who are trained to ward off extra-dimensional attacks by 
  Aberrations. 
  +2 bonus on saves vs. the supernatural & spell-like abilities of Aberrations. 
  Add Knowledge (the planes) to your Druid Skill List.  You can make Knowledge (the planes) checks to 
  learn details about Aberrations (instead of Know (dungeoneering)). 
  Add the following spells to your Druidic spell list: 
  1st:  Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges 
  out elementals & outsiders. 
  2nd:  Zone of Natural Purity(Eb p117) – Aberrations in area become weaker, fey & plants become stronger. 
  3rd:  Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement. 
  4th:  Nature’s Wrath(Eb p114) – Damages & dazes aberrations, damages other creatures. 
  5th:  Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures. 
  6th:  Dimensional Lock(PH p221) – Teleportation and interplanar travel are blocked for 1 day per level. 
  7th:  Return to Nature(Eb p114) – Reduces Intelligence and magical abilities of target. 
  8th:  Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. 
  Repel Aberration 
  [General] 
  (Eb p58) 
  Gatekeeper Initiate 
  Druid level 3rd 
  You may keep Aberrations from approaching in the same way that Clerics can turn Undead. 
  As a Standard Action, make a Turn check to determine the greatest number of HD of Aberration that you 
  can effect.  Only targets within 60’ are effected.  
  An effected Aberration cannot approach you, though it still may use spells, attack with ranged weapons, etc. 
  You may use this ability 3 + Charisma modifier times per day.   You may take the feat Extra Turning to 
  increase this number. 
  Greensinger Initiate 
  [General] 
  (Eb p54) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Greensinger Druidic Sect, who have close ties to the Fey. 
  Add Bluff, Hide, & Perform to your Druid Skill List. 
  Add the following spells to your Druidic spell list: 
  1st:  Charm Person(PH p209) – Make one person your friend. 
  2nd:  Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action. 
  3rd:  Displacement(PH p223) – Attacks miss subject 50% of the time. 
  4th:  Charm Monster(PH p209) – Makes monster believe it is your ally. 
  5th:  Hold Monster(PH p241) – As Hold Person, but can effect any creature. 
  6th:  Cat’s Grace, Mass(PH p208) – As Cat’s Grace, affects one subject per level. 
  7th:  Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level. 
  8th:  Charm Monster, Mass(PH p206) – As Charm Monster, but all within 30’. 
  9th:  Etherealness(PH p228) – Travel to Ethereal Plane with companions. 
  Warden Initiate 
  [General] 
  (Eb p62) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Warden of the Wood Druidic Sect, who protect the Great Woods. 
  Gain +2 Deflection bonus to AC when fighting in a forest. 
  Add the following spells to your Druidic spell list: 
  1st: Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges 
  out elementals & outsiders. 
  2nd: Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. 
  3rd: Displacement(PH p223) – Attacks miss subject 50% of the time. 
  4th: Locate Creature(PH p249) – Indicates direction to familiar creature. 
  5th: Hold Monster(PH p241) – As Hold Person, but can effect any creature. 
  6th: Repulsion(PH p271) – Creatures can’t approach you. 
  7th: Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures. 
  8th: Screen(PH p274) – Illusion hides area from vision, scrying. 
  9th: Hold Monster, Mass(PH p241) – As Hold Monster, but all within 30’. 
  Nightbringer Initiate 
  [General] 
  (FoE p147) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Non-Good alignment 
  Member of the Nightbringer Druidic Sect, who are connected with darkness, undead, & the plane of Mabar. 
  Hide & Move Silently become Druid class skills for you. 
  Add the following spells to your Druidic spell list: 
  1st: Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). 
  2nd: Darkness(PH p216) – 20’ radius of supernatural shadow. 
  3rd: Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. 
  4th: Enervation(PH p226) – Subject gains 1d4 negative levels. 
  5th: Summon Monster V(PH p287) – Summons an extraplanar creature to fight for you (Shadow Mastiff only) 
  6th: Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD. (native of Mabar only) 
  7th: Control Undead(PH p214) – Undead don’t attack you while under your command. 
  8th: Create Greater Undead(PH p215) – Creates shadows, wraiths, spectres, or devourers (Shadows only). 
  9th: Gate(PH p234) – Connects two planes for travel or summoning (Mabar only) 
   
   
  
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  Eberron Feats 
   
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  Religion-Specific Feats 
   
  Religion-Specific 
  Feats 
  Source 
  Prerequisite 
  Description 
  Ancestral Whispers 
  [Divine] 
  (FoE p145) 
  Ability to Turn Undead 
  Worshiper of the 
  Undying Court 
  As a Standard Action, expend one of your Turn Undead uses to give yourself a +4 Sacred bonus on one skill 
  of your choice.  The bonus lasts for 1 + Charisma modifier rounds.  You are treated as ‘trained’ with the 
  designated skill and are able to ‘Take 10’ with it no matter what the circumstances. 
  Divine Alacrity 
  [Divine] 
  (FoE p145) 
  Ability to Turn or 
  Rebuke Undead 
  Must have the Travel 
  Domain 
  As a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30’ Enhancement 
  bonus to Land movement for 1 round. 
  Divine Countermagic 
  [Divine] 
  (FoE p146) 
  Ability to Turn or 
  Rebuke Undead 
  Must have the Magic or 
  Spell Domain 
  When Counterspelling, you may expend (1 + target spell level) Turn / Rebuke Undead uses instead of 
  Dispel Magic or your copy of the target spell. 
  Divine Warrior 
  [Divine] 
  (FoE p146) 
  Ability to Turn or 
  Rebuke Undead 
  Base Attack Bonus +6 
  Proficiency with Deity’s 
  Favored Weapon 
  As a Swift Action, expend one of your Turn / Rebuke Undead uses to give the copy of your Deity’s Favored 
  Weapon you are holding the ‘Holy’ special ability (if you Turn Undead) or the ‘Unholy’ special ability (if 
  you Rebuke Undead).  The effect applies to the next attack you make, which must be within one turn. 
  Holy – +2d6 vs. Evil creatures & weapon damage is considered ‘good’ for purposes of overcoming DR.  
  Unholy – +2d6 vs. Good creatures & weapon damage is considered ‘evil’ for purposes of overcoming DR. 
  Worldly Focus 
  [General] 
  (FoE p147) 
  Worshipper of the 
  Sovereign Host 
  You can cast Cleric spells without a Divine Focus 
   
  Sharn-Specific Feats 
   
  Sharn-Specific Feats 
  Source 
  Prerequisite 
  Description 
  Improved Flight Item 
  [Item Creation] 
   (Sharn p157) 
  Craft Wondrous Item 
  Know(planes):  6 ranks 
  You can make magic items that take advantage of a ‘manifest zone’ linked to Syrania (such as the city of 
  Sharn). 
  1. If you create an item with a Fly speed, within the ‘manifest zone’, the fly speed in increased by 50%, 
  and it can be used+2 times per day.  If it normally could be used 3+ times per day, it now can be 
  used continuously. 
  2. Some magic items (such as a Soarslead or a Flying Buttress) have this feat as a prerequisite. 
  3. Any Construct you create that has a Fly speed automatically gains the Feat: Manifest Flight. 
  Manifest Flight 
  [General] 
   (Sharn p157) 
  Fly speed 
  Know(planes):  4 ranks 
  When you are within a ‘manifest zone’ linked to Syrania (such as the city of Sharn), your Fly speed 
  increases by 50% and your maneuverability is increased by one step. 
  Manifest Leap 
  [General] 
   (Sharn p157) 
  Know(planes):  4 ranks 
  Jump:   
  6 ranks 
  When you are within a ‘manifest zone’ linked to Syrania (such as the city of Sharn), you gain the following: 
  1. +5 Competence bonus on Jump checks. 
  2. Only take 1d4 damage per 10’ you fall. 
  3. If you have the Slow Fall class ability, add 10’ to the distance you can fall safely. 
   
  Eberron Region-Specific Feats 
   
  Region-Specific 
  Feats 
  Source 
  Prerequisite 
  Description 
  Binding Brand  
  [General] 
  (PGE p36) 
  — 
  You have the mark of the Binding Brand, a stylized flame. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: 
  Guidance, Protection from Evil, Resistance.  DC is Charisma-based. 
  Child of the Swamps 
  [General] 
  (PGE p119) 
  From the Shadow 
  Marches region of 
  Eberron 
  1. +2 bonus on Spot and Survival checks while in marsh regions. 
  2. You can take a 5’ step while in Shallow Bog or Light Undergrowth in a Marsh. 
  Mourning Mutate 
  [Aberrant] 
  (DR359 p110) 
  From the Mournlands 
  Must be 1st level 
  You survived the Mourning. 
  You look warped and unusual (maybe even monstrous).  Choose one of the following: 
  Feature 
  Benefit 
  Disturbing Sores 
  +3 on saves vs. Poison & Disease (if you make your save by 3 or less, you 
  avoid the disease entirely). 
  Hideous Features 
  +3 on Intimidate checks. 
  Spongy Flesh 
  DR 3 / — vs. nonlethal damage. 
  Unnaturally Flexible 
  +3 on Escape Artist checks. 
  Warped Ears 
  +3 on Listen checks. 
  Warped Eyes 
  +3 on Spot checks. 
  Warped Limb 
  That limb does +2 damage with Unarmed Strikes 
  Touch of Captivation 
  [General] 
   (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  Your eyes look unnatural, such as being slitted or having strangely colored pupils. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:  
  Charm Person, Daze, Prestidigitation.  DC is Charisma-based. 
  Touch of Deception 
  [General] 
  (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  When not disguised, your hair looks unusual, such as a strange color or unusual pattern. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Disguise Self, Ghost Sound, Open/Close.  DC is Charisma-based. 
  Touch of 
  Summoning 
  [General] 
  (PGE p35) 
  From the Demon Wastes 
  region of Eberron 
  Your facial features look unusual, such as a heavy brow ridge, deeply sunken eyes, etc. 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Acid Splash, Mage Hand, Summon Monster I (fiendish creatures only).  DC is Charisma-based. 
  
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  Eberron Feats 
   
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  Dragon Below Feats 
   
  Dragon Below Feats 
  Source 
  Prerequisite 
  Description 
  Comforting Madness 
  [General] 
  (DR332 p44) 
  Devotion to the Cult of 
  the Dragon Below 
  You are immune to any spell or effect that causes confusion or insanity.  You are immune to Feeblemind. 
  Compelling Madness 
  [General] 
  (DR332 p44) 
  Devotion to the Cult of 
  the Dragon Below 
  Any Mind-Affecting Spell or Power you cast or manifest has its DC increased by +1. 
  You receive a –2 penalty on all Will saves. 
  Disturbing Spell 
  [General] 
  (DR332 p44) 
  Devotion to the Cult of 
  the Dragon Below 
  Able to cast Spontaneous 
  spells 
  When you apply a Metamagic to a Spontaneous spell, you may reduce the level increase by 1 for each point 
  of Wisdom damage you take.  For example, an Empowered Fireball could be cast as a 3rd level spell 
  (instead of a 5th level spell) in exchange for 2 points of Wisdom damage. 
  The lowest you may reduce your Wisdom with this feat is 1. 
  This damage may not be magically healed.  Instead, it must heal naturally at the rate of 1 point per day. 
  Gift of the Xoriat 
  [General] 
  (DR332 p45) 
  Devotion to the Cult of 
  the Dragon Below 
  Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer:   
  Daze, Lesser Confusion, Lullaby.  DC is Charisma-based. 
  Khyber’s Fury 
  [General] 
  (DR332 p45) 
  Devotion to the Cult of 
  the Dragon Below 
  Able to Rage or Frenzy 
  Your Rage or Frenzy is changed as follows: 
  1. the bonus to your Strength increases by +2; 
  2. the penalty to your AC increases to –4; 
  3. you cannot voluntarily end your Rage or Frenzy 
  Touch of Madness 
  [General] 
  (DR332 p45) 
  Devotion to the Cult of 
  the Dragon Below 
  Able to use a spell, 
  psionic power, etc., 
  that confuses its target 
  When you use your ability that confuses a target, you may deliver it as a Touch attack instead of a Ranged 
  attack.  If you do so, its DC is increased by +2. 
   
   
  Other Eberron Feats 
   
  Other Eberron Feats 
  Source 
  Prerequisite 
  Description 
  Boomerang Daze 
  [General] 
   (RoE p108) 
  Base Attack Bonus +5 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  Any creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + 
  damage dealt).  Can apply to both targets in the case of a Boomerang Ricochet. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Boomerang Ricochet 
  [General] 
   (RoE p108) 
  Dexterity 13 
  Base Attack Bonus +4 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  If you successfully hit your first target, you may make an attack against one foe adjacent to your target with 
  a –2 penalty. 
  The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Darguun Mauler 
  [Racial] 
   (RoE p108) 
  Humanoid (goblinoid) 
  from Darguun 
  Proficient with Flail or 
  Heavy Flail. 
  Treat Dire Flail and Spiked Chain as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a 
  Spiked Chain as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with any of the above, the feats apply to all four weapons. 
  If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of 
  the Action Point roll to the weapon’s damage too. 
  Dinosaur Hunter 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Know (nature):  
  1 rank 
  Survival:  
  1 rank 
  +2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. 
  +2 weapon damage against Dinosaurs. 
  Dinosaur Wrangler 
  [Racial] 
   (RoE p108) 
  Halfling from the Talenta 
  Plains 
  Handle Animal:  1 rank 
  +4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs. 
  Drow Skirmisher 
  [Racial] 
   (RoE p109) 
  Drow from Xen’drik 
  Treat Xen’drik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. 
  Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife 
  as long as you have moved at least 5’ this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long 
  Knife. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. 
  If you use an Action Point to improve an attack roll made with a Xen’drik Boomerang, Drow Scorpion 
  Chain, or Drow Long Knife, add the result of the Action Point roll to the weapon’s damage too. 
  Friend of the Tribes  
  [General] 
  (PGE p75) 
  — 
  +2 bonus on Diplomacy, Gather Information, & Sense Motive checks when dealing with a Halfling. 
  When you first meet a given Halfling, you may make a Sense Motive check vs. DC 15 as a Full Round 
  Action to identify which tribe he/she is from.  If this fails, you may make one more check after 10 minutes. 
  Galifaran Scholar  
  [Racial] 
  (PGE p77) 
  Knowledge (history):   
  4 ranks 
  +4 Insight bonus on Knowledge check pertaining to events associated w/it ht he Last War & the Royal 
  Family of Galifar.  You may make Untrained Knowledge checks on these topics untrained. 
  Heroic Metamagic 
  [General] 
   (RoE p111) 
  any Metamagic feat 
  Able to cast spell of at 
  least 2nd level 
  You may spend 1 or more Action points to spontaneously apply a Metamagic you know to a spell you are 
  casting without increasing its spell level.  Instead, you consume 1 Action point for each level increase that 
  would have been applied to the spell (minimum 1). 
  Lucid Channeling  
  [General] 
  (FoE p147) 
  Intelligence 13 
  Wisdom 13 
  Charisma 13 
  Good Alignment 
  When “channeling” (Eb p102) a Celestial, the Celestial uses its own Int, Wis, & Cha scores, you and the 
  Celestial have full access to each other’s thoughts, & all spells are shared. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Eberron Feats 
   
  Page 157 
  Other Eberron Feats 
  Source 
  Prerequisite 
  Description 
  Master Linguist 
  [General] 
   (RoE p111) 
  Able to speak four (or 
  more) languages 
  Each time you gain a level (including the level you gained to take this feat), you learn an additional 
  language. 
  Mror Stalwart 
  [Racial] 
   (RoE p109) 
  Dwarf from the Mror  
  Holds 
  Proficiency with 
  Battleaxe, Warhammer, 
  Dwarven Warhammer,  
  or Dwarven Urgrosh 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh as long as you have not moved this round. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, 
  these feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven 
  Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapon’s damage too. 
  Relic Hunter 
  [General] 
   (RoE p111) 
  Appraise:   
  1 rank 
  Know (history):  1 rank 
  Gain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani 
  Empire or from ancient Xen’drik. 
  Shadow Marches 
  Warmonger 
  [Racial] 
   (RoE p111) 
  Orc or Half-Orc from the 
  Shadow Marches 
   
  Treat Orc Double Axe as a Martial Weapon. 
  Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as 
  part of a Charge. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the 
  other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, 
  add the result of the Action Point roll to the weapon’s damage too. 
  Shaped Splash 
  [Racial] 
   (RoE p111) 
  Halfling 
  Dexterity 13 
  Base Attack Bonus +1 
  If you hit a target with a thrown splash weapon, you may make a second attack roll on another target that is 
  adjacent to the first.  If successful, that target takes damage as if it received a direct hit too. 
  In addition, you may choose not to deal splash damage to one (or more) targets adjacent to a target that 
  takes a direct hit. 
  Ship Savvy 
  [Racial] 
   (RoE p112) 
  Gnome from Zilargo 
  Balance:   
  5 ranks 
  Profession (sailor) –or– 
  Profession (shipwright):
  3 ranks  
  While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls. 
  Talenta Dinosaur Bond 
  [Racial] 
  (PGE p75) 
  Halfling 
  Mounted Combat 
  Ride:   
  6 ranks 
  Choose a Dinosaur Mount with which you are familiar.  With this mount, you receive a +4 Insight bonus on 
  Ride checks –and– when you are riding it, both of you receive a +1 Insight bonus to AC & Reflex saves. 
  If the Mount is killed, you may apply this feat to a new Mount after 7 days. 
  Talenta Drifter  
  [Racial] 
  (PGE p75) 
  Halfling 
  +2 bonus on Hide, Spot, & Survival checks while on the Talenta Plains. 
  Talenta Warrior 
  [Racial] 
   (RoE p112) 
  Halfling from the Talenta 
  Plains 
    
  Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. 
  Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta 
  Boomerang while mounted. 
  If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or 
  Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these 
  feats also apply to the other weapons listed. 
  If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the 
  Talenta Boomerang, add the result of the Action Point roll to the weapon’s damage too. 
  White Scorpion Strike 
  [Racial] 
   (RoE p112) 
  Drow 
  Class Ability: Ki Strike 
  (magic)   
  Your Unarmed Strikes gain the ‘Ghost Touch’ ability (allowing them to ignore Miss Chance due to 
  Incorporealness) and does +1d6 damage to Undead. 
  Wrest Possession  
  [General] 
  (FoE p148) 
  Charisma 15 
  Non-Good Alignment 
  When being possessed by a Fiend(EB p100), you can attempt to take control of its abilities instead.  See the 
  description of the feat for more details 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 158 
  Greyhawk Specific Feats 
   
  Regional Feats  
   
  The following feats require that the character be from the indicated area –or– have at least 2 ranks of Knowledge (local) for that locality.   
   
  Greyhawk Feats 
  Reference 
  Prerequisite 
  Description 
  Atlan’s Mark  
  [General] 
  (DR315 p51) 
  Must be from one of the following races & regions: 
  Olman 
  Your skin is covered with tattoos that indicate you are a follower of 
  Chitza-Atlan, an evil Deity of the Underworld. 
  +1 bonus on saves vs. energy draining & death effects. 
  You have a 50% chance of Stabilizing (instead of the normal 10%). 
  Badge of Bondage  
  [General] 
  (DR315 p51) 
  Must be from one of the following races & regions: 
  Ahlissa, Bandit Kingdoms, Flan, Half-Orc, Ket, Lordship of 
  the Isles, North Kingdom, Olman, Onnwal, Pomarj, 
  Scarlet Brotherhood, Sea Barons, Sea Princes, Tiger 
  Nomads, Wild Coast, Yomanry, Zeif 
  Your body shows you were a slave (e.g., whip scars, owner’s brand, 
  etc.). 
  +1 Insight bonus on all Fortitude & Will saves. 
  +2 Competence bonus on Bluff checks. 
  Bareback Soul  
  [General] 
  (DR315 p51) 
  Ride:  1 rank 
  Must be from one of the following races & regions: 
  Paynims, Rovers of the Barrens, Tiger Nomads, Ull, Wolf 
  Nomads 
  You receive no penalty when making Ride checks without a saddle. 
  You automatically succeed when making a Ride check to guide your 
  mount with your knees. 
  +1 Competence bonus on ranged attacks while riding bareback. 
  Blackmoorian Rhymes  
  [General] 
  (DR315 p51) 
  Must be from one of the following races & regions: 
  Blackmoor 
  +2 bonus on all Knowledge (arcana) checks. 
  When making a Bardic Knowledge check, roll twice and keep the best 
  Blessed of Osprem  
  [Regional] 
  (DR350 p69) 
  Endurance 
  Swim:  5 ranks 
  Must be from one of the following races & regions: 
  Vouhoun Sea 
  +2 Competence bonus on Swim checks to resist nonlethal damage & 
  to hold your breath. 
  May always ‘Take 10’ on Swim checks. 
  Blood of Kord  
  [General] 
  (DR315 p51) 
  Rage class ability 
  Must be from one of the following races & regions: 
  Suel 
  Each time you Rage, you receive a pool of 2 points per Character 
  level.  After you hit with a Melee weapon, but before damage is 
  rolled, you may remove points from the pool to be added to your 
  damage.  Up to ½ Character level points may be removed at a time.  
  This extra damage is not multiplied in the case of a Critical Hit.  
  Any unused points in the pool are lost when your Rage ends. 
  Blooded’  
  [General] 
  (DR315 p51) 
  Must be from one of the following races & regions: 
  Bandit Kingdoms, Bissel, Bone March, Bright Lands, 
  Furyondy, Geoff, Gran March, Iuz, Ket, Nyrond, Oeridian, 
  Onnwal, Paynims, Pomarj, Rovers of the Barrens, Scarlet 
  Brotherhood, Sea Princes, Shield Lands, Sterich, 
  Stonehold, Tenh, Wild Coast, Wolf Nomads, Yeomanry 
  +2 bonus on Initiative checks 
  +2 bonus on Spot checks. 
  Border Watch  
  [General] 
  (DR315 p51) 
  Must be from one of the following races & regions: 
  Bissel, Furyondy, Geoff, Gran March, Highfolk, Irongate 
  Ket, Nyrond, Ratik, Shield Lands, Sterich, Sunndi 
  +2 bonus on Spot checks. 
  +5 bonus on Profession (soldier) checks. 
  Born Follower  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Gran March, Oeridian, Pale 
  +2 Morale bonus on attacks & saves vs. fear when you are within 30’ 
  of an ally with Feat: Leadership. 
  Celestial Scion – 
  Cranden  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Cranden Noble family of the former Great Kingdom. 
  Receive maximum starting gold at 1st level. 
  +3 bonus on Diplomacy checks. 
  Citizens of the former Great Kingdom typically have an initial 
  attitude of Friendly towards you. 
  Celestial Scion – 
  Darmen  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Darmen Noble family of the former Great Kingdom. 
  If you are caught in a lie due to a failed Bluff check, you may make a 
  second check immediately to cover up the error.  If successful, the 
  initial failure is ignored. 
  Middle & Upper Class citizens of the former Great Kingdom 
  typically have an initial attitude of Friendly towards you. 
  Lower Class citizens of the former Great Kingdom typically have an 
  initial attitude of Unfriendly towards you. 
  Celestial Scion – 
  Garasteth  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Garasteth Noble family of the former Great Kingdom. 
  +2 bonus on Spellcraft checks.  
  Wizard becomes your favored class. 
  Citizens of the former Great Kingdom typically have an initial 
  attitude of Friendly towards you. 
  Celestial Scion – 
  Naelax  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Naelax Noble family of the former Great Kingdom. 
  +2 bonus on Intimidate checks.  
  True Seeing vs. the cloaking spells of Demons & Devils only, always 
  on as a Supernatural ability (effective caster level 16th). 
  Citizens of the former Great Kingdom typically have an initial 
  attitude of Unfriendly towards you. 
  Celestial Scion – 
  Rax-Nyrond  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Rax-Nyrond Noble family of former Great Kingdom. 
  +3 bonus on Gather Information checks & they only take 1d2 hours. 
  Citizens of the former Great Kingdom typically have an initial 
  attitude of Friendly towards you. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 159 
  Greyhawk Feats 
  Reference 
  Prerequisite 
  Description 
  Celestial Scion – 
  Torquaan  
  [General] 
  (DR315 p52) 
  1st Level only 
  Must be from one of the following races & regions: 
  Ahlissa, North Kingdom, Solnor Compact 
  Member of the Torquaan Noble family of the former Great Kingdom. 
  10% discount on all purchases anywhere House Torquaan has 
  influence. 
  Citizens of the former Great Kingdom typically have an initial 
  attitude of Unfriendly towards you. 
  Companion Guard 
  Style  
  [General, Fighter] 
  (DR315 p52) 
  Base Attack Bonus +4 
  Proficient with Longsword, Longspear, & Bow 
  Must be from one of the following races & regions: 
  Celene, Gray Elf 
  You may use your Dexterity modifier instead of your Strength 
  modifier on attacks rolls with Longswords & Longspears, though 
  Armor Check penalties due to a Shield are applied to these attack 
  rolls. 
  +2 bonus on rolls to Confirm a critical hit with any Bow. 
  Deepseer  
  [General] 
  (DR319 p56) 
  Must be from one of the following races & regions: 
  Deep Gnome, Stout Halfling, Mountain Dwarf 
  Darkvision +30’. 
  Defensive Expert  
  [General, Fighter] 
  (DR315 p52) 
  Must be from one of the following races & regions: 
  Irongate, Shield Lands, Sunndi, Valley Elf, Valley of the 
  Mage, Yeomanry 
  Your bonus to AC due to Cover is +2 better than for others. 
  When Fighting Defensively, your Dodge bonus to AC is always  
  +1 better than for others. 
  Desert Fighter  
  [General] 
  (DR319 p56) 
  Must be from one of the following races & regions: 
  Bright Lands 
  +2 Dodge bonus to AC when fighting in dessert terrain. 
  Driftwalker  
  [General] 
  (DR315 p52) 
  Must be from one of the following races & regions: 
  Frost Barbarians, Ice Barbarians, Perrenland, Snow 
  Barbarians, Stonehold, Wild Elf, Wood Elf 
  You only leave tracks in the snow if you want to. 
  Moving through Snow Covered & Heavy Snow Covered squares is 
  not slower than normal squares (instead of 2 & 4 respectively). 
  Dwarf Lore  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Hill Dwarf, Irongate, Mountain Dwarf, Ulek States 
  +1 bonus on all Knowledge checks. 
  +1 bonus on one Craft skill of your choice. 
  Ehlonna’s Way  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Celene, High Elf, Highfolk, Wild Elf, Wood Elf 
  +3 bonus on Hide & Survival checks made in woodland areas. 
  +4 bonus on attack rolls vs. enemies who have Cover from trees & 
  plants.  
  Elemental Focus  
  [General] 
  (DR319 p56) 
  Must be from one of the following races & regions: 
  Baklunish 
  +1 DC to all [air], [earth], [fire], [water] spells you cast. 
  Elf Lore  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Celene, Gray Elf, Half-Elf, High Elf, Highfolk, Lendore 
  Isles, Sunndi, Tallfellow Halfling, Ulek States, Valley Elf, 
  Verbobonc 
  +1 bonus on all Knowledge checks. 
  +1 bonus on Spellcraft checks. 
  Exercises of Arn  
  [General, Fighter] 
  (DR319 p56) 
  Toughness 
  Must be from one of the following races & regions: 
  Furyondy, Nyrond, Oeridian, Ratik 
  After 8 hours of sleep/rest, you can do one of the following sets of 
  exercises & receive the listed benefit until you do another one of the 
  exercises (though only one exercise can be done per day). 
  Rite of Battle – +1 Morale bonus on attacks with the weapon you 
  practiced with. 
  Rite of Calm – +1 Resistance bonus to all saving throws. 
  Right of Fitness – +6 Temporary Hit-Points. 
  Expert Dungeoneer  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Blackmoor, Deep Gnome, Greyhawk, Hill Dwarf, Mountain 
  Dwarf 
  +4 Competence bonus on saves vs. Mechanical Traps. 
  Faerie Mysteries 
  Initiate  
  [General] 
  (DR319 p58) 
  Must be from one of the following races & regions: 
  Celene, Gray Elf, High Elf, Lendore Isles, Tallfellow 
  Halfling, Verbobonc, Wild Elf, Wood Elf 
  After 4 hours of a restful trance, you and another creature with this 
  Feat spend 15 minutes doing cultural rituals, which grants you both 
  one of the following bonuses until you and other do a different set 
  of cultural rituals (though only once per day). 
  Carols – when fighting Orcs and/or Goblins, you receive a  
  +1 Competence bonus on damage rolls with Melee weapons & 
  Ranged weapons within 30’ –and– are treated as having Feat: 
  Improved Critical with the weapon you are wielding. 
  Frolics – +4 Insight bonus on Perform (dance) & Tumble checks. 
  Gyres – +1 resistance bonus on all saving throws. 
  Passions – use your Intelligence modifier instead of your 
  Constitution modifier to determine your hit-points. 
  Fiendsign  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Greyhawk, Iuz, North Kingdom, Perrenland, Solnor 
  Compact, Sterich, Ull 
  You have a birthmark that identifies you as “trafficking with fiends”. 
  Your spells have +2 DC & +2 bonus to overcome Spell Resistance 
  vs. Outsiders with the ‘Evil’ subtype. 
  Giantkiller  
  [General, Fighter] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Geoff, Keoland, Sterich 
  +2 Dodge bonus to AC vs. Giant attacks. 
  +4 bonus on rolls to Confirm a critical hit vs. a Giant. 
  Gnome Lore  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Rock Gnome, Ulek States, Valley Elf 
  +1 bonus on all Knowledge checks. 
  +1 bonus on all Perform checks. 
  Great Fervor  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Ekbir, Pale, Scarlet Brotherhood, Tusmit, Veluna, 
  Verbobonc 
  You may reroll a failed saving throw once per day.  Add your 
  Wisdom modifier as a bonus to the new roll.  You must use the new 
  roll. 
  Greyhawk Method  
  [General] 
  (DR315 p53) 
  Able to prepare & cast Arcane spells 
  Must be from one of the following races & regions: 
  Greyhawk 
  Trained with Greyhawk’s School of Wizardry. 
  You gain 4 new spell per level (instead of 3).  If  you are a 
  Specialized Wizard, 2 of them must be in your Specialized School. 
  The following feats are possible Bonus Wizard feats for you:  
  Combat Casting, Greater Spell Focus, Greater Spell Penetration, 
  Magical Aptitude, Spell Focus, Spell Penetration. 
  Halfling Lore  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Lightfoot Halfling, Stout Halfling, Tallfellow Halfling, 
  Ulek States 
  +2 bonus on Know (local) checks. 
  +2 bonus on Know (history) checks. 
  +4 bonus on Profession (cook) checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 160 
  Greyhawk Feats 
  Reference 
  Prerequisite 
  Description 
  Heir of Lendore  
  [General] 
  (DR319 p59) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Suel 
  Your eyes are all-white, though you can see normally. 
  Divination spells you cast receive a +2 DC. 
  Horse Lore  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Baklunish, Flan, Paynims, Rovers of the Barrens, Tiger 
  Nomads, Wolf Nomads 
  +3 bonus on Ride checks & Handle Animal checks when dealing 
  with horses. 
  Horses have an initial attitude of Friendly towards you. 
  Jinnbound – Dao  
  [General] 
  (DR319 p60) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Baklunish 
  Descended from a Dao, which is a Genie of Earth. 
  +4 bonus on saves vs. [earth] spells & effects. 
  +4 bonus on saves vs. Petrification. 
  Sorcerers only: 
  Spells you cast with the [earth] subtype have a +2 DC. 
  Jinnbound – Djinni  
  [General] 
  (DR319 p60) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Baklunish 
  Descended from a Djinn, which is a Genie of Air. 
  +4 bonus on saves vs. [air] spells & effects. 
  +4 bonus on saves vs. the following spells:  Acid Fog, Call Lightning, 
  Cloudkill, Stinking Cloud, and Storm of Vengeance. 
  Sorcerers only: 
  Spells you cast with the [air] subtype have a +2 DC. 
  Jinnbound – Efreeti  
  [General] 
  (DR319 p60) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Baklunish 
  Descended from a Effreet, which is a Genie of Fire. 
  +4 bonus on saves vs. [fire] spells & effects. 
  Sorcerers only: 
  Spells you cast with the [fire] subtype have a +2 DC. 
  Jinnbound – Marid  
  [General] 
  (DR319 p60) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Baklunish 
  Descended from a Marid, which is a Genie of Water. 
  +4 bonus on saves vs. [water] spells & effects. 
  +4 bonus on saves vs. the following spells:  Acid Fog, Cone of Cold, 
  Horrid Wilting, Ice Storm, and Sleet Storm. 
  +2 bonus on Constitution checks to resist drowning. 
  Sorcerers only: 
  Spells you cast with the [water] subtype have a +2 DC. 
  Jungle Fighter  
  [General, Fighter] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Bandit Kingdoms, Lordship of the Isles, Olman, Scarlet 
  Brotherhood, Sea Princes 
  +2 Dodge bonus to AC when fighting in jungle terrain. 
  Landless Nobility  
  [General] 
  (DR315 p53) 
  Must be from one of the following races & regions: 
  Bone March, Geoff, Sea Prince, Shield Lands, Sterich, 
  Tenh, Ulek States (Principality only) 
  Receive maximum starting gold at 1st level. 
  +4 bonus on Charisma-based skill check against people from your 
  homeland (wherever they now live). 
  Last Survivor  
  [Regional] 
  (DR350 p69) 
  Survival:  5 ranks 
  Sole survivor of a deadly encounter in the Amedio Jungle 
  Must be from one of the following races & regions: 
  Amedio Jungle 
  +2 Circumstance bonus on Hide, Listen, & Spot checks made vs. 
  predators & natural hazards in jungle & forest environments. 
  Lays of the Northern 
  Adepts  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Blackmoor, Flan 
  In order for someone to dispel an Abjuration spell cast by your, 
  he/she must make a Dispel Check vs. DC 13 + Caster level  
  (instead of 11 + Caster level). 
  Lore of the Ur-Flan  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Bright Lands, Flan 
  +2 bonus to the DC of Necromancy spells with the ‘Evil’ subtype that 
  you cast. 
  Mercantile 
  Background  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Bissel, Deep Gnome, Dyvers, Ekbir, Gran March, 
  Greyhawk, Highfolk, Hill Dwarf, Irongate, Ket, Lightfoot  
  Halfling, Lordship of the Isles, Mountain Dwarf, Onnwal, 
  Rock Gnome, Sea Barons, Solnor Compact, Stout  
  Halfling, Tusmit, Ulek States, Urnst States, Verbobonc. 
  +2 bonus on Appraise checks. 
  +2 bonus on a Craft or Profession skill of your choice. 
  Mercenary 
  Background  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Bissel, Half-Orc, Hill Dwarf, Paynims, Perrenland, 
  Stonehold, Tenh, Tusmit, Ull 
  Speak Language is always a class skill for you. 
  +2 bonus on all Knowledge (local) checks. 
  Mountain Fighter  
  [General, Fighter] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Frost Barbarians, Geoff,  Hill Dwarf, Ice Barbarians, 
  Irongate, Mountain Dwarf, Perrenland, Pomarj, Ratik, 
  Snow Barbarians, Sterich, Stonehold, Tusmit, Ulek States, 
  Ull, Urnst States (Duchy only), Valley Elf, Valley of the 
  Mage, Yeomanry 
  +2 Dodge bonus to AC when fighting in mountain terrain. 
  Nexus Method  
  [General] 
  (DR319 p60) 
  Able to prepare and cast Arcane spells. 
  Must be from one of the following races & regions: 
  Solnor Compact 
  Trained with the Sorcerers’ Nexus of Rel Astra, who specialize in 
  summoning. 
  You may expend a prepared non-Conjuration spell to cast the 
  Summon Monster spell of the same level (i.e., you can lose a 
  Fireball to cast Summon Monster III).  
  The following feats are possible Bonus Wizard feats for you:  
  Augment Summoning, Fiendsign, Greater Spell Focus, Greater 
  Spell Penetration, Spell Focus, Spell Penetration. 
  Noble Soul  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Deep Gnome, Furyondy, Half-Elf, Lightfoot Halfling, 
  Oeridian, Pale, Shield Lands, Ulek States, Veluna, 
  Yeomanry 
  +1 bonus on Will saves. 
  +2 bonus on Diplomacy checks 
  Orc Blooded  
  [General] 
  (DR315 p54) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Bandit Kingdoms, Bone March, Iuz, North Kingdom, 
  Pomarj, Stonehold, Ull, Zeif 
  Darkvision 30’ 
  Barbarian is your favored class 
  You do not count as an Orc for effects related to race. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 161 
  Greyhawk Feats 
  Reference 
  Prerequisite 
  Description 
  Pureblooded Suel  
  [General] 
  (DR319 p60) 
  1st Level only. 
  Must be from one of the following races & regions: 
  Suel 
  +1 bonus on Intimidate checks. 
  +1 bonus on all saves vs. Spells & Spell-like effects. 
  +2 bonus on Charisma-based skill checks made against members of 
  the Scarlet Brotherhood. 
  Raider’s Spirit  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Bone March, Frost Barbarians, Half-Orc, Ice Barbarians, 
  Iuz, Olman, Paynims, Pomarj, Rovers of the Barren, Snow 
  Barbarians, Stonehold, Tiger Nomads, Ull, Wolf Nomads 
  +4 bonus on save vs. Fear effects. 
  +2 bonus on Intimidate checks. 
  Rapscallion  
  [General] 
  (DR315 p54) 
  Intelligence 13 
  Must be from one of the following races & regions: 
  Bandit Kingdoms, Dyvers, Half-Elf, Half-Orc, Rhennee, 
  Rock Gnome, Sea Barons, Urnst States (Country only), 
  Wild Coast 
  Add your Intelligence modifier (in addition to your Charisma 
  modifier) to Bluff checks. 
  Rhenn Lore  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Dyvers, Greyhawk, Rhennee 
  +1 bonus on all Knowledge checks. 
  +1 bonus on Tumble checks. 
  Rustic Charm  
  [General] 
  (DR319 p60) 
  Must be from one of the following races & regions: 
  Ahlissa, Furyondy, Keoland, Nyrond, Rock Gnome, 
  Sunndi, Urnst States, Veluna 
  You suffer no penalties on Diplomacy checks related to social class. 
  People who are not part of the upper class receive a –2 penalty when 
  they make a Sense Motive check on  you. 
  Sagacious Method  
  [General] 
  (DR319 p60) 
  Able to prepare and cast Arcane spells. 
  Must be from one of the following races & regions: 
  Nyrond 
  Trained with the Sagacious Society of Nyrond. 
  +4 bonus on Spellcraft checks to decipher a Scroll.  
  +4 bonus on Caster level checks to cast a spell from a Scroll that has 
  a higher Caster level than you.  
  The following feats are possible Bonus Wizard feats for you:   
  Eschew Materials, Greater Spell Focus, Greater Spell Penetration, 
  Magical Aptitude, Spell Focus, Spell Penetration. 
  Second Sight  
  [General] 
  (DR319 p60) 
  Must be from one of the following races & regions: 
  Rhennee 
  Augury as a 3rd level Cleric, usable 1/day as a Spell-like ability. 
  Shadowbound  
  [General] 
  (DR319 p60) 
  Must be from one of the following races & regions: 
  Valley of the Mage 
  +2 bonus on Hide checks. 
  Once per day, you may cast a spell with the (shadow) descriptor as if 
  it had Feat: Embower Spell applied to it without raising its level. 
  Silent Method  
  [General] 
  (DR319 p60) 
  Must be from one of the following races & regions: 
  Keoland 
  Trained with at the Lonely Tower of the Silent Ones of Keoland. 
  +2 bonus on all Dispel checks and on Break Enchantment’s Caster 
  level checks.  
  The following feats are possible Bonus Wizard feats for you:  
  Combat Casting, Greater Spell Focus, Greater Spell Penetration, 
  Magical Aptitude, Spell Focus, Spell Penetration. 
  Spirit of the Sea  
  [General] 
  (DR319 p60) 
  Must be from one of the following races & regions: 
  Ekbir, Lendore Isles, Lordship of the Isles, Scarlet 
  Brotherhood, Sea Barons, Sea Princes, Wild Coast, Zeif 
  +8 bonus on all Survival checks made while on board a boat or ship. 
  Stowaway  
  [Regional] 
  (DR350 p69) 
  Hide:  5 ranks 
  Move Silently:  5 ranks 
  Profession(sailor):  1 rank 
  Must be from one of the following races & regions: 
  Jeklea Bay, Azure Sea 
  +2 Circumstance bonus on Disguise,  Hide, & Move Silently checks 
  on Large Sailing Vessels. 
  Tested – Gift of 
  Prophesy  
  [General] 
  (DR319 p61) 
  Faerie Mysteries Initiate 
  Character Level 10th 
  Must be from one of the following races & regions: 
  Gray Elf,  High Elf, Wild Elf, Wood Elf 
  +2 bonus on Charisma-based skill checks made against Elves. 
  +4 bonus on Charisma-based skill checks made against creatures that 
  have any of the Tested Feats. 
  Commune as a 10th level Cleric, usable 1/day as a Supernatural ability. 
  Tested – Gift of Sight  
  [General] 
  (DR319 p61) 
  Faerie Mysteries Initiate 
  Character Level 10th 
  Must be from one of the following races & regions: 
  Gray Elf,  High Elf, Wild Elf, Wood Elf 
  +2 bonus on Charisma-based skill checks made against Elves. 
  +4 bonus on Charisma-based skill checks made against creatures that 
  have any of the Tested Feats. 
  True Seeing as a 10th level Cleric, usable 1/day as a Spell-like ability. 
  Tested – Ye’Cind’s 
  Ear  
  [General] 
  (DR319 p61) 
  Faerie Mysteries Initiate 
  Character Level 10th 
  Must be from one of the following races & regions: 
  Gray Elf,  High Elf, Wild Elf, Wood Elf 
  +2 bonus on Charisma-based skill checks made against Elves. 
  +4 bonus on Charisma-based skill checks made against creatures that 
  have any of the Tested Feats. 
  +6 on your effective Bard level for purposes of Bardic Music effects, 
  usable 1/day as a Supernatural ability. 
  Tongue of Mouqol  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Baklunish, Bissel, Ket 
  +3 bonus on Bluff check & Diplomacy checks related to business 
  dealings. 
  Troll Blooded  
  [General] 
  (DR319 p61) 
  1st Level only. 
  Toughness 
  Must be from one of the following races & regions: 
  Frost Barbarians, Ice Barbarians, Pale, Snow Barbarians 
  Gain Regeneration 1 as an Extraordinary ability.  Fire and Acid deal 
  normal damage to you.  Removed body parts reattached after being 
  held to the stump for 1 Full Round.  Otherwise, they regrow in 3d6 
  days. 
  If exposed to Sunlight, you become Fatigued. 
  Vathrin Stigmata  
  [General] 
  (DR319 p61) 
  Must be a follower of Vathris. 
  Must be from one of the following races & regions: 
  Bright Lands 
  Once per day, you can generate a substance that, if consumed within 
  1 hour, acts as Neutralize Poison and Remove Disease.   
  The substance’s level for Dispel Checks is 5. 
  Generating the substance leaves you Exhausted. 
  Vatun’s Touch  
  [General] 
  (DR319 p61) 
  Must be from one of the following races & regions: 
  Frost Barbarians, Ice Barbarians, Ratik, Snow Barbarians, 
  Stonehold 
  Automatically make your saves to avoid nonlethal dmg due to cold. 
  You to not add a cumulative +1 to the DC of checks to resist cold 
  weather effects. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 162 
  Greyhawk Feats 
  Reference 
  Prerequisite 
  Description 
  Vohoun Eye  
  [Regional] 
  (DR350 p69) 
  Sense Motive:  5 ranks 
  Must be from one of the following races & regions: 
  Pirate Isles 
  When you observe someone casting a spell, you may identify the 
  spell’s school of magic as a Free Action by making a Sense Motive 
  check (DC = 20 + spell level).  If successful, you receive a  
  +2 Circumstance bonus on your save vs. that spell. 
  Wastri’s Blessing  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Blackmoor, Keoland, Sea Princes, Sunndi 
  You only leave tracks in the swamp if you want to. 
  You can hold your breath 3x Constitution score rounds (instead of 2x).
  Well Read  
  [General] 
  (DR315 p54) 
  Must be from one of the following races & regions: 
  Ahlissa, Celene, Dyvers, Ekbir, Furyondy, Gray Elf, 
  Greyhawk, High Elf, Irongate, Keoland, Lendore Isles, 
  Lordship of the Isles, Yrond, Solnor Compact, Suel, Urnst 
  States, Valley of the Mage, Veluna, Verbobonc, Zeif 
  All Knowledge skills are considered class skills for you. 
  Well Traveled  
  [General] 
  (DR319 p61) 
  Must be from one of the following races & regions: 
  Half-Elf, Lightfoot Halfling, Rhennee, Stout Halfling, 
  Tallfellow Halfling 
  Receive 2 ranks in Knowledge (local). 
  When dealing with a non-hostile creature with which you can speak, 
  you may use your Knowledge (local) skill in place of Diplomacy. 
  World Weary  
  [General] 
  (DR319 p61) 
  Must be from one of the following races & regions: 
  Ahlissa, Bandit Kingdoms, Bone March, Geoff, Iuz, North 
  Kingdom, Pomarj, Rovers of the Barrens, Scarlet 
  Brotherhood, Sea Princes, Shield Lands, Sterich, Tenh 
  +4 Competence bonus on saves vs. Fear. 
  A Fear effect that would make you Panicked leaves you Frightened.  
  A Fear effect that would make you Frightened leaves you Shaken. 
  Zagyg’s Favor  
  [General] 
  (DR319 p61) 
  Must be from one of the following races & regions: 
  Greyhawk 
  +4 bonus on saves vs. Compulsion effects, such as Confusion, 
  Dominate Person, & Insanity. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Greyhawk Feats 
   
  Page 163 
  Regional Feats of Greyhawk Cross-reference by Race & Region 
   
  Race / Region 
  Feats 
  Ahlissa 
  Badge of Bondage, Celestial Scion, Rustic Charm, Well Read, 
  World Weary 
  Baklunish 
  Elemental Focus, Horse Lore, Jinnbound, Tongue of Mouqol 
  Bandit 
  Kingdoms 
  Badge of Bondage, Blooded’, Jungle Fighter, Orc Blooded 
  Rapscallion, World Weary 
  Bissel 
  Blooded, Border Watch, Mercantile Background, Mercenary 
  Background, Tongue of Mouqol 
  Blackmoor 
  Blackmoorian Rhymes, Expert Dungeoneer, Lays of the 
  Northern Adepts, Wastri’s Blessing 
  Bone March 
  Blooded, Landless Nobility, Orc Blooded, Raider’s Spirit, 
  World Weary 
  Bright Lands 
  Blooded, Desert Fighter, Lore of the Ur-Flan, Vathrin Stigmata 
  Celene 
  Companion Guard Style, Ehlonna’s Way, Faerie Mysteries 
  Initiate, Well Read 
  Dwarf, Hill 
  Dwarf Lore, Expert Dungeoneer, Mercantile Background, 
  Mercenary Background, Mountain Fighter 
  Dwarf 
  Mountain 
  Deepseer, Dwarf Lore, Expert Dungeoneer, Mercantile 
  Background, Mountain Fighter 
  Dyvers 
  Mercantile Background, Rapscallion, Rhenn Lore, Well Read 
  Ekbir 
  Great Fervor, Mercantile Background, Spirit of the Sea, Well 
  Read 
  Elf, Gray 
  Companion Guard Style, Elf Lore, Faerie Mysteries Initiate, 
  Tested, Well Read 
  Elf, High 
  Ehlonna’s Way, Elf Lore, Faerie Mysteries Initiate, Tested, 
  Well Read 
  Elf, Valley 
  Elf Lore, Defensive Expert, Gnome Lore, Mountain Fighter 
  Elf, Wild 
  Driftwalker, Ehlonna’s Way, Faerie Mysteries Initiate, Tested 
  Elf, Wood 
  Driftwalker, Ehlonna’s Way, Faerie Mysteries Initiate, Tested 
  Flan 
  Badge of Bondage, Horse Lore, Lays of the Northern Adepts, 
  Lore of the Ur-Flan 
  Frost 
  Barbarians 
  Driftwalker, Mountain Fighter, Raider’s Spirit, Troll Blooded, 
  Vatun’s Touch 
  Furyondy 
  Blooded, Border Watch, Exercises of Arn, Noble soul, Rustic 
  Charm, Well Read 
  Geoff 
  Blooded, Border Watch, Giantkiller, Landless Nobility, 
  Mountain Fighter, World Weary 
  Gnome, Deep 
  Deepseer, Expert Dungeoneer, Mercantile Background, Noble 
  Soul 
  Gnome, Rock 
  Gnome Lore, Mercantile Background, Rapscallion, Rustic 
  Charm 
  Gran March 
  Blooded, Border Watch, Born Follower, Mercantile 
  Background 
  Greyhawk 
  Expert Dungeoneer, Fiendsign, Greyhawk Method, Mercantile 
  Background, Rhenn Lore, Well Read, Zagyg’s Favor 
  Half-Elf 
  Elf Lore, Noble Soul, Rapscallion, Well Traveled 
  Half-Orc 
  Badge of Bondage, Mercenary Background, Raider’s  Spirit, 
  Rapscallion 
  Halfling, 
  Lightfoot 
  Halfling Lore, Mercantile Background, Noble Soul, Well 
  Traveled 
  Halfling, Stout 
  Deepseer, Halfling Lore, Mercantile Background, Well 
  Traveled 
  Halfling, 
  Tallfellow 
  Elf Lore, Faerie Mysteries Initiate, Halfling Lore, Well 
  Traveled 
  Highfolk 
  Border Watch, Ehlonna’s Way Elf Lore, Mercantile 
  Background 
  Ice Barbarians 
  Driftwalker, Mountain Fighter, Raider’s Spirit, Troll Blooded, 
  Vatun’s Touch 
  Irongate 
  Border Watch, Defensive Expert, Dwarf Lore, Mercantile 
  Background, Mountain Fighter, Well Read 
  Iuz 
  Blooded, Fiendsign, Orc Blooded, Raider’s Spirit, Would 
  Weary 
  Ket 
  Badge of Bondage, Blooded, Border Watch, Mercantile 
  Background, Tongue of Mouqol 
  Lendore Isles 
  Elf Lore, Faerie Mysteries, Initiate, Spirit of the Sea, Well 
  Read 
   
   
   
   
  Race / Region 
  Feats 
  Lordship of the 
  Isles 
  Badge of Bondage, Jungle Fighter, Mercantile Background, 
  Spirit of the Sea, Well Read 
  North Kingdom 
  Badge of Bondage, Celestial Scion, Fiendsign, Orc Blooded, 
  World Weary 
  Nyrond 
  Blooded, Border Watch, Exercises of Arn, Rustic Charm, 
  Sagacious Method, Well Read 
  Oeridian 
  Blooded, Born Follower, Exercises of Arn, Noble Soul 
  Olman 
  Atlan’s Mark, Badge of Bondage, Jungle Fighter, Raider’s 
  Spirit 
  Onnwal 
  Badge of Bondage, Blooded, Mercantile Background, World 
  Weary 
  Pale 
  Born Follower, Great  Fervor, Noble Soul, Troll Blooded 
  Paynims 
  Bareback Soul, Blooded, Horse Lore, Mercenary Background, 
  Raider’s Spirit 
  Pearl Sea 
  Blessed of Osprem, Last Survivor, Stowaway, Vohoun Eye 
  Perrenland 
  Driftwalker, Fiendsign, Mercenary Background, Mountain 
  Fighter 
  Pomarj 
  Badge of Bondage, Blooded, Mountain Fighter, Orc Blooded, 
  Raider’s Spirit, World Weary 
  Ratik 
  Border Watch, Exercises of Arn, Mountain Fighter, Vatun’s 
  Touch 
  Rhennee 
  Rapscallion, Rhenn Lore, Second Sight, Well Traveled 
  Rovers of the 
  Barrens 
  Bareback Soul, Blooded, Horse Lore, Raider’s Spirit, World 
  Weary 
  Scarlet 
  Brotherhood 
  Badge of Bondage, Blooded, Great Fervor, Jungle Fighter, 
  Spirit of the Sea, World Weary 
  Sea Barons 
  Badge of Bondage, Mercantile Background, Rapscallion, Spirit 
  of the Sea 
  Sea Princes 
  Badge of Bondage, Blooded, Jungle Fighter, Landless 
  Nobility, Spirit of  the Sea, Wastri’s Blessing, World Weary 
  Shield Lands 
  Blooded, Border Watch, Defensive Expert, Noble Soul, World 
  Weary 
  Snow 
  Barbarians 
  Driftwalker, Mountain Fighter, Raider’s Spirit, Troll Blooded, 
  Vatun’s Touch 
  Solnor 
  Compact 
  Celestial Scion, Fiendsign, Mercantile Background, Nexus 
  Method, Well Read 
  Sterich 
  Blooded, Border Watch, Fiendsign, Giantkiller, Landless 
  Nobility, Mountain Fighter, World Weary 
  Stonehold 
  Blooded, Driftwalker, Mercenary Background, Mountain 
  Fighter, Orc Blooded, Raider’s Spirit, Vatun’s Touch 
  Suel 
  Blood of Kord, Heir of Lendore, Pureblooded Suel, Well Read 
  Sunndi 
  Border Watch, Defensive Expert, Elf Lore, Rustic Charm, 
  Wastri’s Blessing 
  Tenh 
  Blooded, Landless Nobility, Mercenary Background, World 
  Weary 
  Tiger Nomads 
  Badge of Bondage, Bareback Soul, Horse Lore, Raider’s Spirit 
  Tusmit 
  Great Fervor, Mercantile Background, Mercenary Background, 
  Mountain Fighter 
  Ulek States 
  Dwarf Lore, Elf Lore, Gnome Lore, Halfling Lore, Landless 
  Nobility (Principality only), Mercantile Background, 
  Mountain Fighter, Noble Soul 
  Ull 
  Bareback Soul, Fiendsign, Mercenary background, Mountain 
  Fighter, Orc Blooded, Raider’s Spirit 
  Urnst States 
  Mercantile Background, Mountain Fighter (Duchy only), 
  Rapscallion (Country only), Rustic Charm, Well Read 
  Valley of the 
  Mage 
  Defensive Expert, Mountain Fighter, Shadowbound, Well 
  Read 
  Veluna 
  Great Fervor, Noble soul, Rustic Charm, Well Read 
  Verbobonc 
  Great Fervor, Elf Lore, Faerie Mysteries Initiate, Mercantile 
  Background, Well Read 
  Wild Coast 
  Badge of Bondage, Blooded, Rapscallion, Spirit of the Sea 
  Wolf Nomads 
  Bareback Soul, Blooded, Horse Lore, Raider’s Spirit 
  Yeomanry 
  Badge of Bondage, Blooded, Defensive Expert, Mountain 
  Fighter, Noble Soul 
  Zeif 
  Badge of Bondage, Orc Blooded, Spirit of the Sea, Well Read 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 164 
  Selected Feats by Category 
   
  Feats for 1st level Characters 
   
  Feats for 1st Level 
  Source 
  Prerequisite 
  Description 
  Able Learner 
  [General] 
  (RoD p150) 
  Human or Doppelganger 
  1st level only 
  All skills are “in-class” and only cost 1 skill point. 
  Does not effect the cost of learning a language or gaining literacy. 
  Adamantine Body 
  [Warforged] 
  (Eb p50) 
  Warforged 
  1st level only 
   
  Your body is effectively wearing Heavy Armor at all times. 
  +8 Armor bonus to AC. 
  Damage Reduction 2 / adamantine; Base Speed is 20’; Max Dexterity bonus to AC is +1. 
  –5 Armor check penalty. 
  35% Arcane Spell Failure chance. 
  Aereni Focus  
  [General] 
  (PGE p20) 
  Elf from Aerenal 
  1st level only 
  Choose one Skill.  This skill is always a Class Skill for you –and– you gain a +3 bonus with it. 
  Counts as ‘Skill Focus’ with the indicated skill for purposes of meeting requirements or prerequisites. 
  Born under a High Sun 
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate checks. 
  +2 bonus on saves vs. Fire effects. 
  +1 bonus on all other Fortitude saves. 
  Born under a Rising 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Heal checks. 
  +2 bonus on Will saves vs. Fear. 
  +1 bonus on all other Will saves. 
  Born under a Setting 
  Sun  
  [Birth] 
  (DR340 p48) 
  1st level only 
  May not have another 
  [Birth] feat 
  Concentration is always an in-class skill for you. 
  +1 bonus on any two Knowledge skills. 
  Born under the 
  Crescent Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Sense Motive & Spot checks. 
  Detect Thoughts, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Full 
  Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Intimidate & Use Magical Device checks. 
  Command, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the 
  Gibbous Moon  
  [Birth] 
  (DR340 p57) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Bluff & Gather Information checks. 
  Calm Animals, 1/day as a Spell-like Ability.  DC is Charisma-based.  Caster level is your Character level. 
  Born under the Half 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Balance & Concentration checks. 
  Expeditious Retreat, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Born under the New 
  Moon  
  [Birth] 
  (DR340 p56) 
  1st level only 
  May not have another 
  [Birth] feat 
  +1 bonus on Hide & Sleight of Hand checks. 
  Disguise Self, 1/day as a Spell-like Ability.  Caster level is your Character level. 
  Bronze Solaris Member
  [General] 
  (DR334 p93) 
  Sorcerer level 1st  
  1st Level only 
  You descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 
  1.  Knowledge (religion) is a Sorcerer class skill for you.  Receive a +3 bonus on Knowledge (religion) 
  checks related to your Ancestor Deity. 
  2.  You are proficient with the Favored Weapon of your Ancestor Deity. 
  City Slicker 
  [General] 
  (RoD p150) 
  1st level only 
   
  Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you. 
  Collegiate Wizard 
  [General] 
  (CArc p181) 
  Wizard level 1st  
  Intelligence 13 
  1st level only 
  +2 bonus on Knowledge (arcana) checks. 
  As a 1st level Wizard, you gain six 1st level spells (instead of 4).   
  At each level after 1st, you gain 4 new spell (instead of 2). 
  Diverse Background  
  [General] 
  (RoD p150) 
  Half-Human only 
  1st level only 
  Choose one class.  This class is a Favored Class for you. 
  Education 
  [General] 
  (Eb p52) 
  1st level only 
  All Knowledge skills are added to your In-Class Skill List. 
  +1 bonus on two specific Knowledge skills of your choice. 
  Human Blood 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Partial Human ancestry 
  (i.e., Half-Elf, etc) 
  Gain +1 Skill point at 1st level and every level afterwards. 
  For all effects related to race, you are ‘human’. 
  Human Heritage  
  [General] 
  (RoD p152) 
  1st level only 
  Half-Human or Human-
  descended(RoD p150) 
  You are considered Humanoid(human) for the purpose of adjudicating all effects. 
  You retain any other subtypes you had (such as orc or extraplanar). 
  You gain 4 additional skill points. 
  Innate Magic 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Intelligence 3 
  Charisma 11 
  Choose a 0th level spell.  You may cast this spell once per day as a 1st level Caster.   
  The DC (if any) is 10 + Charisma modifier. 
  Mithral Body 
  [Warforged] 
  (Eb p57) 
  Warforged 
  1st level only 
   
  Your body is effectively wearing Light Armor at all times. 
  +5 Armor bonus to AC. 
  Max Dexterity bonus to AC is +5. 
  –2 Armor check penalty. 
  15% Arcane Spell Failure chance.  
  Noble Born 
  [General] 
  (DR333 p45) 
  1st Level only 
  Diplomacy & Knowledge (nobility & royalty) are always class skills for you. 
  If you take the feat Leadership, receive +2 bonus on your Leadership score. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 165 
  Feats for 1st Level 
  Source 
  Prerequisite 
  Description 
  Precocious 
  Apprentice 
  [General] 
  (CArc p181) 
  Arcane spellcaster 1st  lvl 
  Spellcasting Ability 
  score (Int or Cha) 15+ 
  1st level only 
  +2 bonus on Spellcraft checks. 
  Choose a 2nd level spell from a school of magic to which you have access.  You may cast this spell once 
  per day by making a Caster level check vs. DC 8 (failure means the spell is depleted for the day). 
  When you gain 2nd level spells, you continue to have an extra spell slot, though it no longer has to be 
  dedicated to the originally chosen spell. 
  Slender 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 Racial bonus on Disable Device, Escape Artist, Move Silently, & Tumble checks. 
  Decrease your weight by 10%. 
  Slow Maturation 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Must be younger than 
  Middle Age 
  It takes you 50% longer than normal for your race to react the next age category. 
  Spellcasting Prodigy 
  [General] 
  (PGF p44) 
  1st level only 
  For purposes of determining bonus spells, treat your primary spellcasting ability score (i.e., Intelligence for 
  Wizards, Wisdom for Clerics, Druids, Paladins, & Rangers, etc.) as 2 higher. 
  You may take this feat multiple times, each time applying to a different ability score. 
  Note:  you do not need to be able to cast spell yet when you take this feat. 
  Startouched 
  [General] 
  (DR340 p26) 
  1st level only 
  Gain the Startouched bonus (see page 195) that matches the Astrological Sign that was in ascendance on the 
  day of your birth. 
  You are able to use & create magic items tuned only to your ‘sign’. 
  Stocky 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +4 bonus on ability checks to resist being Bull Rushed or Tripped when standing on the ground.  Stacks 
  with a Dwarf’s Stability racial ability. 
  Increase your weight by 10%. 
  Superior Hearing 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Listen, Perform (keyboard instruments), Perform (percussion instruments),  
  Perform (string instruments), Perform (wind instruments), and Perform (sing) checks. 
  Superior Sense of 
  Smell 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Craft (alchemy) and Heal checks. 
  +2 bonus on Survival checks. 
  Superior Taste 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +3 bonus on Spellcraft checks made to identify a Potion. 
  +3 bonus on Fortitude saves to resist the effects of an Ingested Poison. 
  Superior Touch 
  [Racial] 
  (DR324 p78) 
  1st level only 
  +1 bonus on Disable Device, Open Lock, and Sleight of Hand checks. 
  +2 bonus on Spot checks made to pinpoint the location of an Invisible creature. 
  Superior Vision 
  [Racial] 
  (DR324 p78) 
  1st level only 
  Gain Low-Light Vision.  If you already have Low-Light Vision, you can now see 3x as far as a human 
  (instead of only 2x). 
   
   
  Anarchic Feats 
   
  Must has a Chaotic alignment and must fully live a chaotic lifestyle. 
   
  Feats for the Chaotic 
  Source 
  Prerequisite 
  Description 
  Chaos Music 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Bardic Music class 
  ability 
  Perform:   
  4 ranks 
  Your effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your 
  HD.  This means that a multi-classed Bard or one with Racial HD benefits. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Chaos Rage 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Ability to Rage 
  Intimidate:   
  4 ranks 
  Your effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up 
  to your HD.  This benefits a multi-classed Barbarian or one with Racial HD. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Flexible Mind 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment 
  Choose two skills that you have ranks in.  These skills are always in-class for you from now on.  Both skills 
  receive a +1 bonus. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
  Wild Touch 
  [Anarchic] 
  (DR326 p80) 
  Chaotic alignment  
  Use Magic Device:   
  8 ranks 
  When determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, 
  activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two.  This 
  ability may be used once per day. 
  You gain a Chaotic Aura equal to your Character level.  It can discerned by Detect Chaos spell or ability. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 166 
  Exalted Feats 
   
  To take an Exalted Feat, you must have a Good alignment and live by the highest moral standards. 
   
  Feats for the Good 
  Source 
  Prerequisite 
  Description 
  Animal Friend 
  [Exalted] 
  (BoED p41) 
  Charisma 15 
  Wild Empathy class 
  ability 
  Gain a +4 Exalted bonus on Wild Empathy checks to change the attitudes of animals and Good-aligned 
  Magical Beasts. 
  Celestial Familiar 
  [Exalted] 
  (BoED p41) 
  Able to acquire a new 
  Familiar 
  Get access to a Good Outsider as your familiar. 
  3rd:  Celestial Animal 
  7th:  Coure Eladrin (CG), Lantern Archon (LG), Musteval Guardinal (NG) 
  Celestial Mount 
  [Exalted] 
  (BoED p42) 
  Paladin level 4th     
  Your Special Mount gains the Celestial template. 
  Consecrate Spell 
  Trigger 
  [Exalted] 
  (BoED p42) 
  Craft Wand –or– Craft 
  Staff 
  Able to Turn Undead 
  When using a Wand or Staff, you can consume one of your Turns per day to apply the Consecrate Spell feat 
  to the item’s effect.  Charges are still used up as normal. 
  Exalted Companion 
  [Exalted] 
  (BoED p42) 
  Able to acquire a new 
  Animal Companion 
  Instead of gaining an Animal as your companion, you get a Magical Beast.  See (BoED p42) for a full list. 
  Exalted Smite 
  [Exalted] 
  (BoED p42) 
  Smite Evil class ability 
  When you use your Smite Evil ability, your weapon is considered ‘good’ for purposes of bypassing Damage 
  Reduction. 
  Exalted Turning 
  [Exalted] 
  (BoED p42) 
  Ability to Turn Undead 
  Any Undead you successfully Turn also takes 3d6 damage. 
  Exalted Wild Shape 
  [Exalted] 
  (BoED p42) 
  Wild Shape class ability 
  Wild Shape Class lvl 8 
  In addition to the normal forms you can take with Wild Shape, you can also take the form of a Blink Dog, 
  Giant Eagle, Giant Owl, Pegasus, Unicorn, or the Celestial version of an Animal that you can normally 
  take the shape of. 
  Favored of the 
  Companions 
  [Exalted] 
  (BoED p43) 
  Pledged fealty to one of 
  the Paragon of the 
  Guardinals (NG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Knight of Stars’ or ‘Servant of the Heavens’ after taking this feat. 
  Gift of Faith 
  [Exalted] 
  (BoED p43) 
  Wisdom 13 
  +2 bonus on saving throws to resist [fear], despair effects, or similar mind-affecting conditions (but not 
  charms or compulsions). 
  Gift of Grace 
  [Exalted] 
  (BoED p43) 
  Divine Grace class ability
  You may distribute the bonus you receive from Divine Grace (i.e., a bonus on saving throws equal to your 
  Charisma modifier) to your allies by touch.  You may break up the bonus as you wish, keeping some for 
  yourself if you wish.  You may not transfer any more points than your Character level. 
  The effect lasts until revoked (a Free Action), up to 24 hours. 
  Hands of the Healer 
  [Exalted] 
  (BoED p43) 
  Charisma 13 
  Lay on Hands class ability
  When calculating the number of hit-points you can heal each day, treat your Charisma as being +2. 
  Holy Ki Strike 
  [Exalted] 
  (BoED p43) 
  Charisma 15 
  Improved Unarmed Strike
  Ki Strike (holy) class 
  ability 
  Sanctified Ki Strike 
  Evil creatures hit by your Unarmed Strike take +2d6 damage (does not stack with Sanctified Ki Strike) and 
  all of the strike’s damage is considered Holy for purposes of overcoming Damage Reduction. 
  Holy Radiance 
  [Exalted] 
  (BoED p44) 
  Charisma 15 
  Nimbus of Light 
  You may create bright light in a 10’ radius and shadowy illumination out to 20’ as a Free Action.  Any 
  Undead within 10’ of you when this power is in effect take 1d4 damage per round. 
  Knight of Stars 
  [Exalted] 
  (BoED p44) 
  Pledged fealty to a 
  member of the Court of 
  Stars (CG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Favored of the Companions’ or ‘Servant of the Heavens’ after taking this feat. 
  Nemesis 
  [Exalted] 
  (BoED p44) 
  At least one Favored 
  Enemy 
  Choose one of your Favored Enemies when you take this feat.  You may detect creatures of that race within 
  60’ (even through walls).  Also, you do +1d6 damage to an Evil member of your enemy race. 
  Nimbus of Light 
  [Exalted] 
  (BoED p44) 
  — 
  You may create bright light in a 5’ radius and shadowy illumination out to 10’ as a Free Action.  You 
  receive a +2 Circumstance bonus on Diplomacy & Sense Motive checks with Good creatures. 
  Nymph’s Kiss 
  [Exalted] 
  (BoED p44) 
  — 
  1. +2 bonus on all Charisma-based skill checks. 
  2. +1 bonus on saving throws against spells & spell-like abilities. 
  3. +1 skill point per level, starting at this level. 
  Purify Spell Trigger 
  [Exalted] 
  (BoED p45) 
  Craft Wand –or– Craft 
  Staff 
  Able to Turn Undead 
  When using a Wand or Staff, you can consume one of your Turns per day to apply the Purify Spell feat to 
  the item’s effect.  Charges are still used up as normal. 
  Quell the Profane 
  [Exalted] 
  (BoED p45) 
  Strength 13 
  Base Attack Bonus +8 
  Power Attack 
  Resounding Blow 
  Intimidate:   
  7 ranks 
  On a confirmed Critical Hit upon an Evil creature using a melee weapon with which you are proficient, your 
  opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Ranged Smite Evil 
  [Exalted] 
  (BoED p45) 
  Smite Evil class ability 
  You may apply your Smite Evil ability to your missile weapons. 
  Righteous Wrath 
  [Exalted] 
  (BoED p45) 
  Ability to Rage 
   
  1. You maintain your mental abilities while Raging, allowing you to deal nonlethal damage (if desired), stop 
  attacking, etc. 
  2. The first time you hit a foe while Raging, your foe is Shaken until you leave the combat (or are defeated) 
  WillNeg (DC 10 + ½ Raging ability class levels + Charisma modifier). 
  Sacred Strike 
  [Exalted] 
  (BoED p45) 
  Sneak Attack +1d6 
  If you deal damage with a melee Sneak Attack, your opponent is Staggered for one round (FortNeg DC = 
  damage dealt). If the target is treated with the Heal skill (DC 15) or any spell that heals at least one hit 
  point, the effect is also removed. This feat has no effect on creatures immune to Sneak Attacks. 
  Sacred Vow 
  [Exalted] 
  (BoED p45) 
  Willingly give yourself 
  into the service of a 
  Good deity or cause. 
  +2 Perfection bonus on Diplomacy checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 167 
  Feats for the Good 
  Source 
  Prerequisite 
  Description 
  Sanctify Ki Strike 
  [Exalted] 
  (BoED p46) 
  Charisma 15 
  Improved Unarmed Strike
  Ki Strike (lawful) class 
  ability 
  Your Unarmed Strike is considered ‘good’ for purposes of overcoming Damage Reduction.  In addition, it 
  does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead. 
  Sanctify Martial Strike 
  [Exalted] 
  (BoED p46) 
  Charisma 15 
  Weapon Focus  
  Damage done by chosen weapon is considered ‘good’ for the purposes of overcoming Damage Reduction. 
  In addition, the chosen does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil  
  Undead. 
  Sanctify Weapon 
  [Exalted] 
  (BoED p46) 
  Able to cast Align 
  Weapon 
  When you cast Align Weapon, the target weapon also becomes ‘sanctified’, which results in +1 hp of Holy 
  damage to Evil creatures & +1d4 Holy damage to Evil Outsiders & Evil Undead.  In addition, creatures 
  with the Corrupted Template(BoVD p186) do not heal damage done by the Sanctified weapon through 
  Natural or Fast Healing. 
  Servant of the Heavens 
  [Exalted] 
  (BoED p46) 
  Pledged fealty to one of 
  the rulers of the Seven 
  Heavens (LG) 
  Once per day, you receive a +1 Luck bonus on any one roll or check.  You must be performing a good act. 
  You may not take ‘Favored of the Companions’ or ‘Knight of Stars’ after taking this feat. 
  Stigmata 
  [Exalted] 
  (BoED p46) 
  Nimbus of Light 
  As a Free Action, take N points of Constitution damage (minimum of 2) that still keeps you conscious.  For 
  one hour, the following apply: 
  1. You may touch up to N allies.  Each ally heals ((N / 2) * their Character level) hit points and gets a new 
  saving through against any disease he/she is suffering from with a +N Sacred bonus.  If the save is 
  successful, the ally is free of the disease.  A single creature can only benefit once per an activation of 
  this ability. 
  2. Until the hour ends, you cannot heal the Constitution damage in any way. 
  3. Once the hour is over, you may activate the ability again (as long as you remain conscious). 
  Touch of Golden Ice 
  [Exalted] 
  (BoED p47) 
  Constitution 13 
  When you touch an Evil creature with your hand, with an unarmed strike, or with a natural weapon, it is 
  ravaged by Golden Ice(BoED p35). 
  Vow of Abstinence 
  [Exalted] 
  (BoED p47) 
  Sacred Vow 
  Pledge to avoid alcohol, 
  drugs, caffeine, etc. 
  +4 Perfection bonus on Fortitude saves vs. poison & drugs. 
  If you intentionally consume alcohol, caffeine, stimulants, etc., you lose the benefit of this Feat.  If you were 
  magically forced to break your vow, you can regain the benefit after atoning. 
  Vow of Chastity 
  [Exalted] 
  (BoED p47) 
  Sacred Vow 
  Pledge to refrain from 
  marriage / intercourse 
  +4 Perfection bonus on Will saves vs. charm & phantasm spells & effects. 
  If you intentionally have any sexual contact with another creature, you lose the benefit of this Feat.  If you 
  were magically forced to break your vow, you can regain the benefit after atoning. 
  Vow of Nonviolence 
  [Exalted] 
  (BoED p47) 
  Sacred Vow 
  Pledge to avoid violence 
  against Humanoids and 
  Monstrous Humanoids 
  +4 DC on spells & special abilities used on Humanoids & Monstrous Humanoids that do not cause lethal 
  damage, ability damage, negative levels, automatic death, etc. 
  If any of your allies slay a helpless / defenseless foe within 120’ of you, your ally receives a cumulative –1 
  Morale penalty for 1 hour per your Character level (max penalty is equal to your Character level).  You 
  may ask the helpless foe to make an oath of surrender.  If it makes the oath and then breaks it, your allies 
  may slay it without any negative effect. 
  Vow of Obedience 
  [Exalted] 
  (BoED p48) 
  Sacred Vow 
  Follow the dictates of 
  your religious superior 
  +4 Perfection bonus on Will saves vs. compulsion spells & effects. 
  If you intentionally do not obey your superior, you lose the benefit of this Feat.  If you were magically 
  forced to break your vow, you can regain the benefit after atoning. 
  Vow of Peace 
  [Exalted] 
  (BoED p48) 
  Sacred Vow 
  Pledge to not harm any 
  living creature (Undead 
  and Constructs are fair 
  game) 
  1. Calm Emotion, in a 20’ radius around you, always on (DC is Charisma-based). 
  2. +2 Natural Armor bonus to your AC. 
  3. +2 Deflection bonus to your AC. 
  4. +2 Exalted bonus to your AC (does not stack with Armor bonuses, but applies to incorporeal attacks). 
  5. If you are struck by a manufactured weapon, the weapon must make Fortitude save (DC is Constitution-
  based) to avoid shattering and doing no damage. 
  6. +4 Exalted bonus on Diplomacy checks. 
  You may not cause lethal damage, ability damage, pain effect, death effects, etc.,  to any living creature, 
  including magic & weapons.  Incapacitated foes must be taken prisoner. 
  If you intentionally harm a living creature or help your allies harm a living creature, you lose the benefit of 
  this Feat.  If you were magically forced to break your vow, you can regain the benefit after atoning. 
  Vow of Poverty 
  [Exalted] 
  (BoED p48) 
  (DR324 p103)+ 
  Sacred Vow 
  Pledge to only own a 
  simple, non-magical, 
  non-masterwork 
  weapon, one set of 
  non-magical cloths, 
  one day worth of food, 
  and a pouch of spell 
  components. 
  You gain level-based bonuses and abilities, such as being able to do ‘good’ damage with your attacks.  The 
  specifics are listed at BoED p29. 
  If you intentionally use a magic item or claim excess possessions, you lose the benefit of this Feat.  If you 
  were magically forced to break your vow, you can regain the benefit after atoning. 
  Vow of Purity 
  [Exalted] 
  (BoED p48) 
  Sacred Vow 
  Pledge to avoid dead 
  flesh, including meat 
  (even if cooked). 
  +4 Perfection bonus on Fortitude saves vs. disease & death-effects. 
  If you touch an Undead in the process of fighting it, you must spend 1 hour afterwards purifying yourself. 
  You may only touch a dead body if you are casting a spell to bring it back to life. 
  If you intentionally touch something dead (beside what is listed above), you lose the benefit of this Feat.  If 
  you were magically forced to break your vow, you can regain the benefit after atoning. 
  Words of Creation 
  [Exalted] 
  (BoED p48) 
  Intelligence 15 
  Charisma 15 
  Base Will save bonus +5 
  You know one or two Words of Creation(BoED p31), which were used to form the cosmos.  These words can 
  be used to enhance the following effects: 
  1. Bardic Music – the benefits of most Bardic Music abilities are improved (often doubled). 
  2. Conjuration (creation) spells have their duration doubled. 
  3. +4 Sacred bonus on Craft checks. 
  4. +1 Caster level when casting [good] spells 
  5. +1 Caster level when creating a magic item without extra cost. 
  6. Able to research a creature’s True Name.  This effect is combined with a Commune or Contact Other 
  Plane spell and a Knowledge check.  If successful, you gain advantages against the creature, such as 
  gaining a +6 bonus when using Planar Binding upon it, decreasing its Spell Resistance for 1 min, etc.
  Most of the listed uses cause nonlethal damage to you. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 168 
  Tactical Feats 
   
  Tactical Feats 
  Source 
  Prerequisite 
  Description 
  Battleshifter Training 
  [Tactical, Shifter] 
  (RoE p116) 
  Shifter 
  Base Attack Bonus +6 
  You may  not have  
  Feat: Ragewild 
  Fighting. 
  You may use the following 3 tactical maneuvers: 
  Tiring Defense – If an opponent attacks and misses you in melee on two consecutive round while you are 
  either Fighting Defensively or using Combat Expertise (minimum –2 on your attack) and you hit him/her 
  at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using 
  Combat Expertise as above.  If already Fatigued, your opponent becomes Exhausted. 
  Exploit Weakness – If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, 
  Dazed, or Dazzled, you do +1d6 damage.  You may not be using Combat Expertise or Fighting 
  Defensively. 
  Riposte – If an opponent attacks and misses you with a Full Round Attack while you are either Fighting 
  Defensively or using Combat Expertise (minimum –2 on your attack), you may spend 1 Action Point to 
  make an extra melee attack against this opponent as an Immediate Action. 
  Blinding Strike 
  [Tactical, Fighter] 
  (DR345 p90) 
  Base Attack Bonus +5 
  Strength 13 
  Dexterity 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Blind the Foe – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). 
  Weaken Gaze – If you use a Full Round Action to make one melee attack with a Power Attack of at least  
  –5, your foe takes normal damage and the DC of one of the creature’s Gaze Attacks has its DC reduced by 
  2 for 10 rounds.  Multiple uses of this maneuver stack. 
  Eye Gouge – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg,  
  DC = 10 + Power Attack value).   
  Unlike the other two maneuvers, ‘Eye Gouge’ generates and Attack of Opportunity.  If you take damage 
  from the attack, the maneuver is negated. 
  Blood-Spiked 
  Charger 
  [Tactical, Fighter] 
  (PH2 p92) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Weapon Focus (spiked 
  armor) 
  Weapon Focus (spiked 
  shield) 
  You may use the following 3 tactical maneuvers: 
  Spiked Avalanche – If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with 
  your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that 
  receives a 2x Strength modifier bonus to damage –or– attacks with both your Spiked Armor and your 
  Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). 
  Spiked Rebuke – When you Fight Defensively with a Spiked Shield and an opponent missed your AC but 
  would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in 
  the next round) receives a +2 bonus on its attack roll. 
  Spiked Slam – As a Full Round Action, you may make a single attack with your Spiked Shield that 
  generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage 
  below.  You do not threaten adjacent squares until the start of your next round. 
   
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
   
  Small 
  +1d4 
  Large 
  +1d8 
  Gargantuan +2d8 
   
  Medium 
  +1d6 
  Huge 
  +2d6 
  Colossal 
  +3d6 
  Brute Fighting 
  [Tactical, Warforged] 
  (RoE p118) 
  Warforged 
  Power Attack 
  Base Attack Bonus +3 
  Strength 13 
  You may use the following 3 tactical maneuvers: 
  Combat Momentum – If you hit your opponent at the end of a Charge with a Two-Handed Weapon, and 
  your opponent doesn’t  hit you on the following round, you receive a +1 bonus on attacks against that 
  opponent during your next round. 
  Dispatch the Fallen – If you successfully Bull Rush or Overrun an opponent, you receive +4 damage on the 
  next round against that opponent if you attack with a Two-Handed Weapon. 
  Frenzied Attack – While using Power Attack (minimum –2 on attack rolls), if you hit your opponent on two 
  consecutive rounds with a Two-Handed Weapon, you gain +2 bonus on all attacks against that opponent 
  with that weapon for the rest of the round. 
  Cavalry Charger 
  [Tactical, Fighter] 
  (CWar p108) 
  Base Attack Bonus +7 
  Mounted Combat 
  Spirited Charge 
  Trample 
   
  You may use the following 3 tactical maneuvers: 
  Unhorse – While mounted, if you Charge and successfully hit a mounted opponent, you may make an 
  immediate Bull Rush attempt.  If successful, your opponent moves back but his/her mount does not. 
  Leaping Charge – While mounted, if you Charge a foe at least one size category smaller than you, you may 
  choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or 
  DC 20 for +4 damage).  If you fail, you do not get an attack.  If you fail by 5+, you also fall off your 
  mount. 
  Fell Trample – While mounted, you may Overrun more than one foe.  Each successfully Overrun foe 
  receives an attack (typically a hoof). 
  Combat Brute 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +6 
  Improved Sunder 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Advancing Blows – If you successfully Bull Rush an opponent, you receive a +1 bonus per 5’ you moved 
  the opponent on attack & damage rolls against that opponent on the next round only. 
  Sundering Cleave – If you destroy an opponent’s weapon or shield with a Sunder action, you receive an 
  immediate melee attack on the opponent at the same attack bonus which the Sunder used. 
  Momentum Swing – If you successfully Charge an opponent, and then on the following round use Power 
  Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon 
  or x3 for a Two-Handed weapon. 
  Combat Cloak Expert 
  [Tactical, Fighter] 
  (PH2 p93) 
  Base Attack Bonus +6 
  Dexterity 15 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  You may use the following 3 tactical maneuvers: 
  Cloak Defense – When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC.  If 
  you take a Total Defense Action, you receive a +2 Shield bonus to AC. 
  Cloaked Strike – In the first round, advance without wielding a weapon until you are adjacent to your 
  opponent.  On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you 
  draw your Light weapon.  If successful, your opponent looses his/her Dexterity bonus to AC –or– his/her 
  Shield bonus to AC (your choice) until the end of your round. 
  Whirling Cloak – After striking an opponent in melee, you may spend a Move Action to make a melee 
  touch attack against the same opponent.  If successful, the opponent may not make Attacks of Opportunity 
  against an ally of your choice until the start of your opponent’s next round. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 169 
  Tactical Feats 
  Source 
  Prerequisite 
  Description 
  Combat Panache 
  [Tactical, Fighter] 
  (PH2 p93) 
  Bluff: 
  8 ranks 
  Intimidate: 
  8 ranks 
  Perform: 
  8 ranks 
  You may use the following 3 tactical maneuvers: 
  Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed 
  Bluff vs. Sense Motive check as a Move Action against the opponent.  If successful, you may use an 
  Immediate Action at the start of the opponent’s next round to designate a different creature he/she 
  threatens as the target of his/her next melee attack (even if is the opponent’s ally). 
  Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play 
  dead” by making a successful Bluff vs. Sense Motive check.  If successful, you may later rise without 
  generating an  Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC 
  against your next attack.  Only usable once per encounter. 
  Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an 
  Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls 
  against you for the remainder of the encounter (unless you use this ability on another foe).  Creatures that 
  are Mindless or Immune to Fear effects are immune to this ability. 
  Confound the Big Folk 
  [Tactical] 
  (RotW p153) 
  Small size (or smaller) 
  Underfoot Combat 
  Tumble:   
  10 ranks 
  You may use the following 3 tactical maneuvers: 
  Knee Striker – When you occupy a square with a creature at least two size categories larger than you, the 
  creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. 
  Underfoot Defense – When you occupy a square with a creature at least two size categories larger than you, 
  and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on 
  you has a 50% chance of striking the creature who shares the square with you (that creature does not have 
  a 50% chance of striking itself). 
  Unsteady Footing – When you occupy a square with a creature at least two size categories larger than you, 
  you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of 
  Opportunity.  You can add your choice of Strength or Dexterity modifier to you check (your opponent gets 
  the better of its Strength or Dexterity as usual).  Your opponent does not get to add his/her size bonus to its 
  roll.  If the Trip attempt fails, your opponent does not get to try to trip you. 
  Crowd Tactics  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Hide:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: 
  Moving with the Flow – Entering a crowd square does not cost you extra movement. 
  One with the Crowd – +4 bonus to Hide checks while in a crowd square. 
  Master of the Mob – +4 bonus to Diplomacy checks to direct a crowd. 
  Deafening Blow 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +4 
  Strength 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Battle Clangor – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your foe 
  takes no damage, but receives a –4 penalty on saves vs. sonic & language-dependent effects for 1 minute. 
  Disorienting Blow – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your 
  foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).  
  Note:  the bludgeoning weapon must weigh at least 4 pounds). 
  Deafen Foe – If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of 
  at least –4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power 
  Attack value). 
  Disturbing Visage 
  [Tactical, Changeling] 
  (RoE p117) 
  Changeling 
  Quick Change 
  Bluff:   
  6 ranks 
   
  You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 
  hour period & creature immune to mind-affecting spell & effects are immune): 
  Cringe – Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and 
  then making a Bluff check (as a Free Action).  Any foe that attacks you from the end of your turn until the 
  beginning of your next turn must make a Sense Motives check opposed by your Bluff check.  If an 
  opponent fails, he/she receives a –5 penalty on weapon damage (min 1hp) against you for 1 minute. 
  Taunt – Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, 
  Monstrous Humanoid, or a Giant who is within 10’ & who missed you with a melee or ranged attack on 
  the previous round.  Make a Bluff check as a Free Action opposed by the target creature’s Sense Motive’s 
  check.  If you win the check, your target receives a –2 penalty on attack rolls against you for 1 minute. 
  Unnerve – Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in 
  melee, then making a Bluff check (as a Free Action).  If your opponent’s Sense Motive check does not 
  beat your Bluff check, it receives a –2 penalty to AC for 1 minute. 
  Einhander 
  [Tactical, Fighter] 
  (PH2 p94) 
  Base Attack Bonus +6 
  Tumble: 
  6 ranks 
  You may use the following 3 tactical maneuvers: 
  Narrow Profile – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. 
  Off-Hand Balance – When fighting with a Light or One-Handed weapon in one hand and with nothing in 
  the other –and– you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of 
  Opportunity until the start of your next turn. 
  Off-Hand Swap – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other –and– you hit your foe at least twice as part of a Full Round Attack, on the next round you may make 
  a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff).  This ability 
  may only be used against an opponent once. 
  Elusive Target 
  [Tactical] 
  (CWar p110) 
  Base Attack Bonus +6 
  Dodge  
  Mobility 
   
  You may use the following 3 tactical maneuvers: 
  Negate Power Attack – If the opponent that you have chosen to use your Dodge against uses Power Attack 
  on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage. 
  Diverting Defense – If you are flanked and have chosen one of the flankers as your Dodge opponent, that 
  opponent’s first attack on you each round actually target’s the other flanker, who is considered Flat-
  Footed.  Any additional attacks that round are treated normally. 
  Cause Overreach – If you provoke an Attack of Opportunity by moving out of a threatened hex and your 
  opponent misses, you receive an automatic Trip attempt against the foe.  If the Trip attempt misses, your 
  opponent does not get an attempt to trip you. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 170 
  Tactical Feats 
  Source 
  Prerequisite 
  Description 
  Exhausting Defense 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +5 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
   
  You may use the following 3 tactical maneuvers: 
  Fatigue the Foe – If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least –2 
  and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. 
  DC 15 or become Fatigued until the end of the encounter. 
  Exhaust the Foe – If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat 
  Expertise of at least –4 and the foe is your Dodge target, then on each consecutive round, the foe must 
  make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point 
  he/she becomes Fatigued). 
  The Best Offense – If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out 
  Defense Action and then on the following round attack without using Combat Expertise, the foe is 
  considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round. 
  Formation Expert 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +5 
  You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: 
  Lock Shield – If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. 
  Step into the Breach – If there is a line of adjacent allies and one ally within a single move falls, you may 
  make a single move to that ally’s location as if you had a Readied Action. 
  Wall of Polearms – Gain a +2 attack bonus if you and your adjacent allies are each wielding the same 
  weapon, which must be off the following list:  Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, 
  or Ranseur. 
  Giantbane 
  [Tactical, Fighter] 
  (CWar p111) 
  Medium-size or smaller 
  Base Attack Bonus +6 
  Tumble:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Duck Underneath – If you take a Total Defense action against a foe who is at least two size categories larger 
  than you, you gain an additional +4 bonus on your AC.  If your foe misses on his/her attack, you may 
  make a Tumble check vs. DC 15 to move to the opposite side of your foe. 
  Death from Below – If you successfully performed a Duck Underneath maneuver the round before, you can 
  make an immediate single attack on the foe you ducked under.  Your foe is Flat-Footed & you gain a +4 
  bonus on your attack. 
  Climb Aboard – If you are adjacent to a foe at least two size categories larger than you, you may make a 
  Climb check vs. DC 10 to climb onto your foe.  As long as you are on your foe, he/she has a –4 penalty on 
  attack rolls to hit you & you are carried with him/her.  Your foe may get you off with a Grapple check 
  opposed by your Climb check. 
  Mad Alchemist 
  [Tactical] 
  (PH2 p94) 
  Grenadier 
  Craft(alchemy): 6 ranks 
  You may use the following 3 tactical maneuvers: 
  Distracting Blast – The target of your Thunderstone receives a –2 penalty on all attacks, skill checks, ability 
  checks, & saving throws until the start of your next round (WillNeg, DC = your Craft(alchemy) check)  
  –or– if the target was casting a spell, he/she must make an opposed Craft(alchemy) vs. Concentration 
  check to keep the spell. 
  Fiery Blast – If you strike an opponent with Alchemist Fire (or lantern oil, etc.) and then on the next round 
  you attack with a spell / weapon that does Fire damage, your opponent takes +1d6 Fire damage –and– 
  Catches Fire. 
  Tanglefoot Defense – Expend a Tanglefoot Bag to change a square of Clear Terrain to Difficult Terrain for 
  10 minutes. 
  Ragewild Fighter 
  [Tactical, Shifter] 
  (RoE p118) 
  Shifter 
  Power Attack 
  Base Attack Bonus +6 
  You may  not have  
  Feat: Battleshifter 
  Training. 
  You may use the following 3 tactical maneuvers: 
  Instinctive Strike – If you fail a Will save against a non-harmless spell, you may make a single melee attack 
  as an Immediate Action before the spell takes effect. 
  Rattle the Weakling – If you hit an opponent of your size or smaller, and then in the following round hit the 
  opponent again while using Power Attack (minimum –5 penalty on the attack), your opponent is Dazed 
  (FortNeg, DC is Strength-based). 
  Brutal Charge – If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus 
  damage equal to your Strength modifier (1 ½ Strength modifier if it was a Two-Handed Weapon). 
  Raptor School 
  [Tactical] 
  (CWar p111) 
  Wisdom 13 
  Base Attack Bonus +6 
  Jump:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Eagle’s Swoop – If you Charge or jump down at least 10’ onto your foe, you may make a Jump check to do 
  extra damage.  You DC is 15 to do +2 damage –or– DC 25 to do +4 damage.  If you fail the Jump check, 
  you miss your foe entirely & if the check misses by 5+, you end up Prone.  
  Falcon’s Feathers – As a Standard Action, you may attempt a Feint action using a cloak to cause the 
  distraction.  For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the 
  Feint.  If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. 
  Hawk’s Eye – As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive 
  rounds).  The next melee attack  you make on that opponent receives a +2 bonus to attack & damage for 
  each round you observed (maximum of +6).  If you do not attack within 3 round of observing or your 
  opponent attacks you first, the bonuses are lost. 
  Roofwalker  
  [Tactical] 
  (RoD p156) 
  Dodge 
  Mobility 
  Balance:  
  5 ranks 
  Jump:  
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Fleet of Feet – You can walk across a precarious surface at full speed without a penalty on your Balance 
  check. 
  Graceful Drop – If you intentionally jump from a height, you take less damage than if you had fallen.  On a 
  successful Jump check, you take falling damage as if you had dropped 20’ fewer. 
  Master of the Roof – Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you. 
  Shadow Striker 
  [Tactical, Fighter] 
  (PH2 p94) 
  Hide: 
  12 ranks 
  Move Silently: 12 ranks 
  You may use the following 3 tactical maneuvers: 
  Evade Notice – If you take no hostile action against an opponent who threatens you and another creature 
  he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent 
  attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer 
  threatened (due to moving, dropping, etc.). 
  Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and 
  then make a Hide check at +5. 
  Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. 
  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. 
  your first attack the next round as long as your ally still threatens the opponent too. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 171 
  Tactical Feats 
  Source 
  Prerequisite 
  Description 
  Shock Trooper 
  [Tactical, Fighter] 
  (CWar p112) 
  Base Attack Bonus +6 
  Improved Bull Rush 
  Power Attack 
  You may use the following 3 tactical maneuvers: 
  Directed Bull Rush – On a successful Bull Rush at the end of a Charge, you may move your opponent one 
  hex to the left or right for each hex you move him/her backwards.  
  Domino Rush – On a successful Bull Rush that pushes your opponent into the same hex as another 
  opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. 
  Heedless Charge – If you make a Charge that ends in an attack that uses Power Attack (at least a –5 to your 
  attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty.  This is in 
  additional to the –2 AC due to the Charge. 
  Sun School 
  [Tactical] 
  (CWar p112) 
  Flurry of Blows class 
  ability 
  Base Attack Bonus +4 
   
   
  You may use the following 3 tactical maneuvers: 
  Inexorable Progress of Dawn – If you hit an opponent with the first two attack from a Flurry of Blows, your 
  opponent must move back 5’ and you may move forward 5’.  Neither movement provokes an Attack of 
  Opportunity. 
  Blinding Sun of Noon – If you successfully Stun an opponent on two consecutive rounds, your opponent is 
  Confused for 1d4 rounds after recovering from the Stun. 
  Flash of Sunset – If you move next to an opponent using the Monk class ability ‘Abundant Step’ or 
  Dimensional Door, you may make one attack at your highest bonus at the end of your action. 
  Winged Warrior  
  [Tactical, Fighter] 
  (RotW p153) 
  Must have Wings 
  Hover 
  Base Attack Bonus +4 
   
  You may use the following 3 tactical maneuvers: 
  Dustup – If you are standing in or flying no more than 10’ above an area of lots of loose debris, you can use 
  a Move Action to create a 20’ radius hemispherical cloud.  Creatures looking through 10’ of the cloud 
  have Concealment, while 20’ grants Total Concealment & any within the cloud must make a 
  Concentration check vs. DC 10 + ½ your character level to cast a spell. 
  Flying Leap – If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb 
  checks due to the lift and stabilization effects of your wings. 
  Shroud of Feathers – By spending a Move Action to surround your body with your wings, you can make a 
  Feint in combat as part of an attack.  You cannot be flying to use this maneuver.  You can only use this 
  maneuver once per foe per combat. 
  Wolfpack  
  [Tactical] 
  (RotW p153) 
  Dexterity 15 
  Dodge 
  Mobility 
  Spring Attack 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Distract Foe – You and an ally must have Flanked your foe for at least one round to use this ability.  As a 
  Full Round Action, make a single melee attack.  If it hits, make a Bluff check with the damage as a bonus 
  vs. your foes Sense Motive check with his/her BAB as a bonus.  If you are successful, all of your allies that 
  give you a Flanking bonus receives an Attack of Opportunity on the foe. 
  Drive Back – You and at least one ally must Threaten the same foe and an ally must perform an Aid Other 
  action to help your attack on t hat foe.  As a Full Round Action, make a melee attack.  If you hit, you do 
  damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your 
  foe’s square.  Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength 
  check and your foe cannot be moved back more than 5’. 
  Gang Dodge – You and at least one ally must Threaten the same foe.  Perform an Aid Other action to give 
  every one of your allies that threaten the same foe a +2 bonus to AC.  This bonus lasts until your next turn, 
  provided you still threaten the same foe. 
  Woodland Archer  
  [Tactical, Fighter] 
  (RotW p154) 
  Point Blank Shot 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in 
  the same round to hit the same foe. 
  Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can 
  ignore the Miss Chance against the same foe in the following round. 
  Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain 
  hidden), the following round you can make a single attack, take a Move Action (normally not allowed), 
  and then make a Hide check to remain hidden.  As long as you remain unseen, you can continue making 
  Sniping Attacks. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 172 
  Fighter Feats 
   
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Acrobatic Strike  
  [General, Fighter] 
  (PH2 p71) 
  Tumble:   
  12 ranks 
  If you successfully use Tumble to avoid an opponent’s Attack of Opportunity, you receive a +4 bonus on 
  your next attack roll against that opponent as long as it occurs before the end of your current turn. 
  Active Shield 
  Defense 
  [General, Fighter] 
  (PH2 p71) 
  Shield Proficiency 
  Shield Specialization 
  When Fighting Defensively while using a Shield, you do not take the normal –4 penalty on attack when you 
  make an Attack of Opportunity. 
  When using an All Out Defense action using a Shield, you still threaten the area around you as normal and 
  can make Attacks of Opportunity at a –4 penalty on the attack roll. 
  Adaptable Flanker 
  [General, Fighter] 
  (PH2 p71) 
  Base Attack Bonus +4 
  Combat Reflexes 
  Vexing Flanker 
  Designate an opponent as a Swift Action.  When adjacent to that opponent, your current hex and one other 
  you threaten count as being occupied by you for purposes of determining whether you and your allies gain 
  Flanking bonuses. 
  Agile Shield Fighter 
  [General, Fighter] 
  (PH2 p74) 
  Shield Proficiency 
  Improved Shield Bash 
  Shield Specialization 
  When making a Full Round Attack with a weapon and a Shield Bash, the penalty is –2 on each, instead of 
  whatever the penalty would have been (i.e., due to not having Two-Weapon Fighting, etc.). 
  Aid Giver  
  [General, Fighter] 
  (DR343 p92) 
  Combat Expertise 
  Dodge 
  Power Attack 
  As a Full Round Action, you may use an Aid Other action to benefit every adjacent ally, granting either a  
  +2 bonus on Attack rolls or a +2 bonus to AC. 
  Aquatic Shot  
  [General, Fighter] 
  (Storm p90) 
  Point Blank Shot 
  1. Water does not provide Cover when making a ranged attack into the water. 
  2. You may make an attack with a Thrown Piercing Weapon underwater with a –2 penalty per 5’ of water, 
  plus the normal range penalty  (normally, thrown weapons cannot be used underwater). 
  3. You may make an attack with a Bow or Crossbow underwater with a –2 penalty per 10’ of water, plus the 
  normal range penalty. 
  4. You may make an attack with an Aquatic Longbow with a range increment of 30’ 
  Armor Specialization  
  [General, Fighter] 
  (PH2 p75) 
  Armor Proficiency 
  (appropriate type) 
  Base Attack Bonus +12 
  Choose a type of Medium or Heavy Armor that you are proficient with.  When wearing a Masterwork 
  (including Magical) version of this armor, you gain Damage Reduction 2 / —.  Does not apply when you 
  loose your Dexterity bonus to AC. 
  May be taken multiple times, each time with a different type of armor. 
  Axeshield  
  [General, Fighter] 
  (Und p24) 
  Grimlock 
  In any combat round during which you make a Full Attack while wielding a Battleaxe, you gain a +2 Dodge 
  bonus to Armor Class that lasts until your next action. 
  Backstab  
  [General, Fighter] 
  (DR340 p86) 
  Combat Reflexes 
  You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than 
  you. 
  Battle Dancer  
  [Bardic Music, Fighter] 
  (PH2 p75) 
  Bardic Music class ability
  Base Attack Bonus +2 
  Gain a +2 Morale bonus on your attack roll if the following are true: 
  a)  you are granting an ally a bonus on attack, damage or saves with one your Bardic Music abilities; 
  b)  you move at least 1 square; and 
  c)  you attack. 
  If you attack but don’t move, you loose the benefit for the current round. 
  If you move but don’t attack, you loose the benefit for the current round. 
  If you neither move nor attack, you loose the benefit for the remainder of the current use of your Bardic 
  Music. 
  Battle Hardened’ 
  [General, Fighter] 
  (DR343 p93) 
  Base Attack Bonus +4 
  You gain a +1 Circumstance bonus to your AC if two (or more) opponents who threaten you. 
  Beast Strike 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Base Attack Bonus +5 
  Claw or Slam attack 
  When making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage. 
  Blind-Fight 
  [General, Fighter, Scout] 
  (PH p89) 
  (CAdv p10)+ 
  — 
  If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to 
  hit. 
  You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker.  Also, your attacker 
  does not get a +2 bonus due to being invisible. 
  Darkness & poor lighting only reduce your movement to 75%, instead of 50%. 
  Blinding Strike 
  [Tactical, Fighter] 
  (DR345 p90) 
  Base Attack Bonus +5 
  Strength 13 
  Dexterity 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Blind the Foe – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). 
  Weaken Gaze – If you use a Full Round Action to make one melee attack with a Power Attack of at least  
  –5, your foe takes normal damage and the DC of one of the creature’s Gaze Attacks has its DC reduced by 
  2 for 10 rounds.  Multiple uses of this maneuver stack. 
  Eye Gouge – If you use a Full Round Action to make one melee attack with a Power Attack of at least –5, 
  your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg,  
  DC = 10 + Power Attack value).   
  Unlike the other two maneuvers, ‘Eye Gouge’ generates and Attack of Opportunity.  If you take damage 
  from the attack, the maneuver is negated. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 173 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Blood-Spiked 
  Charger 
  [Tactical, Fighter] 
  (PH2 p92) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  Weapon Focus (spiked 
  armor) 
  Weapon Focus (spiked 
  shield) 
  You may use the following 3 tactical maneuvers: 
  Spiked Avalanche – If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with 
  your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that 
  receives a 2x Strength modifier bonus to damage –or– attacks with both your Spiked Armor and your 
  Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). 
  Spiked Rebuke – When you Fight Defensively with a Spiked Shield and an opponent missed your AC but 
  would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in 
  the next round) receives a +2 bonus on its attack roll. 
  Spiked Slam – As a Full Round Action, you may make a single attack with your Spiked Shield that 
  generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage 
  below.  You do not threaten adjacent squares until the start of your next round. 
   
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
  Size 
  Bonus Dmg 
   
  Small 
  +1d4 
  Large 
  +1d8 
  Gargantuan +2d8 
   
  Medium 
  +1d6 
  Huge 
  +2d6 
  Colossal 
  +3d6 
  Boomerang Daze 
  [General] 
   (RoE p108) 
  Base Attack Bonus +5 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  Any creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + 
  damage dealt).  Can apply to both targets in the case of a Boomerang Ricochet. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Boomerang Ricochet 
  [General] 
   (RoE p108) 
  Dexterity 13 
  Base Attack Bonus +4 
  Proficiency with Talenta 
  Boomerang –or– 
  Xen’drik Boomerang 
  If you successfully hit your first target, you may make an attack against one foe adjacent to your target with 
  a –2 penalty. 
  The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. 
  Halfling Fighters from the Talenta Plains and Drow Fighters from Xen’drik treat this as a [Fighter] feat too. 
  Bow Feint  
  [General, Fighter] 
  (DR350 p90) 
  Intelligence 13 
  Point Blank Shot 
  You may make a ‘Feint in Combat’ action with a ranged weapon (this feat is not bow-specific).  Your target 
  must be within 30’ and be able to see you.  This action requires a Standard Action with a loaded weapon. 
  Normally, you may only ‘Feint in Combat’ with a melee weapon. 
  Bowslinger  
  [General, Fighter] 
  (Und p24) 
  Base Attack Bonus +1 
  +2 bonus on your attack roll when you fire or throw a ranged weapon at a Flat Footed opponent. 
  Breath Control  
  [General, Fighter] 
  (DR333 p88) 
  Perform (wind 
  instrument):  
  5 ranks 
  +2 bonus on Perform (wind instrument) checks. 
  +2 bonus on saves vs. inhaled poisons and nauseating vapors. 
  Able to hold your breath for either 2 times Constitution score –or– Perform (wind instrument) check rounds, 
  whichever is higher 
  Brutal Strike 
  [General, Fighter] 
  (PH2 p76) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  You must declare you are attempting a ‘Brutal Strike’ before attacking with a Bludgeoning weapon & only 
  one ‘Brutal Strike’ can be attempted each round. 
  If your ‘Brutal Strike’ hits, your foe is Sickened for 1 round (FortNeg, DC is 10 + the number you 
  subtracted from your attack roll).  Creatures not vulnerable to Critical Hits are immune. 
  Brutal Throw  
  [General, Fighter] 
  (CAdv p106) 
  — 
  Use your Strength modifier instead of your Dexterity modifier as a bonus to attack rolls with thrown 
  weapons. 
  Canny Opportunist  
  [General, Fighter] 
  (DR340 p86) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, 
  even if you are Flat-Footed:  Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat. 
  Catfolk Pounce  
  [General, Fighter] 
  (RotW p148) 
  Catfolk 
  Dexterity 13 
  If you Charge a Flat-Footed opponent, you can make a Full Attack at the end of the charge.  
  Cavalry Charger 
  [Tactical, Fighter] 
  (CWar p108) 
  Base Attack Bonus +7 
  Mounted Combat 
  Spirited Charge 
  Trample 
   
  You may use the following 3 tactical maneuvers: 
  Unhorse – While mounted, if you Charge and successfully hit a mounted opponent, you may make an 
  immediate Bull Rush attempt.  If successful, your opponent moves back but his/her mount does not. 
  Leaping Charge – While mounted, if you Charge a foe at least one size category smaller than you, you may 
  choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or 
  DC 20 for +4 damage).  If you fail, you do not get an attack.  If you fail by 5+, you also fall off your 
  mount. 
  Fell Trample – While mounted, you may Overrun more than one foe.  Each successfully Overrun foe 
  receives an attack (typically a hoof). 
  Centaur Trample  
  [General, Fighter] 
  (RotW p148) 
  Centaur 
  Dexterity 15 
  When you make take Overrun action, your opponent may not choose to avoid you.  If you knock your 
  opponent prone, you may make one Hoof attack on him/her. 
  Cleave 
  [General, Fighter] 
  (PH p92) 
  Strength 13 
  Power Attack 
  If you drop a creature (i.e., put it to 0 hp or below, or simply kill it) in melee, you can immediately make a 
  melee attack with the same weapon and at the same attack bonus against a creature within reach.  You may 
  not take a 5’ step. 
  This ability may be used once per round. 
  Close-Quarter 
  Defense 
  [General, Fighter] 
  (DR309 p110) 
  Combat Reflexes 
  You gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions:  
  an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering 
  your weapon or armor, etc. 
  If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of 
  Opportunity, you may still take an Attack of Opportunity with a –10 penalty to your attack roll (instead of 
  a +2). 
  Close-Quarters 
  Fighting 
  [General, Fighter] 
  (CWar p97) 
  Base Attack Bonus +3 
  You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has 
  Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. 
  If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the 
  attacker has Improved Grapple or a similar ability.  In this case, add you damage to the initial Grapple 
  check to see if the creature starts its Grapple. 
  This Feat does not grant an extra Attack of Opportunity. 
  Combat Acrobat  
  [General, Fighter] 
  (PH2 p76) 
  Balance:  
  9 ranks 
  Tumble:  
  2 ranks 
  Acrobatic Recovery – make a Balance check vs. DC 20 to avoid being knocked Prone. 
  Sure Footed Maneuver – make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as 
  normal terrain with regards to movement. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 174 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Combat Awareness 
  [Combat Focus, Fighter] 
  (PH2 p86) 
  Base Attack Bonus +12 
  Wisdom 13 
  Combat Focus 
  Blind-Fight 
  While in ‘Combat Focus’, you know the number of hit-points of each adjacent creature. 
  If you have 3+ Combat Focus feats, you also gain Blindsight 5’. 
  Combat Brute 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +6 
  Improved Sunder 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Advancing Blows – If you successfully Bull Rush an opponent, you receive a +1 bonus per 5’ you moved 
  the opponent on attack & damage rolls against that opponent on the next round only. 
  Sundering Cleave – If you destroy an opponent’s weapon or shield with a Sunder action, you receive an 
  immediate melee attack on the opponent at the same attack bonus which the Sunder used. 
  Momentum Swing – If you successfully Charge an opponent, and then on the following round use Power 
  Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon 
  or x3 for a Two-Handed weapon. 
  Combat Cloak Expert 
  [Tactical, Fighter] 
  (PH2 p93) 
  Base Attack Bonus +6 
  Dexterity 15 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  You may use the following 3 tactical maneuvers: 
  Cloak Defense – When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC.  If 
  you take a Total Defense Action, you receive a +2 Shield bonus to AC. 
  Cloaked Strike – In the first round, advance without wielding a weapon until you are adjacent to your 
  opponent.  On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you 
  draw your Light weapon.  If successful, your opponent looses his/her Dexterity bonus to AC –or– his/her 
  Shield bonus to AC (your choice) until the end of your round. 
  Whirling Cloak – After striking an opponent in melee, you may spend a Move Action to make a melee 
  touch attack against the same opponent.  If successful, the opponent may not make Attacks of Opportunity 
  against an ally of your choice until the start of your opponent’s next round. 
  Combat Defense 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +6 
  Dexterity 13 
  Wisdom 13 
  Combat Focus 
  Dodge 
  While in ‘Combat Focus’, you can change your Dodge opponent as an Immediate Action. 
  If you have 3+ Combat Focus feats, you receive an extra +1 Dodge bonus to AC vs. your Dodge opponent. 
  Combat Engineer 
  [General, Fighter] 
  (DR334 p88) 
  Strength 13 
  Intelligence 13 
  Power Attack 
  Improved Sunder 
  Know (architecture and 
  engineering):   4 ranks 
  +2 bonus on attack & damage when making a Sunder attempt. 
  If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points 
  of its Hardness. 
  Combat Expertise 
  [General, Fighter, Scout] 
  (PH p92) 
  (CAdv p10)+ 
  Intelligence 13 
  When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until 
  your next action.  X can be up to your base attack bonus, with a maximum of 5. 
  Combat Focus 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Wisdom 13 
  Combat Focus 
  The first time you successfully hit an opponent in an encounter, you enter ‘Combat Focus’, which lasts for 
  10 round + 1 per ‘Combat Focus’ feat.  You may only enter ‘Combat Focus’ once per encounter. 
  While in ‘Combat Focus’, you receive a +2 bonus on Will saves.  If you have 3+ Combat Focus feats, the 
  bonus improves to +4. 
  Combat Intuition  
  [General, Fighter] 
  (CAdv p106) 
  Base Attack Bonus  +5 
  Sense Motive:  
  4 ranks 
   
  As a Free Action, you can make a Sense Motive check to assess the challenge presented by an  
  opponent (CAdv p102).  You gain a +4 bonus to the check, and narrow the result to a single category. 
  Whenever you make a melee attack against a creature you also attacked in melee last round, gain a  
  +1 Insight bonus to your attack roll. 
  Combat Panache 
  [Tactical, Fighter] 
  (PH2 p93) 
  Bluff: 
  8 ranks 
  Intimidate: 
  8 ranks 
  Perform: 
  8 ranks 
  You may use the following 3 tactical maneuvers: 
  Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed 
  Bluff vs. Sense Motive check as a Move Action against the opponent.  If successful, you may use an 
  Immediate Action at the start of the opponent’s next round to designate a different creature he/she 
  threatens as the target of his/her next melee attack (even if is the opponent’s ally). 
  Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play 
  dead” by making a successful Bluff vs. Sense Motive check.  If successful, you may later rise without 
  generating an  Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC 
  against your next attack.  Only usable once per encounter. 
  Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an 
  Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls 
  against you for the remainder of the encounter (unless you use this ability on another foe).  Creatures that 
  are Mindless or Immune to Fear effects are immune to this ability. 
  Combat Reflexes 
  [General, Fighter] 
  (PH p92) 
   
  Monk 2nd  
  1. You may make Attacks of Opportunity while Flat-Footed.  
  2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the 
  normal limit of 1), but only one such attack per creature each round. 
  Combat Stability 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +3 
  Wisdom 13 
  Combat Focus 
  While in ‘Combat Focus’, you receive a +4 bonus on checks to resist Bull Rush, Disarm, Grapple, Overrun, 
  & Trip actions. 
  If you have 3+ Combat Focus feats, the bonus improves to +8. 
  Combat Strike 
  [Combat Focus, Fighter] 
  (PH2 p87) 
  Base Attack Bonus +15 
  Wisdom 13 
  Combat Focus 
  any two other Combat 
  Focus feats 
  By ending ‘Combat Focus’ early as a Swift Action, you receive a bonus on all attack and damage rolls equal 
  to your number of ‘Combat Focus’ feats for the remainder of the current round. 
  Combat Vigor 
  [Combat Focus, Fighter] 
  (PH2 p88) 
  Base Attack Bonus +9 
  Wisdom 13 
  Combat Focus 
  While in ‘Combat Focus’, you gain Fast Healing 2. 
  If you have 3+ Combat Focus feats, you gain Fast Healing 4. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 175 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Cometary Collision 
  [General, Fighter] 
  (PH2 p77) 
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  This feat is used to derail an opponent in the process of a charge.  To use it, you must Ready an Action to 
  Charge an opponent who is charging you or an ally. 
  When an opponent charges, it triggers your Readied Action.  If you can Charge a minimum of 10’ to meet 
  the foe, the following occurs: 
  a)  the foe’s Charge ends at the point there your two paths cross; 
  b)  in addition to the normal benefits / penalties of a Charge, you receive a +4 bonus on damage; 
  c)  your foe does not receive the benefits of a Charge, but retains the penalties.  He/she may switch the 
  target of the charge attack to you. 
  Crossbow Sniper  
  [General, Fighter] 
  (PH2 p77) 
  Base Attack Bonus +1 
  Weapon Focus (any 
  crossbow) 
  When firing a Crossbow with which you have Weapon Focus, you receive the following: 
  1.  +½ Dexterity modifier damage; 
  2.  Sneak Attack & Skirmish class abilities may be used at a range of 60’ (instead of 30’). 
  Curling Wave Strike  
  [General, Fighter] 
  (Storm p92) 
  Intelligence 13 
  Combat Expertise 
  Improved Trip 
  If you successfully trip an opponent in melee, you may forgo your free follow-up attack to instead attempt 
  to trip another opponent within reach at the same attack bonus total as the previous attack. 
  You may only use this feat once per round (i.e., if you trip the second opponent, you don’t get to try to trip a 
  third). 
  Daring Warrior  
  [General, Fighter] 
  (CSco p76) 
  Swashbuckler Grace +1 
  class feature 
  Weapon Specialization 
  Add your Fighter and Swashbuckler levels together to determine the size of your Grace class feature bonus  
  –and– your Fighter level for determining which Fighter only feats you qualify for. 
  Daunting Nuisance  
  [General, Fighter] 
  (DR343 p93) 
  Intelligence 13 
  Combat Expertise 
  Base Attack Bonus +4 
  By making a successful Touch Attack, your opponent is treated as being Flat-Footed by all creatures 
  adjacent to it, except for you.  This is a Mind-Affecting Extraordinary effect. 
  Daunting Presence  
  [General, Fighter] 
  (LM p25)  
  (Mini p25) 
  Charisma 13 
  Base Attack Bonus +1 
   
  You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an 
  Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your 
  Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken 
  Deadeye Shot  
  [General, Fighter] 
  (PH2 p78) 
  Base Attack Bonus +4 
  Point Blank Shot 
  Precise Shot 
  Skirmish or Sneak 
  Attack class ability 
  Follow these steps to use this feat: 
  1)  Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 
  2)  If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only. 
  Deadly Concussion  
  [General, Fighter] 
  (DR333 p88) 
  Strength 13 
  Power Attack 
  Improved Sunder 
  Perform (percussion):  
  6 ranks 
  When you take a Sunder action with a Bludgeoning weapon against a foe’s armor or shield –and– you 
  destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield. 
  Deadly Defense 
  [General, Fighter] 
  (CSco p076) 
  — 
  When ‘Fighting Defensively’ or using Combat Expertise with at least a –2 penalty, you do +1d6 damage 
  with a Light or Finesse melee weapon.  You may only use this feat if you are wearing Light Armor or less. 
  Deafening Blow 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +4 
  Strength 13 
  Power Attack 
   
  You may use the following 3 tactical maneuvers: 
  Battle Clangor – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your foe 
  takes no damage, but receives a –4 penalty on saves vs. sonic & language-dependent effects for 1 minute. 
  Disorienting Blow – If you succeed on a bludgeoning melee attack with a Power Attack of at least –4, your 
  foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).  
  Note:  the bludgeoning weapon must weigh at least 4 pounds). 
  Deafen Foe – If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of 
  at least –4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power 
  Attack value). 
  Defensive Archery  
  [General, Fighter] 
  (RotW p148) 
  Point Blank Shot 
  +4 bonus to AC vs. Attacks of Opportunity provoked when you make a ranged attack. 
  Defensive 
  Opportunist  
  [General, Fighter] 
  (DR340 p87) 
  Intelligence 13 
  Combat Expertise 
  Tumble:  5 ranks 
  If you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal 
  penalty for Fighting Defensibly. 
  Defensive Strike 
  [General, Fighter] 
  (CWar p97) 
  Dexterity 13 
  Intelligence 13 
  Dodge 
  Combat Expertise 
  If you take a Total Defense action and an opponent attacks & misses you, on your next turn, you receive a 
  +4 bonus to attack that opponent. 
  Defensive Sweep 
  [General, Fighter] 
  (PH2 p78) 
  Base Attack Bonus +15 
  If an opponent begins his/her round adjacent to you and does not move for the entire round (including a 5’ 
  Step), he/she generates an Attack of Opportunity for you just after his/her round ends. 
  Deflect Arrows 
  [General, Fighter] 
  (PH p93) 
  Dexterity 13 
  Improved Unarmed Strike
  Monk 2nd   
  You may deflect one projectile per round that would have hit you, but only if the following are true: 
  1.  you are not Flat-Footed and aware of the attack. 
  2.  one of your hands is free. 
  3.  the projectile is not purely magic (such as Melf’s Acid Arrow) or massive (such as a giant’s boulder). 
  Disrupting Strike 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails –and– is a shapechanger, he/she reverts immediately to his/her natural form.  
  This also ends a Shifter’s ‘Shifting’ racial ability. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + once per Monk levels each day. 
  You may use this ability only once per round. 
  Distracting Attack 
  [General, Fighter] 
  (Mini p25) 
  Base Attack Bonus +1 
  Any creature who attacks an opponent you attacked in the last round (even if you missed),  receives a +1 
  Circumstance bonus on attack rolls against the opponent. 
  Dodge 
  [General, Fighter, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  Dexterity 13 
   
  During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until  
  your next action.  If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 176 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Double Weapon 
  Disarm 
  [General, Fighter] 
  (DR309 p110) 
  Intelligence 13 
  Combat Expertise 
  Improved Disarm 
  When you attempt to disarm an opponent wielding a double weapon, you gain a +4 bonus on the check (in 
  addition to the bonus from Improved Disarm). 
  Dual Strike  
  [General, Fighter] 
  (CAdv p108) 
  Two-Weapon Fighting 
  Improved Two-Weapon 
  Fighting 
  As a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks 
  use the same attack roll and the worse of the two weapon’s attack modifier. If you are using a one-handed 
  or light weapon in your off-hand, you take a –4 penalty; otherwise the penalty is –10. 
  Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage 
  (such as sneak attack) is only applied once. A critical hit only deals critical damage from the primary. 
  Dwarven Armor 
  Proficiency  
  [General, Fighter] 
  (RoS p138) 
  Dwarf only 
  Armor Proficiency 
  (heavy) 
  You are proficient with Battle Plate, Interlocking Plate, Interlocking Scale, and Mountain Plate. 
  Earth Fist  
  [General, Fighter] 
  (RoS p138) 
  Dwarf, Gnome, or Goliath 
  Constitution 13 
  Wisdom 13 
  Improved Unarmed Strike
  Earth Sense 
  As long as you are touching the ground, your unarmed attacks are treated as Cold Iron weapons for the 
  purpose of overcoming Damage Reduction. 
  Efficient Pull  
  [General, Fighter] 
  (DR350 p90) 
  Point Blank Shot 
  Treat your Strength as being +2 when wielding a Strength-rated (i.e., Mighty) Longbow. 
  Einhander 
  [Tactical, Fighter] 
  (PH2 p94) 
  Base Attack Bonus +6 
  Tumble: 
  6 ranks 
  You may use the following 3 tactical maneuvers: 
  Narrow Profile – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. 
  Off-Hand Balance – When fighting with a Light or One-Handed weapon in one hand and with nothing in 
  the other –and– you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of 
  Opportunity until the start of your next turn. 
  Off-Hand Swap – When fighting with a Light or One-Handed weapon in one hand and with nothing in the 
  other –and– you hit your foe at least twice as part of a Full Round Attack, on the next round you may make 
  a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff).  This ability 
  may only be used against an opponent once. 
  Elusive Dance  
  [General, Fighter] 
  (DR333 p88) 
  Perform (dance): 5 ranks 
  During your action, you may designate an opponent who may not make Attacks of Opportunity against you. 
  If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature. 
  Exhausting Defense 
  [Tactical, Fighter] 
  (DR345 p91) 
  Base Attack Bonus +5 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
   
  You may use the following 3 tactical maneuvers: 
  Fatigue the Foe – If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least –2 
  and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. 
  DC 15 or become Fatigued until the end of the encounter. 
  Exhaust the Foe – If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat 
  Expertise of at least –4 and the foe is your Dodge target, then on each consecutive round, the foe must 
  make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point 
  he/she becomes Fatigued). 
  The Best Offense – If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out 
  Defense Action and then on the following round attack without using Combat Expertise, the foe is 
  considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round. 
  Exotic Armor 
  Proficiency  
  [General, Fighter] 
  (Und p25) 
  (RoS p139) 
  Armor Proficiency 
  (appropriate type) 
  You are proficient with a specific type of Exotic Armor. 
  Exotic Shield 
  Proficiency  
  [General, Fighter] 
  (RoS p139) 
  Shield Proficiency 
  Base Attack Bonus +1 
  You are proficient with a specific type of Exotic Shield. 
  Exotic Weapon 
  Proficiency 
  [General, Fighter] 
  (PH p94) 
  Base Attack Bonus +1 
  For Dwarven Waraxe or 
  Bastard Sword, Str 13 
  Become proficient in chosen exotic weapon (i.e., Exotic Weapon Proficiency (spiked chain)) grants 
  proficiency with a Spiked Chain. 
  Expeditious Dodge  
  [General, Fighter] 
  (RotW p150) 
  Dexterity 13 
  Gain a +2 Dodge bonus to AC when you move 40’ or more in a single turn.  Lasts until your next turn. 
  Note:  This feat counts as ‘Dodge’ for purposes of qualifying for other feats, prestige classes, etc. 
  Exploit Adjustment  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Canny Opportunist 
  You may make an Attack of Opportunity on an opponent you threaten who takes a 5’ step from one square 
  adjacent to you to another square adjacent to you. 
  Far Shot 
  [General, Fighter, Scout] 
  (PH p94) 
  (CAdv p10)+ 
  Point Blank Shot 
  Range increment of projectile weapons you use is multiplied by 1.5. 
  Range increment for thrown weapons is multiplied by 2. 
  Fear No Binds 
  [General, Fighter] 
  (DR355 p76) 
  Improved Unarmed Strike
  Escape Artist:   4 ranks 
  You are difficult to contain: 
  1.  you do not receive penalties on attack rolls while grappling 
  2.  you may make Unarmed Strike attacks while bound with non-magical bindings 
  3.  you do not receive penalties on attack or Dexterity when Entangled 
  4.  if you are targeted with a Net and defeat your opponent’s Strength check to “control” your 
  movement, you may drag your opponent around instead (if he/she does not release the Net) 
  Fierce Mind 
  [Shifter, Fighter] 
  (DR355 p76) 
  Shifter 
  You may expend a daily use of our Shifting ability to negate any Fear effect that is affecting you. 
  Fiery Fist 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 2nd  
  1.  By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 
  Fire damage for the rest of your turn. 
  2.  You receive +1 Stunning Fist use per day. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 177 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Fiery Ki Defense 
  [General, Fighter] 
  (PH2 p79) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 
  1d6 Fire damage to anyone to hits you in melee for the rest of your turn. 
  Find Flaw  
  [General, Fighter] 
  (DR359 p123) 
  Base Attack Bonus +6 
  Strength 13 
  Power Attack 
  When you use Power Attack while attacking an object, reduce the Hardness of the target by 1 for each point 
  of Power Attack you do. 
  Fist of the Heavens 
  [Exalted, Fighter] 
  (BoED p43) 
  Wisdom 15 
  Charisma 15 
  Improved Unarmed Strike
  Ki Strike (lawful) class 
  ability  
  Sanctify Ki Strike 
  Stunning Fist 
  If you use your Stunning Fist on an Evil Creature, its DC is +2 –and–the target is Staggered for 1 round 
  following being Stunned. 
  Flay 
  [General, Fighter] 
  (PH2 p79) 
  Strength 13 
  Power Attack 
  When you hit a creature without a Natural Armor bonus to AC with a Slashing or Piercing weapon while 
  doing a Power Attack, the creature receives a –2 penalty on attacks for 1 round (FortNeg, DC = 10 + the 
  Power Attack amount).  This ability may only be used on a given creature once per round. 
  Formation Expert 
  [Tactical, Fighter] 
  (CWar p110) 
  Base Attack Bonus +5 
  You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: 
  Lock Shield – If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. 
  Step into the Breach – If there is a line of adjacent allies and one ally within a single move falls, you may 
  make a single move to that ally’s location as if you had a Readied Action. 
  Wall of Polearms – Gain a +2 attack bonus if you and your adjacent allies are each wielding the same 
  weapon, which must be off the following list:  Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, 
  or Ranseur. 
  Freezing the 
  Lifeblood 
  [General, Fighter] 
  (CWar p99) 
  Wisdom 17 
  Base Attack Bonus +10 
  Improved Unarmed Strike
  Stunning Fist 
  You must declare that you are using this ability before you attack.  If it hits, you do no damage, but your 
  Humanoid opponent is Paralyzed for 1d4+1 rounds unless it makes a Fortitude save (DC = 10 + Character 
  level + Wisdom modifier).  Does not effect non-Humanoids & opponents immune to Stunning. 
  Depletes one use of Stunning Fist even if the attack misses. 
  Giantbane 
  [Tactical, Fighter] 
  (CWar p111) 
  Medium-size or smaller 
  Base Attack Bonus +6 
  Tumble:   
  5 ranks 
   
  You may use the following 3 tactical maneuvers: 
  Duck Underneath – If you take a Total Defense action against a foe who is at least two size categories larger 
  than you, you gain an additional +4 bonus on your AC.  If your foe misses on his/her attack, you may 
  make a Tumble check vs. DC 15 to move to the opposite side of your foe. 
  Death from Below – If you successfully performed a Duck Underneath maneuver the round before, you can 
  make an immediate single attack on the foe you ducked under.  Your foe is Flat-Footed & you gain a +4 
  bonus on your attack. 
  Climb Aboard – If you are adjacent to a foe at least two size categories larger than you, you may make a 
  Climb check vs. DC 10 to climb onto your foe.  As long as you are on your foe, he/she has a –4 penalty on 
  attack rolls to hit you & you are carried with him/her.  Your foe may get you off with a Grapple check 
  opposed by your Climb check. 
  Goad  
  [General, Fighter] 
  (CAdv p109)  
  (Mini p26) 
  Charisma 13 
  Base Attack Bonus +1 
  As a Move Action, you can goad an opponent who threatens you, has line of sight on you, can hear you, and 
  has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponent’s next turn, if the 
  above still applies, it cannot make melee attacks against anyone but you (WillNeg, DC = 10+ ½ character 
  level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally. 
  Graceful Edge 
  [General, Fighter] 
  (DU128 p44) 
  Base Attack Bonus +1 
  Weapon Finesse 
  Weapon Focus with the 
  chosen One-Handed 
  Slashing weapon 
  When fighting with the chosen weapon in your primary hand and no weapon or shield in your off-hand, 
  receive the following benefits: 
  a)  treat the chosen weapon as ‘Light’ (i.e., Weapon Finesse applies to it); 
  b)  receive a +1 Shield bonus to AC; and 
  c)  if Fighting Defensively or using Total Defense, receive a +2 Shield bonus to AC. 
  Great Cleave 
  [General, Fighter] 
  (PH p94) 
  Strength 13 
  Base Attack Bonus +4 
  Cleave  
  Power Attack 
  As ‘Cleave’, but you may use the ability as many times per round as you are able to drop creatures. 
  Greater Combat 
  Reflexes 
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 15 
  Base Attack Bonus +11 
  Combat Reflexes 
  Improved Combat 
  Reflexes 
  When you make an Attack of Opportunity, you are allowed three attacks.  The first is at your normal attack 
  bonus, the second is at –5, and the third is at –10.  This counts as three of your Attacks of Opportunity per 
  round and your maximum is not increased. 
  Greater Heavy Armor 
  Optimization  
  [General, Fighter] 
  (RoS p141) 
  Armor Proficiency 
  (heavy) 
  Heavy Armor 
  Optimization 
  Base Attack Bonus +8 
  When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2. 
  These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total 
  reduction of Armor Check penalty of 3. 
  Greater Powerful 
  Charge 
  [General, Fighter] 
  (Eb p54)  
  (Mini p27) 
  Medium-size or larger 
  Base Attack Bonus +4 
  Powerful Charge 
  As Powerful Charge, but treat yourself as one size category larger. 
  Greater Two-Weapon 
  Defense 
  [General, Fighter] 
  (CWar p100) 
  Dexterity 19 
  Base Attack Bonus +11 
  Improved Two-Weapon 
  Defense 
  Two-Weapon Defense 
  Two-Weapon Fighting 
  When wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +3 
  Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +6 Shield bonus to AC. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 178 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Greater Two-Weapon 
  Fighting 
  [General, Fighter] 
  (PH p95) 
  Dexterity 19 
  Base Attack Bonus +11 
  Improved Two-Weapon 
  Fighting 
  Ranger 11th  
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7, and a third attack at –12. 
  Greater Weapon 
  Focus 
  [General, Fighter] 
  (PH p95) 
  Fighter 8th  
  Weapon Focus with the 
  chosen weapon 
  Gain an additional +1 bonus to attack rolls with the chosen weapon. 
  Greater Weapon 
  Specialization 
  [General, Fighter] 
  (PH p95) 
  Fighter 12th  
  Weapon Focus with the 
  chosen weapon 
  Greater Weapon Focus 
  with the chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  Gain an additional +2 bonus on damage rolls with the chosen weapon. 
  Grenadier  
  [General, Fighter] 
  (PH2 p79) 
  — 
  You receive a +1 bonus to hit with ‘splash’ weapons and do +1 damage with them (including those only 
  subjected to the splash). 
  Hear the Unseen  
  [General, Fighter, Scout] 
  (CAdv p119) 
  (CAdv p10)+ 
  Blind-Fight 
  Listen:   
  5 ranks 
  As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30’ (as long as you 
  have line of effect on them). This benefit does not eliminate your miss chance. 
  If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. 
  If you are Deafened, or in an area of Silence, you cannot use this feat. 
  Heavy Armor 
  Optimization  
  [General, Fighter] 
  (RoS p141) 
  Armor Proficiency 
  (heavy) 
  Base Attack Bonus +4 
  When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1. 
  Holy Subdual 
  [Exalted, Fighter] 
  (BoED p44) 
  Stunning Strike 
  If you cause your weapon to do nonlethal damage, you have the option of making the following do 
  nonlethal damage too:  bonus damage from a Holy Sword, Smite Evil class ability, or any other Smite 
  ability. 
  Improved Buckler 
  Defense 
  [General, Fighter] 
  (CWar p100) 
  Shield Proficiency 
  When you attack with a weapon in your off-hand, you may still apply your Buckler’s Shield bonus to your 
  AC.  
  Improved Combat 
  Expertise 
  [General, Fighter] 
  (CWar p100) 
  Intelligence 13 
  Base Attack Bonus +6 
  Combat Expertise 
  When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until 
  your next action.  X can be up to your base attack bonus, with a maximum of your Base Attack Bonus 
  (instead of +5). 
  Improved Combat 
  Reflexes 
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 13 
  Base Attack Bonus +6 
  Combat Reflexes 
  When you make an Attack of Opportunity, you are allowed two attacks.  The first is at your normal attack 
  bonus, while the second is at –5.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Improved Critical 
  [General, Fighter] 
  (PH p95) 
  Base Attack Bonus +8 
  Proficiency with the 
  chosen weapon 
  The threat range for the chosen weapon is doubled (20 becomes 19-20, 19-20 becomes 17-20, 18-20 
  becomes 15-20). 
  Does not stack with Keen Edge or any other effect which also improves threat range. 
  Improved Disarm 
  [General, Fighter] 
  (PH p95) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Disarm Action, the following apply: 
  Your opponent does not get an Attack of Opportunity against  you. 
  You receive a +4 bonus on the Disarm check. 
  If your Disarm attempt fails, your opponent does not get a chance to try to disarm you. 
  Improved Diversion 
  [General, Fighter] 
  (CAdv p110) 
  Bluff:   
  4 ranks 
  You can use Bluff to create a diversion as a Move Action.  You gain a +4 bonus when doing so.  
  Improved Feint 
  [General, Fighter] 
  (PH p95) 
  Intelligence 13 
  Combat Expertise 
  You may make a Feint in Combat as a Move Action (instead of a Full Round Action). 
  Improved Grapple 
  [General, Fighter] 
  (PH p95) 
  Dexterity 13 
  Improved Unarmed Strike 
  Monk 1st  
  When you make a Grapple action, the following apply: 
  Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being 
  a Grapple. 
  You receive a +4 bonus on all Grapple checks, no matter who began the Grapple. 
  Improved Initiative 
  [General, Fighter, Scout] 
  (PH p96) 
  (CAdv p10)+ 
  — 
  Gain a +4 bonus on Initiative checks. 
  Improved Mounted 
  Archery 
  [General, Fighter] 
  (CWar p101) 
  Mounted Combat 
  Mounted Archery 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the 
  attack roll.  If your mount is running, you receive a –2 penalty. 
  You may attack at any point in your mount’s movement. 
  Improved Overrun 
  [General, Fighter] 
  (PH p96) 
  Strength 13 
  Power Attack 
  When you do an Overrun Action, the following apply: 
  Your opponent does not have the option of avoiding being Overrun. 
  You receive a +4 bonus on the Overrun check to knock your opponent prone. 
  Improved Precise 
  Shot 
  [General, Fighter] 
  (PH p96) 
  Dexterity 19 
  Base Attack Bonus +11 
  Point Blank Shot 
  Precise Shot 
   
  Ranger 11th   
  When you are making a ranged attack, the following apply: 
  Ignore the AC bonus granted by Cover (but Total Cover still applies). 
  Ignore the miss chance granted by Concealment (but Total Concealment still applies). 
  When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target. 
  Improved Rapid Shot 
  [General, Fighter] 
  (CWar p101) 
  Point Blank Shot 
  Rapid Shot 
  Manyshot 
  When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest 
  base attack bonus) without the standard –2 penalty. 
  Improved Shield 
  Bash 
  [General, Fighter] 
  (PH p96) 
  Shield Proficiency 
  You may attack with your shield and still keep your Shield bonus to AC. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 179 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Improved Shield 
  Snare 
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency 
  Combat Reflexes 
  Improved Shield Bash 
  Shield Snare 
  If your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of 
  Opportunity against your opponent immediately.  You gain a +2 bonus on your attacks against this 
  opponent as long as he/she remains disarmed. 
  Improved Shieldmate 
  [General, Fighter] 
  (Mini p27) 
  Base Attack Bonus +4 
  Shieldmate 
  Adjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient 
  and can take actions.  The bonus increases to +3 if you are using a Tower Shield. 
  Improved Sunder 
  [General, Fighter] 
  (PH p96) 
  Strength 13 
  Power Attack 
  When you strike at an object held or carried by an opponent, the following apply: 
  Your opponent does not get an Attack of Opportunity against you. 
  You gain a +4 bonus on the attack roll. 
  Improved Toughness 
  [General, Fighter] 
  (CWar p101) 
  (MM3 p207) 
  Base Fortitude Save +2 
  Gain 1hp per hit-die.  This applies to future hit-dice too.  If a  hit-die is permanently lost, you lose the bonus 
  hp. 
  Improved Trip 
  [General, Fighter] 
  (PH p96) 
  Intelligence 13 
  Combat Expertise 
  Monk 6th  
  When you do a Trip Action, the following apply: 
  1. Your opponent does not get an Attack of Opportunity against you. 
  2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 
  3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up 
  attack on him/her at the same attack bonus of the action you used to make the trip. 
  Improved Two-
  Weapon Defense 
  [General, Fighter] 
  (CWar p101) 
  Dexterity 17 
  Base Attack Bonus +6 
  Two-Weapon Defense 
  Two-Weapon Fighting 
  When wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +2 
  Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +4 Shield bonus to AC. 
  Improved Two-
  Weapon Fighting 
  [General, Fighter] 
  (PH p96) 
  Dexterity 17 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger 6th   
  As part of a Full Round Attack, you may make an attack with your secondary weapon at –2,  a second 
  attack at –7. 
  Improved Unarmed 
  Strike 
  [General, Fighter] 
  (PH p96) 
  — 
  Monk 1st 
  You are considered ‘armed’ when not using a weapon (i.e., an armed opponent does not get an Attack of 
  Opportunity against you when you attack). 
  Your Unarmed Strike does Lethal or Nonlethal damage, as you desire. 
  Improved Weapon 
  Familiarity 
  [General, Fighter] 
  (CWar p101) 
  Base Attack Bonus +1 
  All Exotic Weapons that have your race’s name associated with them (i.e., Elven Thinblade) are considered 
  Martial Weapons for you. 
  Improved Whirlwind 
  Attack 
  [General, Fighter] 
  (DR343 p93) 
  Intelligence 13 
  Dexterity 13 
  Base Attack Bonus +4 
  Combat Expertise 
  Dodge 
  Mobility 
  Spring Attack 
  Whirlwind Attack 
  When making a Full Round Attack, you get one attack on each opponent within your reach at your best 
  attack bonus, plus a single attack at each of your other attack bonuses vs. a legal target of your choice.   
  For example, an 11th level Fighter has a Base Attack Bonus of +11 / +6 /  +1.  He/she would take an attack 
  at +11 (plus modifiers) against all opponents within reach, plus one attack at +6 and one attack at +1. 
  Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc. 
  Intimidating Strike 
  [General, Fighter] 
  (PH2 p79) 
  Intimidate:   
  4 ranks 
  When attacking as a Standard Action, subtract X from your attack roll, where X is from 0 to your Base 
  Attack Bonus.  If you hit, immediately make an Intimidate check with a bonus of X vs. the opponent you 
  just hit.  If successful, the opponent is Shaken for the rest of this encounter. 
  Intuitive Attack 
  [Exalted, Fighter] 
  (BoED p44) 
  Base Attack Bonus +1 
  When fighting with a Simple Weapon appropriate for your size, or a natural attack, you have the option of 
  using your Wisdom modifier in place of your Strength modifier as a bonus on your attacks. 
  Ki Blast 
  [General, Fighter] 
  (PH2 p80) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Stunning Fist 
  Fiery Fist 
  Monk 6th   
  1.  By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force 
  energy in your hand.  As a Standard Action, you may throw the orb up to 60’.  If you hit on a Ranged 
  Touch attack, you do (3d6 + Wisdom modifier) Force damage.  If not thrown by the end of your round, 
  the orb dissipates. 
  2.  You receive +1 Stunning Fist use per day. 
  Knockback  
  [General, Fighter] 
  (RoS p142) 
  Goliath –or– Large size 
  Improved Bull Rush 
  Power Attack 
  If you hit while using Power Attack, you may make a free Bull Rush, with a bonus equal to your Power 
  Attack damage bonus. 
  This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards. 
  Lunging Strike 
  [General, Fighter] 
  (PH2 p80) 
  Base Attack Bonus +6 
   
  As a Full Round Attack, you may make one attack with +5’ reach.  May be used with armed, unarmed, & 
  touch attacks. 
  Mage Slayer 
  [General, Fighter] 
  (CArc p81)  
  (Mini p27) 
  Base Attack Bonus +3 
  Spellcraft:   
  2 ranks 
  1. You receive a +1 bonus on Will saves. 
  2. If you threaten a spellcaster, he/her cannot take the ‘cast defensively’ action. 
  3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Manyshot 
  [General, Fighter] 
  (PH p97) 
  Dexterity 17 
  Base Attack Bonus +6 
  Point Blank Shot 
  Rapid Shot 
   
  Ranger 6th  
  As part of a Standard Action, you may fire two arrows at a single opponent within 30’.  You make a single 
  attack roll with a –4 penalty.  If it hits, then the opponent takes the damage from both arrows, but only 
  takes “precision based” damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, 
  etc.).  Damage Reduction applies to each arrow separately. 
  If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of –6. 
  If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of –8. 
  Martial Stalker  
  [General, Fighter] 
  (CSco p79) 
  Proficiency with all 
  martial weapons 
  Ki Power class ability 
  Add your Fighter and Ninja levels together to determine the size of your Ki Pool, the AC Bonus granted as a 
  class ability of a Ninja, –and– your Fighter level for determining which Fighter only feats you qualify for. 
  Martial Throw  
  [General, Fighter] 
  (Mini p27) 
  Dexterity 17 
  Improved Unarmed Strike 
   
  If you hit an opponent up to your size with an Unarmed Strike, you may initiate a Dexterity-based Grapple 
  check.  If you win, you and your opponent swap positions.  This does not generate Attacks of Opportunity.  
  Usable once per round. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 180 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Master of Mockery  
  [General, Fighter] 
  (DR333 p88) 
  Perform(comedy): 8 ranks
  As a Standard Action, you may attempt to enrage a single melee opponent.  If your opponent fails his/her 
  Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on 
  you (ignoring all others).  The enraged opponent gains a +2 Morale bonus on attack rolls against you, but 
  receives a –2 penalty to AC. 
  This is a mind-affecting, language-dependant effect. 
  Melee Evasion  
  [General, Fighter] 
  (PH2 p81) 
  Dexterity 13 
  Intelligence 13 
  Combat Expertise 
  Dodge 
  When Fighting Defensively, you may use an Immediate Action to improve your AC against one attack 
  made by the creature that is your designated ‘dodge’ target.  Against this attack only, your Normal & 
  Touch AC is (d20 + your Base Attack Bonus).   
  Note:  Your Dexterity bonus to AC must apply to the designated attack. 
  Melee Weapon 
  Mastery – 
  Bludgeoning  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  bludgeoning melee) 
  Weapon Specialization 
  (any bludgeoning 
  melee) 
  Any Melee Bludgeoning weapon you wield has a +2 bonus on attack & damage rolls. 
  Melee Weapon 
  Mastery – Piercing  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  piercing melee) 
  Weapon Specialization 
  (any piercing melee) 
  Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls. 
  Melee Weapon 
  Mastery – Slashing  
  [General, Fighter] 
  (PH2 p81) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  slashing melee) 
  Weapon Specialization 
  (any slashing melee) 
  Any Melee Slashing weapon you wield has a +2 bonus on attack & damage rolls. 
  Mighty Are Fallen 
  [General, Fighter] 
  (DR309 p110) 
  Intelligence 13 
  Dexterity 13 
  Combat Expertise 
  Dodge 
  Mobility 
  You receive a +4 bonus to AC when your opponent is using Power Attack on his/her attack. 
  Mobility 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Dexterity 13 
  Dodge 
  +4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area.  Any 
  condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this 
  bonus too. 
  Mounted Archery 
  [General, Fighter] 
  (PH p98) 
  Mounted Combat 
  Ride:   
  1 rank 
  If you make a ranged attack from the back of a mount making a double-move, you receive a –2 penalty on 
  the attack roll (instead of the standard –4 penalty).  If your mount is running, you receive a –4 penalty 
  (instead of –8). 
  Mounted Combat 
  [General, Fighter] 
  (PH p98) 
  Ride:   
  1 rank 
  Once per round, if your mount is hit in combat, you may make a Ride check.  If this check is greater than 
  the attack roll, you negate the hit. 
  Mounted Fighting  
  [General, Fighter, Scout] 
  (DR346 p86) 
  Mounted Combat 
  Base Attack Bonus +8 
  Ride:   
  11 ranks 
  +1 bonus on attack and damage while mounted. 
  Necropotent  
  [General, Fighter] 
  (LM p29) 
  Fighter 4th   
  Weapon Focus with the 
  chosen weapon 
  Weapon Specialization 
  with the chosen weapon 
  You gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead. 
  Nimble Deflections 
  [General, Fighter] 
  (DR335 p88) 
  Dexterity 13 
  Dodge 
  Perform (keyboard):  
  7 ranks 
  When wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent. 
  Opportunistic 
  Tactician  
  [General, Fighter] 
  (DR340 p87) 
  Combat Reflexes 
  Dodge 
  Mobility 
  After making an Attack of Opportunity, you may take a bonus 5’ step. 
  Oversized Two-
  Weapon Fighting  
  [General, Fighter] 
  (CAdv p111) 
  Strength 13 
  Two-Weapon Fighting 
  When wielding a one-handed weapon in your off hand, you only take penalties as if it were a Light weapon. 
  Penetrating Shot  
  [General, Fighter] 
  (PH2 p81) 
  Strength 15 
  Base Attack Bonus +10 
  Point Blank Shot 
  As a Standard Action, you may attack all creatures in a 60’ Line with a single projectile weapon attack.  
  Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only 
  applies to the first. 
  Phalanx Fighting 
  [General, Fighter] 
  (CWar p103) 
  Base Attack Bonus +1 
  Shield Proficiency 
  1. If you are fighting with a Light Weapon and a Heavy Shield, you gain a +1 bonus to AC. 
  2. If you are fighting as above and within 5’ of an ally who is also fighting with a Light Weapon and a 
  Heavy Shield, you may form a Shield Wall, which grants an additional +2 bonus to AC & a +1 bonus on 
  Reflex saves to all members of the Shield Wall. 
  Pierce Magical 
  Concealment 
  [General, Fighter] 
  (CArc p81) 
  Constitution 13 
  Mage Slayer 
  Blind-Fight 
  1. You may disregard a Miss Chance that results from a spell or spell-like abilities, such as from Blur, 
  Darkness, Invisibility, Obscuring Mist, etc.  You can not ignore non-magical Concealment (such as fog). 
  2. When fighting a creature under the effect of Mirror Image, you automatically know which image is real. 
  3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Pierce Magical 
  Protection 
  [General, Fighter] 
  (CArc p82) 
  Constitution 13 
  Mage Slayer 
  1. As a Standard Action, you may make a melee attack that ignores bonuses to AC granted by spells.  If this 
  attack deals damage, all spells and spell effects that grant a bonus to AC are immediately dispelled. 
  2. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. 
  Pike Hedge 
  [General, Fighter] 
  (DR317 p83) 
  Base Attack Bonus +2 
  Combat Reflexes 
  Hold the Line 
  When readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, 
  Halberd, etc.) do 3x, while all other melee weapons do 2x. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 181 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Point Blank Shot 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  — 
  +1 bonus on attack & damage rolls with ranged weapons when used within 30’ of their target.   
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Power Attack 
  [General, Fighter] 
  (PH p98) 
  Strength 13 
  On your round before making an attack, you may choose a number X to subtract from all melee attacks and 
  add it to your damage (as indicated below) until your next round.  The number X may be no more than 
  your Base Attack Bonus. 
  Damage bonus: 
  No damage bonus – Light Weapon;  secondary end of a Double-Weapon  
  +X damage bonus – One-Handed Weapon used in one hand;  primary end of a Double-Weapon 
  +2X damage bonus – Two-Handed Weapon;  One-Handed Weapon used in two hands;  Double-Weapon 
  when only one end is being used for an attack. 
  Power Critical 
  [General, Fighter] 
  (CWar p103) 
  Weapon Focus 
  Base Attack Bonus +4 
  Gain a +4 bonus to confirm a threatened critical with your chosen weapon. 
  Power Throw  
  [General, Fighter] 
  (CAdv p111) 
  Strength 13 
  Brutal Throw 
  Power Attack 
  On your round before making an attack, you may choose a number X to subtract from all thrown weapon 
  attacks and add it to your damage until your next round. The number X may be no more than your base 
  attack bonus. 
  Powerful Charge 
  [General, Fighter] 
  (Eb p57) 
  (MM3 p207)  
  (Mini p27) 
  Medium-size or larger 
  Base Attack Bonus +1 
  If the melee attack you make at the end of a Charge hits, you do extra damage.  If you have multiple attacks 
  at the end of a Charge, the bonus damage only applies to one of them. 
   Size 
  Bonus Damage 
  Size 
  Bonus Damage 
   Medium 
  +1d8 
  Gargantuan 
  +4d6 
   Large 
  +2d6 
  Colossal 
  +6d6 
   Huge 
  +3d6 
   
  Precise Shot 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Point Blank Shot 
  You can use ranged weapons into melee without taking a –4 penalty on your attack. 
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Prone Attack 
  [General, Fighter] 
  (CWar p103) 
  Dexterity 15 
  Base Attack Bonus +2 
  Lightning Reflexes 
  1.  Opponents do not receive a bonus on their melee attack roll when you are Prone. 
  2.  If you attack while Prone, you receive no penalty on the attack roll.  If it is successful, you regain your 
  feet as a Free Action. 
  Pushback 
  [General, Fighter] 
  (Mini p27) 
  Strength 13 
  Power Attack 
  Improved Bull Rush 
  If you hit an opponent of up to your size with a Melee attack, you may initiate a special Bull Rush against 
  that opponent.  If successful, you force your opponent back 5’ (straight or diagonally) and you move into 
  the square he/she previously occupied.  Neither movement generates Attacks of Opportunity.  Usable once 
  per round. 
  Quick Cleave 
  [General, Fighter] 
  (DR343 p93) 
  Strength 13 
  Dexterity 13 
  Power Attack 
  Cleave 
  Receive a +2 Circumstance bonus on attacks made because of Cleave and/or Great Cleave. 
  Quick Draw 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Base Attack Bonus +1 
  You may draw a weapon as a Free Action. 
  You may draw a hidden weapon as a Move Action. 
  You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full 
  Round Attack (if your BAB is high enough). 
  Ranged Disarm 
  [General, Fighter] 
  (CWar p103) 
  Dexterity 15 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  This feat applies to one ranged weapon with which you are proficient. 
  You may make a Disarm Attempt with the chosen weapon as long as you are within 30’ of your opponent. 
  This feat does not stack with Improved Disarm. 
  This feat may be taken multiple times, each with a different weapon. 
  Ranged Pin 
  [General, Fighter] 
  (CWar p104) 
  Dexterity 15 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  You may pin your opponent’s clothes / armor to a wall, tree, etc., that is within 5’.  You must succeed on a 
  Ranged Attack and then win an Opposed Grapple Check (size modifier still apply).  If successful, you 
  opponent must make an Escape Artist check vs. DC 15 as a Standard Action to become free. 
  This feat does not stack with Improved Grapple. 
  Ranged Sunder 
  [General, Fighter] 
  (CWar p104) 
  Strength 13 
  Base Attack Bonus +5 
  Point Blank Shot 
  Precise Shot 
  When attacking an object, you deal full damage (instead of ½ damage) with Slashing or Bludgeoning 
  Ranged Weapons –or– ½ damage (instead of no damage) with Piercing Ranged Weapons.  You must be 
  within 30’ of your target to use this feat. 
  This feat does not stack with Improved Sunder. 
  Ranged Threat  
  [General, Fighter] 
  (DR350 p90) 
  Base Attack Bonus +6  
  Combat Reflexes 
  Point Blank Shot 
  Precise Shot 
  If a creature within 15’ of you takes an action that provokes an Attack of Opportunity, you may make a 
  single ranged attack against him/her/it at your highest attack bonus.  This consumes all of your remaining 
  Attacks of Opportunity for the round. 
  Ranged Weapon 
  Mastery – 
  Bludgeoning  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  bludgeoning ranged) 
  Weapon Specialization 
  (any bludgeoning 
  ranged) 
  Any Ranged Bludgeoning weapon you wield has a +2 bonus on attack & damage –and– +20’ range 
  increment. 
  Ranged Weapon 
  Mastery – Piercing  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  piercing ranged) 
  Weapon Specialization 
  (any piercing ranged) 
  Any Ranged Piercing weapon you wield has a +2 bonus on attack & damage rolls –and– +20’ range 
  increment. 
  Ranged Weapon 
  Mastery – Slashing  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +8 
  Weapon Focus (any 
  slashing ranged) 
  Weapon Specialization 
  (any slashing ranged) 
  Any Ranged Slashing weapon you wield has a +2 bonus on attack & damage rolls –and– +20’ range 
  increment. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 182 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Rapid Reload 
  [General, Fighter, Scout] 
  (PH p99) 
  (CAdv p10)+ 
  Weapon Proficiency 
  with a Crossbow 
  You may reload a specific type of Crossbow more quickly than is standard.   
  A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make 
  multiple attacks as part of a Full Round Attack (if your BAB is high enough)). 
  A Heavy Crossbow may be reloaded as a Move Action. 
  Note:  You may take this feat multiple times.  Each time it applies to a different type of crossbow. 
  Rapid Shot 
  [General, Fighter] 
  (PH p99) 
  Dexterity 13 
  Point Blank Shot 
  Ranger 2nd  
  When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest 
  base attack bonus), but all your attacks are at –2. 
  Rapid Stunning 
  [General, Fighter] 
  (CWar p104) 
  Combat Reflexes 
  Base Attack Bonus +6  
  Stunning Fist 
  You may make one extra Stunning Fist-based attack in a round (normally you can only make one such 
  attack each round).  This feat does not grant extra uses overall, just the ability to try more than once in a 
  single round. 
  You make take this feat multiple times.  Their effects stack. 
  Reckless Charge  
  [General, Fighter] 
  (Mini p27) 
  — 
  When you Charge, you may increase the penalty to your AC to –4 and increase your attack bonus to +4. 
  Resounding Blow 
  [General, Fighter] 
  (BoED p45) 
  Strength 13 
  Power Attack 
  Intimidate:   
  7 ranks 
  On a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered 
  for 1 round (WillNeg, DC is Charisma-based). 
  This feat applies to a Monk’s Unarmed Strike. 
  Ricochet  
  [General, Fighter] 
  (DR343 p93) 
  Dexterity 19 
  Blind-Fight 
  Point Blank Shot 
  Precise Shot 
  Improved Precise Shot 
  Base Attack Bonus +15 
  When you hit a creature with a thrown weapon that does Bludgeoning damage, you may make an additional 
  attack at a creature adjacent to your initial target.  The second attack roll receives a –5 penalty to hit.  If 
  successful, the second target takes ½  * (weapon damage + Strength modifier), and cannot be used for a 
  Sneak Attack. 
  Usable once per round.  Only one additional target can be struck by a ricochet. 
  Ride-By Attack 
  [General, Fighter] 
  (PH p99) 
  Mounted Combat 
  Ride:  1 rank 
  When doing a Charge action on your mount, you may move, attack, and then continue the movement (up to 
  a double move).  This does not provoke an Attack of Opportunity from the creature you attack. 
  Robilar’s Gambit  
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +12 
  Combat Reflexes 
  If you activate this ability at the start of your turn, you gain the following: 
  a)  foes receive a +4 bonus on their attack & damage rolls against you; 
  b)  after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after 
  his/her attack. 
  Sahuagin Flip  
  [General, Fighter] 
  (Storm p93) 
  Racial Swim speed 
  Dodge 
  After making a Standard Action melee attack, you may ‘withdraw’ (i.e., 2x movement) as a Move Action as 
  long as your are swimming away. 
  Sanctify Martial 
  Strike 
  [Exalted] 
  (BoED p46) 
  Charisma 15 
  Weapon Focus  
  Damage done by chosen weapon is considered ‘Good’ for the purposes of overcoming Damage Reduction. 
  In addition, the chosen weapon does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders 
  & Evil Undead. 
  Shadow Striker 
  [Tactical, Fighter] 
  (PH2 p94) 
  Hide: 
  12 ranks 
  Move Silently: 12 ranks 
  You may use the following 3 tactical maneuvers: 
  Evade Notice – If you take no hostile action against an opponent who threatens you and another creature 
  he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent 
  attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer 
  threatened (due to moving, dropping, etc.). 
  Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and 
  then make a Hide check at +5. 
  Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. 
  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. 
  your first attack the next round as long as your ally still threatens the opponent too. 
  Sharp-Shooting 
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +3 
  Point Blank Shot 
  Precise Shot 
  If your target has Cover (but not Total Cover), he/she only gain a +2 bonus to AC (instead of the standard 
  +4 bonus to AC). 
  Shield and Pike Style 
  [General, Fighter] 
  (DR338 p92) 
  Proficient with Light 
  Shields 
  When wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive 
  the full Shield bonus to AC of a Light Shield you are wearing. 
  Note:  Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously. 
  Shield Charge 
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +3 
  Improved Shield Bash 
   
  If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack 
  immediately without provoking an Attack of Opportunity.  If it fails, your opponent does not get an 
  attempt to trip you. 
  Shield Proficiency 
  [General, Fighter] 
  (PH p100) 
  — 
  You are proficient with all shields (except Tower Shields). 
  Shield Slam 
  [General, Fighter] 
  (CWar p105) 
  Base Attack Bonus +6 
  Improved Shield Bash 
  Shield Charge 
   
  You may make a ‘Shield Slam’ as a Full Attack or at the end of a Charge.  If it hits, your opponent takes 
  normal damage and is Dazed for 1 round (FortNeg, DC is Strength-based). 
  Shield Sling 
  [General, Fighter] 
  (PH2 p82) 
  Shield Proficiency 
  Base Attack Bonus +9 
  Improved Shield Bash 
  Shield Specialization 
  You can use your Light Shield or Heavy Shield as a Thrown Weapon.  It does its normal bashing damage 
  plus your Strength modifier. 
  The Shield can also be used to make a Ranged Trip, though the Size modifier on the attempt can be no more 
  than +0 (though it can be lower for a Small sized creature). 
  Shield Snare 
  [General, Fighter] 
  (DR309 p110) 
  Shield Proficiency  
  Improved Shield Bash 
  To use this Feat, you must ready a Shield Snare action in response to an opponent’s melee attack.  When 
  your opponent attacks, you immediately make a Disarm attempt with your shield that does not generate an 
  Attack of Opportunity.  If you fail, your opponent cannot attempt to disarm you in response. 
  When making the disarm check, treat a Buckler as a Light weapon, a Light Shield as a One-Handed 
  weapon, and a Heavy or Tower Shield as a Two-Handed weapon. 
  If you attempt a Shield Snare action, you lose your Shield Bonus to AC until the start of your next turn. 
  Shield Ward 
  [General, Fighter] 
  (PH2 p 82) 
  Shield Proficiency 
  Shield Specialization 
  Add your Shield bonus to AC to the following: 
  a)  Touch AC; and 
  b)  resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 183 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Shieldmate 
  [General, Fighter] 
  (Mini p28) 
  Base Attack Bonus +1 
  Adjacent allies receive a +1 Shield bonus to AC when you are using a Shield with which you are proficient 
  and can take actions.  The bonus increases to +2 if you are using a Tower Shield. 
  Shiftsilver Mastery 
  [Shifter] 
  (DR355 p76) 
  Shifter 
  Base Attack Bonus +8  
  any 2 [Shifter] feats 
  Must have crafted a 
  ‘Shiftsilver’ weapon 
  If you confirm a Critical Hit on a creature with Damage Reduction vs. Silver with a weapon you crafted out 
  of ‘Shiftsilver’, it does a bonus +2d4 Constitution damage. 
  Shock Trooper 
  [Tactical, Fighter] 
  (CWar p112) 
  Base Attack Bonus +6 
  Improved Bull Rush 
  Power Attack 
  You may use the following 3 tactical maneuvers: 
  Directed Bull Rush – On a successful Bull Rush at the end of a Charge, you may move your opponent one 
  hex to the left or right for each hex you move him/her backwards.  
  Domino Rush – On a successful Bull Rush that pushes your opponent into the same hex as another 
  opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. 
  Heedless Charge – If you make a Charge that ends in an attack that uses Power Attack (at least a –5 to your 
  attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty.  This is in 
  additional to the –2 AC due to the Charge. 
  Short Haft 
  [General, Fighter] 
  (PH2 p82) 
  Base Attack Bonus +3 
  Weapon Focus (reach 
  weapon) 
  As a Swift Action, you may reduce the Reach of any reach weapon (other than Spiked Chain & Whip) by 
  5’.  This changed the squares that you ‘threaten’.   
  Returning the weapon to its normal reach is also a Swift Action. 
  Snatch Arrows 
  [General, Fighter] 
  (PH p100) 
  Dexterity 15 
  Improved Unarmed Strike 
  Deflect Arrows 
  You may catch one projectile per round that would have hit you, but only if the following are true: 
  1.  you are not Flat-Footed and aware of the attack. 
  2.  one of your hands is free. 
  3.  the projectile is not magic (such as Melf’s Acid Arrow) or massive (such as a Giant’s boulder). 
  If you catch a thrown weapon (such as a Spear), you may throw it immediately at the person who threw it at 
  you, even though it is not your turn. 
  Spear Master 
  [General, Fighter] 
  (DR30 p89) 
  — 
  You may choose to wield a spear or Shortspear as a Double Weapon.  The blunt end does Bludgeoning 
  damage in the same amount as the Piercing end.  Each end must be Enchanted separately. 
  Spectral Skirmisher 
  [General, Fighter] 
  (PH2 p83) 
  Base Attack Bonus +6 
  When you are Invisible, you gain the following benefits: 
  a)  creatures who cannot see you receive a –5 penalty on Listen checks to hear you. 
  b)  a creature attempting a melee attack against the square you are in generates an Attack of Opportunity.  
  If you attack the creature, then he/she automatically knows where you are (assuming  you are still 
  Invisible). 
  Spirited Charge 
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride-By Attack 
  Ride:   
  1 rank 
  When attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance). 
  Spring Attack 
  [General, Fighter, Scout] 
  (PH p101) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Dodge 
  Mobility 
  When doing an Attack Action with a  melee weapon, you may move, attack, and then continue the 
  movement (up to your speed).  This does not provoke an Attack of Opportunity from the person you are 
  attacking.  You must move at least 5’ before and after the attack to make use of this feat. 
  Stoneback  
  [General, Fighter] 
  (RoS p144) 
  Shield Proficiency 
  Tunnel Fighting 
  If you have a ready Shield (with which you are proficient) and one side of your space is entirely in contact 
  with a solid wall, you cannot be Flanked. 
  Stunning Fist 
  [General, Fighter] 
  (PH p101) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +8 
  Improved Unarmed Strike
  Monk 1st 
  You must declare you are using this ability before you make an Attack with your Unarmed Strike.  If your 
  foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Wisdom 
  modifier).  If your foe fails, he/she is Stunned for 1 round (i.e., until your next action).  A Stunned creature 
  cannot take any Action, loses any Dexterity bonus to AC, & has an additional –2 penalty to AC. 
  Creature immune to critical hits are immune to being Stunned. 
  You may use this ability once per four non-Monk levels + one per Monk levels each day. 
  Subduing Strike 
  [General, Fighter]  
  (BoED p46) 
  — 
  You may deal nonlethal damage with a melee weapon without taking a –4 penalty on the attack roll. 
  If  you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon. 
  Supremely Confident 
  [General, Fighter] 
  (DR335 p88) 
  Perform (act):  
  7 ranks 
  When making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. 
  On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a 
  Free Action. 
  Sweeping Trip 
  [General, Fighter] 
  (PH p96) 
  Intelligence 13 
  Combat Expertise 
  Improved Trip 
  When you successfully Trip an opponent, you may forgo the “follow-up” attack and instead make a Trip 
  attack against a new opponent that is adjacent to both you and the tripped opponent (i.e., you are trying to 
  knock the first opponent into the second).  This action does not provoke an Attack of Opportunity, but if it 
  fails, the second opponent may attempt to Trip you. 
  You may only use this ability once per round. 
  Terrifying Warrior 
  [General, Fighter] 
  (DR343 p93) 
  Strength 13 
  Power Attack 
  Cleave 
  Base Attack Bonus +3 
  If you drop a creature with a Cleave attack (i.e., you dropped two creatures in a row), all opponents within 
  your reach are Panicked for 1d4 rounds (WillNeg, DC is Charisma-based).  Creatures with HD equal or 
  greater than you are not effected.  This is an Extraordinary Mind-Affecting Fear Effect. 
  Throw Anything 
  [General, Fighter] 
  (CWar p105) 
  Dexterity 15 
  Base Attack Bonus +2 
  You may throw a melee weapon with which you are proficient as if it were a ranged weapon with a range 
  increment of 10’ with no penalty on the attack roll. 
  Titan Fighting  
  [General, Fighter] 
  (RoS p145) 
  Racial Dodge bonus 
  against Giants 
  Dodge 
  Against your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the 
  usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, 
  which stacks with his usual +4 Dodge bonus – so +8 AC against one Giant, and +4 AC against all others). 
  Tower Shield 
  Proficiency 
  [General, Fighter] 
  (PH p101) 
  Shield Proficiency 
  You are proficient with Tower Shields. 
  Trample 
  [General, Fighter] 
  (PH p101) 
  Mounted Combat 
  Ride:   
  1 rank 
  When doing an Overrun action while mounted, your foe may not avoid you.  If you knock the foe down,  
  your mount may make one hoof attack (including the +4 bonus because the foe is Prone). 
  Tumbling Feint 
  [General, Fighter] 
  (PH2 p84) 
  Bluff:   
  4 ranks 
  Tumble:   
  4 ranks 
  Designate an opponent at the start of your turn as a Swift Action.  If you avoid provoking an Attack of 
  Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to 
  Feint in Combat against that opponent on your next turn. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 184 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Tunnel Fighting  
  [General, Fighter] 
  (RoS p145) 
  Base Attack Bonus +1 
  You do not take a penalty on your attack rolls or to your AC when squeezing into or through a tight space. 
  Two-Weapon Attack 
  of Opportunity  
  [General, Fighter] 
  (DR340 p87) 
  Dexterity 17 
  Combat Reflexes 
  Two-Weapon Fighting 
  When you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the 
  normal penalties for doing so.  This counts as two of your Attacks of Opportunity per round and your 
  maximum is not increased. 
  Two-Weapon 
  Defense 
  [General, Fighter] 
  (PH p102) 
  Dexterity 15 
  Two-Weapon Fighting 
  When wielding two weapons or a double weapon (but not when using Unarmed Strikes or Natural 
  Weapons), you gain a +1 Shield bonus to AC.   
  If Fighting Defensively or using Total Defense, you gain a +2 Shield bonus to AC. 
  Two-Weapon 
  Fighting 
  [General, Fighter] 
  (PH p102) 
  Dexterity 15 
  Ranger 2nd 
  Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by –2 on 
  your primary hand & –6 on your secondary hand.  This works out to –2 on both hands when wielding a 
  Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. 
  As part of a Full Round Attack, you may make a single attack with your secondary weapon. 
  Two-Weapon Pounce 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +6 
  Two-Weapon Fighting 
  Ranger 6th  
  At the end of a Charge, you may attack with both your primary & off-hand weapons.  The +2 attack bonus 
  for the Charge and the –2 penalty for fighting with two weapons cancel out.  You still receive the –2 
  penalty to AC for the Charge. 
  Two-Weapon Rend 
  [General, Fighter] 
  (PH2 p84) 
  Dexterity 15 
  Base Attack Bonus +11 
  Two-Weapon Fighting 
  Ranger 11th  
  If you damage an opponent with each of your weapons in a given round, you do extra damage equal to  
  1d6 + 1 ½ Strength modifier.  With regards to Damage Reduction, use the off-hand weapon’s 
  characteristics. 
  A given creature may only take this rending damage once per round. 
  Versatile Unarmed 
  Strike 
  [General, Fighter] 
  (PH2 p85) 
  Improved Unarmed Strike
  As a Swift Action, you may change the damage type of your Unarmed Strikes to ‘bludgeoning’ (default), 
  ‘piercing’, or ‘slashing’.  The damage type remains until you use this ability again to change it. 
  Vexing Flanker 
  [General, Fighter] 
  (PH2 p85) 
  Combat Reflexes 
  You receive a +4 bonus on attack rolls to hit a Flanked opponent (instead of the normal +2). 
  War Chant 
  [General, Fighter] 
  (DR335 p88) 
  Perform (sing):  7 ranks 
  By chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 
  1.  You gain a +2 bonus on your Initiative check. 
  2.  Allies within 30’ who were listening to the chant receive a +1 Morale bonus on their Initiative check. 
  The effects of multiple chanters on their allies stack (up to a max of +4). 
  Water Splitting Stone 
  [General, Fighter] 
  (PH2 p85) 
  Dexterity 13 
  Wisdom 13 
  Base Attack Bonus +9 
  Improved Unarmed Strike
  Stunning Fist 
  Monk 6th   
  If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 
  bonus to damage (i.e., ignore 4 points of Damage Reduction). 
  We Few, We Happy 
  Few 
  [General, Fighter] 
  (DR335 p88) 
  Perform (oratory):   
  7 ranks 
  Following a 1 minute speech, you may make a Perform (oratory) check.  Any ally who listened to the whole 
  speech and understood it may use this check in place of his/her next Will save (though the subject must 
  decide before rolling).  If not used within 10 minutes, the effect dissipates. 
  Weakening Touch 
  [General, Fighter] 
  (CWar p106) 
  Wisdom 17  
  Base Attack Bonus +2 
  Improved Unarmed Strike
  Stunning Fist 
  On a successful Unarmed Strike, you cause no damage, but your opponent receives a –6 penalty to his/her 
  Strength for 1 minute.  Multiple uses do not stack. 
  Depletes one use of Stunning Fist even if the attack misses. 
  Weapon Finesse 
  [General, Fighter] 
  (PH p102) 
  Base Attack Bonus +1 
  Use your Dexterity modifier instead of your Strength modifier as the bonus to your melee attacks when 
  using any Light Weapon, a Rapier, a Spiked Chain, or a Whip.  (note:  this feat now applies to all 
  appropriate weapons). 
  Weapon Focus 
  [General, Fighter] 
  (PH p102) 
  Base Attack Bonus +1 
  Proficiency with the 
  chosen weapon 
  Gain a +1 bonus to attack rolls with the chosen weapon. 
  You may take this feat with Unarmed Attacks, Rays, Grapple, or even a Natural Attack. 
  Weapon 
  Specialization 
  [General, Fighter] 
  (PH p102) 
  Fighter 4th  
  Weapon Focus 
  Gain a +2 bonus on damage rolls with the chosen weapon. 
  Whirlwind Attack 
  [General, Fighter] 
  (PH p102) 
  Intelligence 13 
  Dexterity 13 
  Base Attack Bonus +4 
  Combat Expertise 
  Dodge 
  Mobility 
  Spring Attack 
  When making a Full Round Attack, you get one attack on each opponent within your reach at your best 
  attack bonus.  Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc. 
  Winged Warrior  
  [Tactical, Fighter] 
  (RotW p153) 
  Must have Wings 
  Hover 
  Base Attack Bonus +4 
   
  You may use the following 3 tactical maneuvers: 
  Dustup – If you are standing in or flying no more than 10’ above an area of lots of loose debris, you can use 
  a Move Action to create a 20’ radius hemispherical cloud.  Creatures looking through 10’ of the cloud 
  have Concealment, while 20’ grants Total Concealment & any within the cloud must make a 
  Concentration check vs. DC 10 + ½ your character level to cast a spell. 
  Flying Leap – If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb 
  checks due to the lift and stabilization effects of your wings. 
  Shroud of Feathers – By spending a Move Action to surround your body with your wings, you can make a 
  Feint in combat as part of an attack.  You cannot be flying to use this maneuver.  You can only use this 
  maneuver once per foe per combat. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 185 
  Fighter Feats 
  Source 
  Prerequisite 
  Description 
  Woodland Archer  
  [Tactical, Fighter] 
  (RotW p154) 
  Point Blank Shot 
  Base Attack Bonus +6 
  You may use the following 3 tactical maneuvers: 
  Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in 
  the same round to hit the same foe. 
  Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can 
  ignore the Miss Chance against the same foe in the following round. 
  Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain 
  hidden), the following round you can make a single attack, take a Move Action, and then make a Hide 
  check to remain hidden).  As long as you remain unseen, you can continue making Sniping Attacks. 
   
   
   
  Scout Feats 
   
  The following may be taken as bonus Scout feats (available at 4th, 8th, etc., levels).  
   
  Scout Feats 
  Source 
  Prerequisite 
  Description 
  Acrobatic  
  [General, Scout] 
  (PH p89) 
  (CAdv p10)+ 
  — 
  +2 bonus to Jump & Tumble checks. 
  Acrobatic Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Tumble:   
  5 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +1d6 Skirmish damage against that opponent until the start of your next turn. 
  Agile 
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Balance & Escape Artist checks. 
  Alertness 
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Listen & Spot checks. 
  Athletic 
  [General, Scout] 
  (PH p89)  
  (CAdv p10)+ 
  — 
  +2 bonus to Climb & Swim checks. 
  Blind-Fight 
  [General, Fighter, Scout] 
  (PH p89) 
  (CAdv p10)+ 
  — 
  If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to 
  hit. 
  You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker.  Also, your attacker 
  does not get a +2 bonus due to being invisible. 
  Darkness & poor lighting only reduce your movement to 75%, instead of 50%. 
  Brachiation  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+ 
  Climb:   
  4 ranks 
  Jump:   
  4 ranks 
  You can move through medium and dense forest area at your normal land speed. 
  You must be at least 20’ from the ground to use this ability. 
  Combat Expertise 
  [General, Fighter, Scout] 
  (PH p92) 
  (CAdv p10)+ 
  Intelligence 13 
  When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until 
  your next action.  X can be up to your base attack bonus, with a maximum of 5. 
  Danger Sense  
  [General, Scout] 
  (CAdv p106) 
  (CAdv p10)+  
  (Mini p25) 
  Improved Initiative 
  You may roll two dice when making your Initiative check and take the better roll.  Usable 1/day.  
  Dodge 
  [General, Fighter, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  Dexterity 13 
   
  During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until  
  your next action.  If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus. 
  Endurance 
  [General, Scout] 
  (PH p93) 
  (CAdv p10)+ 
  — 
  Ranger 3rd  
  1.  +4 bonus on checks for performing a physical action over a period of time, such as swimming or 
  running. 
  2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 
  3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation. 
  Far Shot 
  [General, Fighter, Scout] 
  (PH p94) 
  (CAdv p10)+ 
  Point Blank Shot 
  Range increment of projectile weapons you use is multiplied by 1.5. 
  Range increment for thrown weapons is multiplied by 2. 
  Great Fortitude 
  [General, Scout] 
  (PH p94) 
  (CAdv p10)+ 
  — 
  +2 bonus to all Fortitude saving throws. 
  Hear the Unseen  
  [General, Fighter, Scout] 
  (CAdv p119) 
  (CAdv p10)+ 
  Blind-Fight 
  Listen:   
  5 ranks 
  As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30’ (as long as you 
  have line of effect on them). This benefit does not eliminate your miss chance. 
  If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. 
  If you are Deafened, or in an area of Silence, you cannot use this feat. 
  Hinder  
  [Ambush, Scout] 
  (DR344 p103) 
  Skirmish class ability  
  with at least +2d6 
  Improved Initiative 
  On a successful Skirmish Attack, you may reduce the Skirmish dice by 1d6 to reduce your foe’s base land 
  movement by 10’ for 1 minute.  Multiple ‘Hinder’ attacks stack, though a foe cannot be reduced to slower 
  than 5’.  Does not affect foe other forms of movement. 
  Improved Acrobatic 
  Skirmisher  
  [General, Scout] 
  (DR346 p86) 
  Skirmish class ability 
  Dexterity 13 
  Acrobatic Skirmisher 
  Tumble:  
  10 ranks 
  If you move through an opponent’s square and successfully use Tumble to avoid an Attack of Opportunity, 
  you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the 
  +1d6 from Acrobatic Skirmisher). 
  Improved Initiative 
  [General, Fighter, Scout] 
  (PH p96) 
  (CAdv p10)+ 
  — 
  Gain a +4 bonus on Initiative checks. 
  Improved Skirmish  
  [Scout] 
  (CSco p078) 
  Skirmish class ability  
  with at least +2d6 / +1 
  If you move at least 20’ are part of a Skirmish attack, your damage improves by +2d6 and your Competence 
  bonus to AC improves by +2. 
  Improved Swimming  
  [General, Scout] 
  (CAdv p110) 
  (CAdv p10)+ 
  Swim:   
  6 ranks 
  You can swim half your speed as a Move Action, or your speed as a Full Round Action. 
  Iron Will 
  [General, Scout] 
  (PH p97)  
  (CAdv p10)+ 
  — 
  +2 bonus to all Will saving throws. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 186 
  Scout Feats 
  Source 
  Prerequisite 
  Description 
  Lightning Reflexes 
  [General, Scout] 
  (PH p97)  
  (CAdv p10)+ 
  — 
  +2 bonus to all Reflex saving throws. 
  Mobility 
  [General, Fighter, Scout] 
  (PH p98) 
  (CAdv p10)+ 
  Dexterity 13 
  Dodge 
  +4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area.  Any 
  condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this 
  bonus too. 
  Mounted Fighting  
  [General, Fighter, Scout] 
  (DR346 p86) 
  Mounted Combat 
  Base Attack Bonus +8 
  Ride:   
  11 ranks 
  +1 bonus on attack and damage while mounted. 
  Passive Reconnoiter  
  [General, Scout] 
  (DR346 p87) 
  Survival:   
  4 ranks 
  When you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on 
  Listen and Spot checks. 
  Point Blank Shot 
  [General, Fighter, Scout]  
  (PH p98) 
  (CAdv p10)+ 
  — 
  +1 bonus on attack & damage rolls with ranged weapons when used within 30’ of their target.   
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Precise Shot 
  [General, Fighter, Scout]  
  (PH p98) 
  (CAdv p10)+ 
  Point Blank Shot 
  You can use ranged weapons into melee without taking a –4 penalty on your attack. 
  A spellcaster receives this bonus when using a Ray or Energy Missile spell. 
  Quick Draw 
  [General, Fighter, Scout]  
  (PH p98) 
  (CAdv p10)+ 
  Base Attack Bonus +1 
  You may draw a weapon as a Free Action. 
  You may draw a hidden weapon as a Move Action. 
  You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full 
  Round Attack (if your BAB is high enough). 
  Quick Reconnoiter 
  [General, Scout] 
  (CAdv p112) 
  (CAdv p10)+ 
  Listen:   
  5 ranks 
  Spot:   
  5 ranks 
  You can make one Spot check and one Listen check each round as a Free Action. 
  Ranged Skirmisher  
  [General, Scout] 
  (DR346 p87) 
  Skirmish class ability 
  Dexterity 13 
  Wisdom 13 
  Point Blank Shot 
  Far Shot 
  You apply your Skirmish damage to ranged attack made on opponents within 60’ (instead of the normal 30’).
  Rapid Reload 
  [General, Fighter, Scout]  
  (PH p99) 
  (CAdv p10)+ 
  Weapon Proficiency 
  with a Crossbow 
  You may reload a specific type of Crossbow more quickly than is standard.   
  A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make 
  multiple attacks as part of a Full Round Attack (if your BAB is high enough)). 
  A Heavy Crossbow may be reloaded as a Move Action. 
  Note:  You may take this feat multiple times.  Each time it applies to a different type of crossbow. 
  Scout the Path  
  [General, Scout] 
  (DR346 p87) 
  Survival:  
  4 ranks 
  +3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). 
  In addition, all allies within 20’ receive a +1 bonus on their Hide and Move Silently checks. 
  Shot on the Run 
  [General, Fighter, Scout]  
  (PH p100) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Point Blank Shot 
  Dodge 
  Mobility 
  When making a Standard Action attack with a ranged weapon, you can move before and after the attack, up 
  to your base movement. 
  Skill Focus 
  [General, Scout] 
  (PH p100) 
  (CAdv p10)+ 
  — 
  +3 bonus to all checks involving one skill. 
  This feat may be taken multiple times, once per skill. 
  Spring Attack 
  [General, Fighter, Scout]  
  (PH p101) 
  (CAdv p10)+ 
  Dexterity 13 
  Base Attack Bonus +4 
  Dodge 
  Mobility 
  When doing an Attack Action with a  melee weapon, you may move, attack, and then continue the 
  movement (up to your speed).  This does not provoke an Attack of Opportunity from the person you are 
  attacking.  You must move at least 5’ before and after the attack to make use of this feat. 
  Swift Ambusher  
  [General, Scout] 
  (CSco p81) 
  Skirmish +1d6 / +1 AC 
  class feature 
  Sneak Attack +1d6 
  Add your Rogue and Scout levels together to determine the value of your Skirmish bonuses.  Also, you 
  qualify for [Ambush] feats as if your Sneak Attack dice were the total of your Sneak Attack dice and your 
  Skirmish dice (though you may not use Skirmish dice to “activate” [Ambush] feats). 
  Swift Avenger  
  [General, Scout] 
  (DR357 p87) 
  Nature Sense class ability 
  Skirmish +1d6 
  1. Add your Druid level to your Scout level to determine your Skirmish damage and AC bonus. 
  2. Add your Druid level to your Scout level to determine how many uses of Wild Shape you get each day. 
  Track 
  [General, Scout]  
  (PH p101) 
  (CAdv p10)+ 
  — 
  Ranger 1st  
  You may attempt to follow tracks by making a Survival check each mile.  The DC of the check is 
  determined by the factors listed at PH p101. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 187 
  Wizard Feats 
   
  The following may be taken as bonus Wizard feats (available at 5th, 10th, etc., levels).  These are in addition to Metamagic and Item Creation feats. 
   
  Wizard Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Focus 
  [General, Wizard] 
  (DR351 p88) 
  Able to cast 1st level 
  Arcane spells 
  If you have at least one prepared Arcane spell –or– one Arcane spell slot remaining, you may spend a Full 
  Round action to attempt a Concentration check vs. DC 20.  If successful, you enter the ‘Arcane Focus’ 
  state.  Once in ‘Arcane Focus’, you remain in it until you expend it, become unconscious, go to sleep, or 
  use your last Arcane spell. 
  As a Swift Action, you may expend your ‘Arcane Focus’ to ‘Take 15’ on a Concentration check.  This 
  option is available even if you are in combat, etc. 
  Arcane Watchfulness 
  [Arcane, Wizard] 
  (DR351 p88) 
  Wisdom 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Danger Sense – gain a +4 Circumstance bonus on Spot checks for 1 minute. 
  Empathic Potential – gain a +4 Circumstance bonus on Sense Motive checks for 1 minute.  
  Spatial Awareness – gain a +4 Circumstance bonus on Search checks for 1 minute. 
  Betrayal of the Spirit 
  Linked 
  [General, Wizard] 
  (DR336 p108) 
  Having a current Familiar
  Able to cast Animate 
  Dead as a Prepared 
  spell 
  You sacrifice your Familiar and turn it into a Skeleton or a Zombie.  You lose the bonus it proved to you 
  (such as +3 to Climb for a Lizard) and it will never learn to speak to you or other creatures of its type, but 
  you gain Damage Reduction 5 / slashing if your Familiar is now a Skeleton, or DR 5 / bludgeoning if your 
  Familiar is now a Zombie. 
  Body Awareness 
  [Arcane, Wizard] 
  (DR351 p89) 
  Wisdom 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Overcome Distraction – you may do one of the following for (Wisdom modifier) round (min 1):  
  ignore Fatigue, treat Exhaustion as Fatigue, ignore Nausea, ignore being Shaken, treat being Frightened 
  as being Shaken, ignore being Sickened. 
  Slowed Breathing – you receive a +4 Circumstance bonus on Fortitude saves to resist toxic fumes & 
  inhaled poisons, holding your breath for 1 minute only counts as 5 round, and (assuming you don’t 
  move) you can appear dead (Heal check vs. DC 20 to realize the deception). 
  Sudden Effort – +4 Circumstance bonus on your Strength, Dexterity, or Constitution until your next turn.  
  Using this ability a second (or further) time each day results in you becoming Fatigued.  If you used 
  this ability while Fatigued, you become Exhausted. 
  Defensive Magic 
  [Arcane, Wizard] 
  (DR351 p89) 
  Arcane Focus 
  You may expend your ‘Arcane Focus’ to do one of the following: 
  Absorb Damage – as an Immediate Action, you may expend an Arcane spell / spell slot along with your 
  ‘Arcane Focus’ to gain Damage Reduction (level of expended spell) / — until the start of your next turn 
  Iron Magic – as a Swift Action, each spell that grants you an Armor or Shield bonus to AC improves by 
  +2 until the start of your next turn. 
  Protective Aura – as an Immediate Action, you may expend one spell that you cast upon yourself along 
  with your ‘Arcane Focus’ to gain a +(level of expended spell) bonus on your next saving throw.  If not 
  used within 1 minute, the bonus fades. 
  Excised from the 
  Web of Life 
  [General, Wizard] 
  (DR336 p108) 
  Able to cast Blight as a 
  Prepared spell 
  Any spell you cast on an Animal, Fey, or Plant does damage equal to the Caster level (at your option) in 
  addition to its normal effect.  If the spell allows a save, then success means the creature does not take the 
  extra damage.  If it does not normally allow a save, then the target(s) receive a Fortitude save for ½ dmg. 
  When dealing with an Animal, Fey, Plant or anyone who has Wild Empathy, you receive a penalty on all 
  Charisma-based skills and checks equal to your Character level. 
  Focused Specialist 
  [Arcane, Wizard] 
  (DR351 p89) 
  Arcane Focus 
  Specialized Wizard 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Spell Boost – +1 Caster level on the next spell you cast from your specialized school within 1 round. 
  Spell Endowment – +1 DC on the next spell you cast from your specialized school within 1 round. 
  Spell Intensity – +2 bonus to overcome Spell Resistance on the next spell you cast from your specialized 
  school within 1 round. 
  Magical Insight 
  [Arcane, Wizard] 
  (DR351 p89) 
  Intelligence 13 
  Arcane Focus 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Detection Enhancement – one Divination spell that you are using which gives information over the 
  course of round (e.g., Detect Magic, Detect Thoughts, etc.) give you information on all targets as if you 
  had been using it for an extra round. 
  Spell Interpretation – +4 Insight bonus on Spellcraft checks for 1 minute. 
  Spell Intensity – +4 Insight bonus on Knowledge(arcana) checks for 1 minute. 
  Potent Dweomercraft 
  [Arcane, Wizard] 
  (DR351 p89) 
  Wisdom 13 
  Arcane Focus 
  Able to cast 2nd level 
  Arcane spells 
  As a Swift Action, you may expend your ‘Arcane Focus’ to do one of the following: 
  Damaging Spell – the next melee touch attack spell you cast does +25% damage.  Must be used within 1 
  round. 
  Spell Critical – the threat range of the next melee touch attack spell you cast is 19-20 for 1 round. 
  Weaving Strike – receive a +2 Competence bonus on your next melee touch attack spell to-hit roll. 
  Spell Mastery 
  [General, Wizard] 
  (PH p100) 
  Wizard level 1st 
  Choose a number of spells equal to your Int modifier.  You may prepare these spells without a spellbook.   
  You may take this feat multiple times, each time with different spells. 
  Note:  All Wizards have Spell Mastery of Read Magic. 
  Verminous Graft 
  [General, Wizard] 
  (DR336 p108) 
  Able to cast Contagion 
  as a Prepared spell 
  Loose the use of one hand by transforming it into the nest for a colony of insects.   
  As a Standard Action, you may make a Touch attack that does 1d6 + Intelligence modifier damage.  You 
  are always treated as being ‘armed’ for purposes of not generating Attacks of Opportunity. 
  You may no longer use Two-Handed weapons, equipment, or skills (such as Climb).  You also receive a  
  –4 penalty on all Charisma-base skills or checks, except for Intimidate which receives a +2. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 188 
  Initiate Feats 
   
  Follower of a Specific Deity or Druidic Sect. 
   
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Arcane Insight 
  [Initiate] 
  (RoD p154) 
  Patron Deity:  
  Boccob 
  Cleric level:  
  3rd 
  Add Knowledge (arcana) to your Cleric class skills.  
  Gain +2 Insight bonus on Spellcraft checks. 
  Add the following to your Cleric spell list: 
  1st:  True Strike(PH p296) – Add +20 insight bonus to your next attack roll.  
  3rd:  Arcane Sight(PH p201) – Magical auras become visible to you.  
  5th:  Rary’s Telepathic Bond(PH p268) – Link lets allies communicate.  
  7th:  Arcane Sight, Greater(PH p201) – As Arcane Sight, but also reveals magic effects on creatures and 
  objects.  
  8th:  Moment of Prescience(PH p255) – You gain insight bonus on a single attack roll, check , or save.  
  Ashbound 
  [General] 
  (Eb p50) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Ashbound Druidic Sect, who believe Arcane Magic is vile & unnatural. 
  Duration of Summon Nature’s Ally spells is doubled. 
  Creatures summoned by Summon Nature’s Ally spells receive a +3 Luck bonus on attack rolls. 
  Child of Winter 
  [General] 
  (Eb p51) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Non-Good alignment 
  Member of the Child of Winter Druidic Sect, who embrace death & decay, and focus on Vermin. 
  You may target Vermin with spells that usually only target Animal, such as Calm Animal. 
  You may use Wild Empathy on Vermin. 
  You may summon Vermin with your Summon Nature’s Ally spells.  
  Dderwydd 
  Chymdeithas Initiate 
  [General] 
  (DR332 p87) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Dderwydd Chymdeithas Druidic Sect, who have been in hiding and are spread out. 
  Choose one of the following:  Knowledge (geography), Know (local), Knowledge (religion),  
  Knowledge (the planes).  Add this skill to your Druid Skill List. 
  Add the following spells to your Druidic spell list: 
  1st:  Disguise Self(PH p222) – Changes our appearance.  
  2nd:  Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.  
  3rd:  Helping Hand(PH p239) – Ghostly hand leads subject to you.  
  4th:  Sending(PH p275) – Delivers a short message anywhere, instantly.  
  5th:  Teleport(PH p292) – Instantly transports you as far as 100 miles per level.  
  6th:  Shadow Walk(PH p277) – Step into shadow to travel rapidly.  
  7th:  Sequester(PH p276) – Subject is invisible to sight and scrying.  
  8th:  Discern Location(PH p222) – Reveals the exact location of a creature or object.  
  9th:  Etherealness(PH p228) – Travel to Ethereal Plane with companions.  
  Dread Tyranny  
  [Initiate] 
  (RoD p154) 
  Patron Deity:  
  Hextor 
  Cleric level:  
  3rd 
  Strength 13 
  Add Intimidate to your Cleric class skills. Add your Strength and Charisma modifiers to Intimidate checks. 
  When you use a lethal weapon to deal nonlethal damage, you reduce the attack roll penalty to –2. 
  Add the following to your Cleric spells list:  
  2nd:  Scare(PH p274) – Panics creatures of less than 6HD.  
  4th:  Evard’s Black Tentacles(PH p228) – Tentacles grapple all within a 15’ spread.  
  5th:  Dominate Person(PH p224) – Controls humanoid telepathically.  
  6th:  Eyebite(PH p228) – Target becomes panics, sickened, and comatose.  
  8th:  Demand(PH p217) – As Sending, plus you can send Suggestion.  
  9th:  Dominate Monster(PH p224) – As Dominate Person, but any creature.  
  Eternal Strength  
  [Initiate] 
  (RoD p155) 
  Patron Deity:  
  Kord 
  Cleric level:  
  5th 
  Strength 13 
  +4 bonus on saves against Strength damage or drain.  
  Add the following to your Cleric spell list: 
  3rd:  Heroism(PH p240) – Gives a +2 on attack rolls, saves, & skill checks. 
  5th:  Waves of Fatigue(PH p301) – Several targets become fatigued. 
  6th:  Heroism, Greater(PH p285) – Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; 
  temporary hp. 
  7th:  Waves of Exhaustion(PH p301) – Several targets become exhausted. 
  Far Horizons  
  [Initiate] 
  (RoD p155) 
  Patron Deity: Fharlanghn 
  Cleric level:  
  1st 
  Add Climb, Jump, and Swim to your Cleric class skills.  
  You always know which direction is North. 
  Add the following to your Cleric spells list: 
  1st:  Expeditious Retreat(PH p228) – Your land speed increases by 30’. 
  3rd:  Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. 
  5th:  Overland Flight(PH p259) – You fly at a speed of 40’ and can ‘hustle’ over long distances. 
  6th:  Shadow Walk(PH p277) – Step into shadow to travel rapidly. 
  Gatekeeper Initiate 
  [General] 
  (Eb p54) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Gatekeeper Druidic Sect, who are trained to ward off extra-dimensional attacks by 
  Aberrations. 
  +2 bonus on saves vs. the supernatural & spell-like abilities of Aberrations. 
  Add Knowledge (the planes) to your Druid Skill List.  You can make Knowledge (the planes) checks to 
  learn details about Aberrations (instead of Know (dungeoneering)). 
  Add the following spells to your Druidic spell list: 
  1st:  Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges 
  out elementals & outsiders. 
  2nd:  Zone of Natural Purity(Eb p117) – Aberrations in area become weaker, fey & plants become stronger. 
  3rd:  Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement. 
  4th:  Nature’s Wrath(Eb p114) – Damages & dazes aberrations, damages other creatures. 
  5th:  Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures. 
  6th:  Dimensional Lock(PH p221) – Teleportation and interplanar travel are blocked for 1 day per level. 
  7th:  Return to Nature(Eb p114) – Reduces Intelligence and magical abilities of target. 
  8th:  Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 189 
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Greensinger Initiate 
  [General] 
  (Eb p54) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Greensinger Druidic Sect, who have close ties to the Fey. 
  Add Bluff, Hide, & Perform to your Druid Skill List. 
  Add the following spells to your Druidic spell list: 
  1st:  Charm Person(PH p209) – Make one person your friend. 
  2nd:  Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action. 
  3rd:  Displacement(PH p223) – Attacks miss subject 50% of the time. 
  4th:  Charm Monster(PH p209) – Makes monster believe it is your ally. 
  5th:  Hold Monster(PH p241) – As Hold Person, but can effect any creature. 
  6th:  Cat’s Grace, Mass(PH p208) – As Cat’s Grace, affects one subject per level. 
  7th:  Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level. 
  8th:  Charm Monster, Mass(PH p206) – As Charm Monster, but all within 30’. 
  9th:  Etherealness(PH p228) – Travel to Ethereal Plane with companions. 
  Initiate of Bane 
  [Initiate] 
  (PGF p80) 
  Patron Deity:  
  Bane 
  Cleric level:  
  5th 
  Gain ‘Frightful Presence’ – When you attack or charge, all enemies within 30’ become Shaken for 1d4 
  rounds (WillNeg, DC 10 + ½ Cleric level + Charisma modifier). 
  Add the following spells to your Cleric spell list: 
  3rd:  Mystic Lash(PGF p106) – Creates energy whip that deals 1d6 Electricity damage per 3 levels (max 4d6) 
  and Stuns for 1 round. 
  5th:  Battle Tide(PGF p99) – Targets take –2 penalty on saving throws, attack rolls, and weapon damage to 
  grant you benefits. 
  6th:  Stone Walk(PGF p113) – Links two stones for teleportation. 
  7th:  Undeath after Death(PGF p117) – Deals 2 Constitution damage and causes subject to rise as a Crypt 
  Spawn after death. 
  Initiate of Boccob  
  [Initiate] 
  (DR342 p49) 
  Patron Deity:  
  Boccob 
  Able to cast 3rd level 
  Divine spells 
  You can make all Knowledge checks Untrained. 
  +1 caster level on Divination spells. 
  Add the following to one of your Divine spells list: 
  1st:  Memory Jar(DR342 p54) – The target gains a bonus on Knowledge checks. 
  2nd:  Identify(PH p243) – Determines properties of a magic item. 
  4th:  Research Aid(DR342 p55) – Get assistance when performing research. 
  Initiate of Cyric 
  [Initiate] 
  (PGF p80) 
  Patron Deity:  
  Cyric 
  Cleric level:  
  3rd 
  Become immune to normal or magical Fear effects. 
  Add the following spells to your Cleric spell list: 
  2nd:  Black Talon(PGF p100) – Your arm becomes a claw that gives +5’ reach and +1 per four levels Profane 
  bonus on attack rolls, deals 1d6 damage +1 per level negative energy damage (max +10). 
  4th:  Dread Blast(PGF p101) – Fires a ray of negative energy that deals 4d8 damage +1 per level (max +20) 
  and Dazes target for 1 round. 
  4th:  Skull of Secrets(PGF p111) – Creates an illusionary flaming skull that speaks a message and spits a 
  tongue of flame that deals 1d8 Fire damage per two caster levels (max 5d8). 
  5th:  Skull Eyes(PGF p111) – Grants you a gaze attack that acts as either Charm Monster or Confusion. 
  7th:  Triple Mask(PGF p116) – Creates three shadow duplicates of you. 
  Initiate of Ehlonna  
  [Initiate] 
  (DR342 p50) 
  Patron Deity:  
  Ehlonna 
  Able to cast 3rd level 
  Divine spells 
  Pass without Trace (self only), 1/day as a Spell-like ability. 
  Add Handle Animal and Survival to the skill list of one of your Divine spellcasting classes. 
  Add the following to one of your Divine spells list: 
  1st:  Longstrider(PH p249) – Increases your speed. 
  2nd:  Snare(PH p280) – Creates a magical booby trap. 
  4th:  Commune with Nature(PH p211) – Learn about terrain for one mile per level. 
  8th:  Animal Shapes(PH p198) – One ally per level polymorphs into chosen animal. 
  Initiate of Erythnul  
  [Initiate] 
  (DR342 p50) 
  Patron Deity:  Erythnul 
  Able to cast 4th level 
  Divine spells 
  When you bring a creature to –10 hp (i.e., kill it) with a Critical Hit, you automatically receive a Death 
  Knell.  Does not apply to the Coup de Grace action. 
  Add the following to one of your Divine spells list: 
  2nd:  Cause Fear, Greater(DR342 p52) – As Cause Fear, but affects creatures up to 15 HD. 
  5th:  Erythnul’s Slaughter(DR342 p53) – Doubles critical threat ranges and prevents stabilization. 
  6th:  Rage, Mass(DR342 p55) – As Rage, but affects one subject per level. 
  Initiate of Fharlanghn  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Fharlanghn 
  Able to cast 3rd level 
  Divine spells 
  Your land speed improves by +10’. 
  Add the following to one of your Divine spells list: 
  1st:  Alarm(PH p197) – Wards an area for 2 hours per level. 
  1st:  Expeditious Retreat(PH p228) – Your land speed increases by 30’ 
  4th:  Dimension Door(PH p221) – Teleports you a short distance. 
  7th:  Phase Door(PH p261) – Invisible passage through wood or stone. 
  Initiate of Gond 
  [Initiate] 
  (PGF p80) 
  Patron Deity:  
  Gond 
  Cleric level:  
  1st 
  Disable Device and Open Lock become Cleric Class Skills. 
  Add the following spells to your Cleric spell list: 
  1st:  Wieldskill(PGF p118) – Grants +5 Competence bonus on a skill check, –or– proficiency with a weapon, 
  armor, or shield.  
  3rd:  Understand Device(PGF p117) – Grants an Insight bonus equal to caster level on Disable Device or 
  Open Lock checks. 
  6th:  Fantastic Machine(PGF p69) – Creates illusory many-armed machine that functions as a Large 
  Animated Object. 
  Initiate of Heironeous  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Heironeous 
  Able to cast 3rd level 
  Divine spells 
  You do the following bonus damage when wielding a Longsword – against an Evil-aligned Outsider, +1d6; 
  against a creature with an Aura of Evil (such as a Cleric of an Evil Deity), +1d4. 
  Add the following to one of your Divine spells list: 
  2nd:  Mark of Justice, Lesser(DR342 p54) – Designates action that will trigger curse on subject. 
  3rd:  Bless, Greater(DR342 p52) – Allies gain +1 per 4 levels on attack rolls and saves against fear. 
  4th:  Righteousness of Heironeous(DR342 p55) – You deal extra damage against evil targets. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 190 
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Initiate of Helm 
  [Initiate] 
  (PGF p80) 
  Patron Deity:  
  Helm 
  Cleric or Paladin lvl:  5th 
  You may make an Attack of Opportunity when you are Flat-Footed 
  Add the following spells to your Cleric or Paladin spell list: 
  2nd:  Warning(PGF p118) – Grants ‘Uncanny Dodge’ and a +4 Insight bonus on Listen and Spot checks.  
  3rd:  Forceward(PGF p103) – Creates a sphere of force that prevents entry by enemies, grants a +2 Sacred 
  bonus on saves vs. attacks by Evil creatures. 
  3rd:  Mace of Odo(PGF p106) – Creates a glowing mace that deals 1d6 Force damage per level (max 10d6) 
  and Paralysis, more against Undead. 
  Initiate of Hextor  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  
  Hextor 
  Able to cast 3rd level 
  Divine spells 
  You do the following bonus damage when wielding a Flail – against an Good-aligned Outsider, +1d6;  
  against a creature with an Aura of Good (such as a Cleric of a Good Deity), +1d4. 
  Add the following to one of your Divine spells list: 
  2nd:  Scare(PH p274) – Panics creatures up to 5HD. 
  4th:  Bane, Greater(DR342 p52) – Enemies gain –1 per 4 levels on attack rolls and saves against fear. 
  4th:  Wrath of Hextor(DR342 p56) – You deal extra damage against good. 
  Initiate of Ilmater 
  [Initiate] 
  (PGF p80) 
  (PGFe)+ 
  Patron Deity:  
  Ilmater 
  Cleric or Paladin lvl:  7th 
  When you cast a Cure spell that would result in more damage being healed than the target is missing hit-
  points, the excess hit-points become Temporary Hit-Points, up to a maximum of 3 x target’s HD.  As 
  long as the target has the Temporary HP, he/she receives a +2 Sacred bonus on Fortitude saves & a +2 
  Sacred bonus to resist being Bull Rushed or Tripped.  It not consumed by damage, the Temporary HP 
  dissipate after one hour. 
  Add the following spells to your Cleric or Paladin spell list: 
  4th:  Favor of Ilmater(PGF p102) – Subject gains Feat: Endurance, plus immunity to nonlethal damage, charm 
  and compulsion effects, pain attacks, and other adverse conditions, subject can function at –1 to –9 hp.  
  4th: Glory of the Martyr(PGF p103) – Grants each subject +1 Deflection bonus to AC and +1 Resistance 
  bonus on saves, splits their damage with you. 
  4th: Pact of Martyrdom(PGF p108) – You exchange hit-point totals with the target. 
  Initiate of Kord  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  
  Kord 
  Able to cast 2nd level 
  Divine spells 
  You receive a +4 Size bonus on all Bull Rush, Disarm, Grapple, Overrun, Sunder, & Trip attempts. 
  Add the following to one of your Divine spells list: 
  1st:  Kord’s Power Surge(DR342 p54) – Receive a bonus on Strength-based ability checks and skills. 
  2nd:  Kord’s Greeting(DR342 p54) – Bonuses for charging double and penalties reduce to half. 
  4th:  Champion of Kord(DR342 p53) – Receive bonuses on acts of strength. 
  Initiate of Lathander 
  [Initiate] 
  (PGF p80) 
  Patron Deity:  Lathander 
  Cleric level:  
  1st 
  You may Spontaneously give up a prepared spell and cast a spell on your Clerical spell list that is of the 
  [light] subtype or has Light in the title, such as Searing Light. 
  Add the following spells to your Cleric spell list: 
  1st:  Rosemantle(PGF p109) – Target gains a +1 per level Sacred bonus (max +10) on saves vs. effects that 
  cause Pain, Sickness, Nausea, or Fear.  
  3rd: Sunrise(PGF p114) – Burst of light blinds and damages creatures. 
  5th: Shield of Lathander(PGF p110) – Touched creature gains Damage Reduction 15 / — for 1 round. 
  7th: Shield of Lathander, Greater(PGF p110) – As Shield of Lathander, except grants Damage Reduction  
  20 / —, immunity to negative energy and energy drain, and Acid Resistance 10, Cold Resistance 10, 
  Electricity Resistance 10, Fire Resistance 10, & Sonic Resistance 10. 
  9th: Undeath’s Eternal Foe(PGF p117) – Grants subjects numerous combat advantages against Undead 
  opponents. 
  Initiate of Malar 
  [Initiate] 
  (PGF p81) 
  Patron Deity:  
  Malar 
  Cleric or Druid level:  3rd 
  When you use Summon Monster or Summon Nature’s Ally to summon a natural or Fiendish Animal, the 
  Animal gains a +4 Enhancement bonus to its Strength and Constitution scores. 
  Add the following spells to your Cleric spell list: 
  2nd:  Spectral Stag(PGF p112) – Conjures a phantom stag that you can ride or direct to attack a target.  
  3rd: Possess Animal(PGF p108) – You possess a normal animal. 
  4th: Strength of the Beast(PGF p114) – You gain benefits of your Lycanthropic animal form while in human 
  form. 
  Initiate of Mystra 
  [Initiate] 
  (PGF p81) 
  Patron Deity:  
  Mystra 
  Cleric level:  
  3rd 
  You may attempt to cast spells in Dead Magic zones or within an Antimagic Field.   
  In a Dead Magic zone, you must make a Caster check vs. DC 20 + spell level.   
  In an Antimagic Field, you must make a Caster check vs. DC 11 + the Antimagic Field’s Caster level. 
  Add the following spells to your Cleric spell list: 
  2nd:  Spell Shield(PGF p113) – Grants a +3 Resistance bonus on saving throws vs. spell and spell-like abilities. 
  3rd: Anyspell(FR p67) – You can read and prepared up to a 2nd level Arcane spell from a scroll or spellbook 
  in a 3rd level Domain spell slot. 
  5th: Spell Phylactery(PGF p113) – Activates a spell on a scroll when a triggering condition is met. 
  6th: Anyspell, Greater(FR p70) – As Anyspell, but you can read and prepare any Arcane spell up to 5th level 
  in a 6th level Domain spell slot. 
  7th: Holy Star(PGF p104) – Creates a glowing star that turns 1d6+3 spell levels as Spell Turning, grants a +10 
  Circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage per two levels. 
  Initiate of Nature 
  [Initiate] 
  (PGF p81) 
  Patron Deity:  
  Eldath, 
  Mielikki, or Silvanus. 
  Cleric or Druid lvl:  
  5th 
  You can Rebuke or Command Animals or Plant Creatures up to 3 + Charisma modifier times per day 
  Add the following spells to your Cleric spell list: 
  3rd: Mold Touch(PGF p106) – Creates a 5’ patch of Brown Mold. 
  4th: Briar Tangle(PGF p100) – As Entangle, except the targets take 1d8 damage + 1 per two levels. 
  4th: Thorn Spray(PGF p115) – Your ranged attack deals 1d6 damage per level (max 20d6), divided among 
  multiple targets, Sickens on a successful hit. 
  5th: Fireward(PGF p102) – As Quench, but also suppresses Magical Fire effects in the affected area. 
  5th: Tree Healing(PGF p116) – You enter a tree that nourishes and heals you. 
  Initiate of Nerull  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  
  Nerull 
  Able to cast 4th level 
  Divine spells 
  When using the Death Touch ability granted by the Death Domain, use d8’s (instead of d6’s) for damage. 
  Add the following to one of your Divine spells list: 
  2nd:  Cause Fear, Greater(DR342 p52) – As Cause Fear, but affects creatures up to 15 HD. 
  3rd:  Nerull’s Scythe(DR342 p54) – You bring a magical scythe into existence. 
  9th:  Wail of the Banshee(PH p298) – Kills one creature per level. 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 191 
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Initiate of Obad-Hai  
  [Initiate] 
  (DR342 p51) 
  Patron Deity:  Obad-Hai 
  Able to cast 3rd level 
  Divine spells 
  In addition to being able to convert your Prepared Divine spells spontaneously into healing spells, you may 
  also convert them into Summon Nature’s Ally spells (as a Druid does). 
  Add the following to one of your Divine spells list: 
  1st:  Summer Breezes(DR342 p56) – Cools you in uncomfortable environments. 
  2nd:  Spontaneous Combustion(DR342 p56) – Target touched catches fire. 
  3rd:  Quicksand(DR342 p54) – Creates an area of quicksand. 
  5th:  Waves of Destruction(DR342 p56) – Seawater crashes down upon your targets. 
  Initiate of 
  Olidammara  
  [Initiate] 
  (DR342 p51) 
  Patron Deity: Olidammara
  Able to cast 2nd level 
  Divine spells 
  Add Gather Information, Sleight of Hand, and Tumble to the skill list of one of your Divine spellcasting 
  classes. 
  Add the following to one of your Divine spells list: 
  2nd:  Festival Feast(DR342 p41) – Creates delicious food for 3 humans per level. 
  4th:  Olidammara’s Bard Spell(DR342 p42) – You can prepare spell from the Bard spell list. 
  5th:  Olidammara’s Carapace(DR342 p42) – Creates a protective shell around you, which you can teleport out 
  of secretly. 
  Initiate of Pelor  
  [Initiate] 
  (DR342 p52) 
  Patron Deity:  
  Pelor 
  Able to cast 3rd level 
  Divine spells 
  You receive a +2 Sacred bonus on Turning Checks and Turning Damage rolls. 
  Add the following to one of your Divine spells list: 
  1st:  True Turning(DR342 p56) – You gain bonuses on your next Turn Undead attempt. 
  3rd:  Bless, Greater(DR342 p52) – Allies gain +1 per 4 levels on attack rolls and saves against fear. 
  4th:  Immolate the Wicked(DR342 p54) – Undead you have turned burst into flames. 
  Initiate of Selûne 
  [Initiate]  
  (PGF p81) 
  (PGFe)+ 
  Patron Deity:  
  Selûne 
  Cleric, Druid, Ranger, 
  Harper Agent level:  3rd  
  Cast Augury and Divination at +5 Caster level. 
  Add the following spells to your Cleric, Druid, Ranger, and/or Harper Agent spell list: 
  1st: Handfire(PGF p103) – Your melee touch attack deals 1d8 damage +1 per level (max +5) against a living 
  creature or 2d6 damage + 1 per level (max +5) against Undead. 
  3rd: Moon Blade(FR p72) – Touch attack deals 1d8 + 1 per two levels, more to Undead, plus scrambles 
  spellcasting. 
  4th: Strength of the Beast(PGF p114) – You gain benefits of your Lycanthropic animal form while in human 
  form. 
  4th: Wall of Moonlight(PGF p118) – Creates aluminous wall that deals 3d12 damage to Undead and 2d10 
  damage to Evil creatures and Clergy of Shar or Umberlee, illuminates area and counters / dispels 
  darkness. 
  5th: Moonpath(FR p72) – Grants sanctuary to 1 creature per level. 
  5th: Moonweb(PGF p106) – Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex 
  saves, plus Improved Evasion. 
  Initiate of St. 
  Cuthbert  
  [Initiate] 
  (DR342 p52) 
  Patron Deity: St. Cuthbert
  Able to cast 3rd level 
  Divine spells 
  ‘Protective Ward’ once per day per 4 Divine caster levels – The touched target gets a Resistance bonus on 
  his/her next saving throw equal to your Divine caster level.  If not used in one hour, the ward dissipates.  
  Activation is a Standard Action. 
  Add the following to one of your Divine spells list: 
  2nd:  Mark of Justice, Lesser(DR342 p54) – Designates action that will trigger curse on subject. 
  3rd:  Retributive Strike(DR342 p55) – You gain an attack of opportunity when attacked. 
  7th:  Spell Turning(PH p282)(PH3.5e)+ – Reflects 1d4+6 spell levels back at caster. 
  Initiate of Tyr 
  [Initiate] 
  (PGF p81) 
  Patron Deity:  
  Tyr 
  Cleric level:  
  7th 
  Access to the War 
  domain. 
  +1 bonus to damage when attacking with a Longsword. 
  Add the following spells to your Cleric spell list: 
  4th: Sword and Hammer(PGF p115) – As Spiritual Hammer, but creates a Longsword and Warhammer of 
  Force, +1 on attack rolls, automatically Flanks opponents. 
  6th: Sword and Hammer, Greater(PGF p115) – As Sword and Hammer, but each weapon has a +2 bonus on 
  attack rolls and benefit from the Improved Critical Feat. 
  Initiate of Vecna  
  [Initiate] 
  (DR342 p52) 
  Patron Deity:  
  Vecna 
  Able to cast 3rd level 
  Divine spells 
  You may use Scrolls, Wands, and other Spell Completion / Spell Trigger items as a Wizard whose level is 
  equal to your Divine Caster level (plus your Wizard level, if any). 
  Add the following to one of your Divine spells list: 
  3rd:  Vecna’s Courier(DR342 p56) – Deliver secrets without fear of having them revealed. 
  4th:  Arcane Eye(PH p200) – Invisible floating eye moves 30’ per round. 
  6th:  Eyebite(PH p228) – Target becomes panics, sickened, and comatose. 
  Initiate of Wee Jas  
  [Initiate] 
  (DR342 p52) 
  Patron Deity:  
  Wee Jas 
  Able to cast 3rd level 
  Divine spells 
  By expending one of your Turning / Rebuking Attempts, you release a wave of Positive or Negative energy 
  in a 20’ radius Burst.  If you channel Positive Energy, all Undead in the area of effect take 1d6 per two 
  Divine Caster levels (Will½, DC is Charisma-based).  If you channel Negative energy, all Undead in the 
  area of effect are cured 1d6 per two Divine Caster levels (up to their maximum, extra hp are lost). 
  Add the following to one of your Divine spells list: 
  2nd:  Disguise Undead(Spell p66) – Change appearance of one corporeal undead for 10 minutes per level. 
  4th:  Magic Jar(PH p250) – Enables possession of another creature. 
  6th:  Circle of Death(PH p209) – Kills 1d4 HD per level of creatures. 
  Law Inviolate  
  [Initiate] 
  (RoD p155) 
  Patron Deity: St. Cuthbert
  Cleric level:  
  1st 
  Lawful alignment 
  Any weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. 
  Add the following to your Cleric spell list:  
  1st: Color Spray(PH p210) – Knocks unconscious, blinds, or stuns weak creatures. 
  2nd: Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action. 
  3rd: Suggestion(PH p285) – Compels subject to follow stated course of action. 
  5th: Passwall(PH p259) – Creates a passage through wood or stone walls. 
  6th: Suggestion, Mass(PH p285) – As Suggestion, plus one subject per level. 
  8th: Power Word Stun(PH p263) – Stuns creatures with 150 hp or less 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Feats by Category 
   
  Page 192 
  Initiate Feats 
  Source 
  Prerequisite 
  Description 
  Nightbringer Initiate 
  [General] 
  (FoE p147) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Non-Good alignment 
  Member of the Nightbringer Druidic Sect, who are connected with darkness,  undead, & the plane of Mabar. 
  Hide & Move Silently become Druid class skills for you. 
  Add the following spells to your Druidic spell list: 
  1st: Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). 
  2nd: Darkness(PH p216) – 20’ radius of supernatural shadow. 
  3rd: Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. 
  4th: Enervation(PH p226) – Subject gains 1d4 negative levels. 
  5th: Summon Monster V(PH p287) – Summons an extraplanar creature to fight for you. (shadow mastiff only) 
  6th: Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD. (native of Mabar only) 
  7th: Control Undead(PH p214) – Undead don’t attack you while under your command. 
  8th: Create Greater Undead(PH p215) – Creates shadows, wraiths, spectres, or devourers. (shadows only) 
  9th: Gate(PH p234) – Connects two planes for travel or summoning (Mabar only) 
  Radiant Fire  
  [Initiate] 
  (RoD p155) 
  Patron Deity:  
  Pelor 
  Cleric level:  
  3rd 
  +2 Insight bonus to damage rolls against Evil creatures.  
  Add the following to your Cleric spell list: 
  2nd: Scorching Ray(PH p274) – Ranged touch attack, deals 4d6 fire damage, +1 ray/4 levels (max 3). 
  3rd: Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you.* 6 
  5th: Summon Monster V(PH p287) – Summons an extraplanar creature to fight for you. * 
  6th: Summon Monster VI(PH p287) – Summons an extraplanar creature to fight for you. * 
  8th: Summon Monster VIII(PH p287) – Summons an extraplanar creature to fight for you. * 
  * Fire Elementals only  
  Undying Fate  
  [Initiate] 
  (RoD p155) 
  Patron Deity:  
  Wee Jas 
  Cleric level:  
  3rd 
  As a Swift Action, you can determine how close creatures are to death. This is an Extraordinary ability that 
  functions as the Deathwatch spell.  
  Add the following to your Cleric spell list: 
  2nd: False Life(PH p229) – Gain 1d10 temporary hp + 1 per level (max +10). 
  3rd: Halt Undead(PH p238) – Immobilizes undead for 1 round per level. 
  5th: Blight(PH p206) – Withers one plant or deals 1d6 per level damage to a plant creature. 
  7th: Finger of Death(PH p230) – Kills one subject. 
  Warden Initiate 
  [General] 
  (Eb p62) 
  Ability to spontaneously 
  cast Summon Nature’s 
  Ally 
  Member of the Warden of the Wood Druidic Sect, who protect the Great Woods. 
  Gain +2 Deflection bonus to AC when fighting in a forest. 
  Add the following spells to your Druidic spell list: 
  1st: Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges 
  out elementals & outsiders. 
  2nd: Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. 
  3rd: Displacement(PH p223) – Attacks miss subject 50% of the time. 
  4th: Locate Creature(PH p249) – Indicates direction to familiar creature. 
  5th: Hold Monster(PH p241) – As Hold Person, but can effect any creature. 
  6th: Repulsion(PH p271) – Creatures can’t approach you. 
  7th: Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures. 
  8th: Screen(PH p274) – Illusion hides area from vision, scrying. 
  9th: Hold Monster, Mass(PH p241) – As Hold Monster, but all within 30’. 
  Whispered Secrets  
  [Initiate] 
  (RoD p155) 
  Patron Deity:  
  Vecna 
  Cleric level: 
  1st 
  Add Listen and Spot to your Cleric class skills.  
  You automatically become aware of any attempt to observe you by Scrying as an Extraordinary ability.  
  Add the following to your Cleric spell list:  
  1st: Disguise Self(PH p222) – Changes your appearance. 
  2nd: Darkvision(PH p216) – See 60’ in total darkness. 
  3rd: Glibness(PH p235) – You gain +30 bonus on Bluff checks, and your lies can escape magical 
  discernment. 
  4th: Arcane Eye(PH p200) – Invisible floating eye moves 30’ per round. 
  5th: Prying Eyes(PH p267) – 1d4 floating eyes + 1 per level scout for you. 
  6th: Analyze Dweomer(PH p197) – Reveals magical aspects of subject. 
  8th: Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. 
   
   
                                                   
  6 Editor’s Note:  I think the intention was to make the next level's summon spell available, but only for Fire Elementals.  That way the Follows of Pelor could get an 
  extra powerful Fire creature or the normal other summoned creatures.  That would make the list as follows: 
  2nd – Scorching Ray 
  3rd – Summon Monster IV* 
  5th – Summon Monster VI* 
  6th – Summon Monster VII* 
  8th – Summon Monster IX* 
  * Fire Elementals only 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Variant Feats 
   
  Page 193 
  Variant Feats 
   
  Ceremonial Feats 
   
  The following feats allow a spellcaster to apply “spell templates” to their spells.  Each template adds an effect to a category of spells at the cost of one or more of 
  the following:  irremovable verbal component (i.e., cannot be removed with the Silent Spell Metamagic), irremovable somatic component, an expensive material 
  component, and/or a new material focus. 
   
  Ceremonial Feats 
  Source 
  Prerequisite 
  Description 
  Bloodthirsty 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Bloodleech template(DR311 p44) to your spells that cause hit-point damage. 
  One target affected by the spell is designated as the Bloodleech target.  If he/she is damaged by the 
  spell, the target takes an extra 1d6 damage & the caster heals the same amount immediately (excess hp 
  are lost).   
  Cost:  Verbal(guttural phrase) Material(50gp Ruby). 
  2. If you have cast a Bloodleech spell in the last 24 hours, your natural healing is increased, resulting in the 
  recovery of 2 x Character Level in hit-points for a night of rest or 3 x Character Level in hit-points for a 
  full day & night of rest. 
  Elemalefic Spellcaster 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Elemalefic template(DR311 p44) to your spells that cause energy damage. 
  Once the target spell would normally end, anyone who damaged by the spell continues to take 1d4 
  damage of the same energy type for 1 round per spell level.  Note that this effect can be dispelled. 
  Cost based on damage type:  Acid – 50gp of Black Dragon drool,  Cold – 50gp Diamond dust, 
  Electricity – 50gp Copper star,  Fire – 50gp Ruby dust,  Sonic – 50gp Gold Tuning Fork. 
  2. +2 bonus on Survival checks made on an Elemental Plane of existence. 
  Ethereal Tendril 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Ghost Touch template(DR311 p44) to your spells. That target one or more creatures. 
  The target spell now effects Incorporeal creatures 100% of the time (instead of 50% of the time). 
  Cost:  Material(50gp silver orb). 
  2. When on the Ethereal Plane, you can travel at your normal movement (instead of the normal ½ 
  movement). 
  Invigorating 
  Spellcaster 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Invigorating template(DR311 p44) to your spells that heal hit-points. 
  In additional to healing hit-points, the target spell also removes all of the following:  Dazed, Exhausted, 
  Fatigued, Sickened, & Stunned. 
  Cost:  Verbal(ancient healing incantation). 
  2. +2 bonus on Heal checks. 
  Spellbinder 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Shackled template(DR311 p44) to your spells that do not have a duration of 
  Instantaneous or Permanent. 
  Each creature under the effect of the target spell has its movement reduced by ½ for the spell’s duration 
  Cost:  Somatic(grasping gesture), Focus(100gp silver shackles), Material(25gp gold key). 
  2. +2 bonus on Use Rope checks to bind a creature. 
  Spellstrike 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Concussive template(DR311 p44) to your spells that cause hit-point damage. 
  Any creature who takes damage from the target spell must make a Balance check vs. DC 10 + Caster 
  level or be knocked prone. 
  Cost:  Somatic(pushing gesture), Material(25gp pearl). 
  2. +2 bonus on Concentration checks made to ignore vigorous, violent, or extraordinarily violent motion 
  while casting spells. 
  Superior Summons 
  [Ceremonial] 
  (DR311 p44) 
  — 
  1. You may apply the Champion template(DR311 p44) to your Conjuration (summoning) spells. 
  The creatures summoned by the target spell have maximum hit-points.  In addition, you can target them 
  with beneficial touch spells at a range of up to 30’. 
  2. You cast Conjuration (summoning) spells at +1 effective Caster level. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Variant Feats 
   
  Page 194 
  Spell-Touched 
   
  Spell-Touched Feats 
  Source 
  Prerequisite 
  Description 
  Accurate Jaunt 
  [Spelltouched]  
  (UA p92) 
  Exposure to Greater 
  Teleport, Plane Shift, 
  Teleport, or Shadow 
  Walk spells. 
  When you use the spells Teleport, Plane Shift, or Shadow Walk, you may make your targeting / destination 
  roll twice and take the better of the two rolls. 
  Bladeproof Skin  
  [Spelltouched] 
  (UA p92) 
  Exposure to Stoneskin or 
  Ironbody spells. 
  Gain Damage Reduction 3 / bludgeoning, but your tougher skin now imposes an Armor Check penalty of  
  –2, which stacks with all other Armor Check penalties. 
  Breadth of Knowledge 
  [Spelltouched] 
  (UA p92) 
  Exposure to Legend 
  Lore or Vision spells. 
  You may make a check against any Knowledge skill, even if you have no ranks in it.  If you have at least 
  one rank in a specific Knowledge skill, you gain a +1 bonus on any check based upon it. 
  Conductivity 
  [Spelltouched] 
  (UA p92) 
  Exposure to Call Lighting, 
  Lightning Bolt, or Chain 
  Lightning 
  If you take Electricity damage, you may send an arc of electricity at one target within 30’.  The base damage 
  is half the electrical damage you took (Ref½, DC 16 + your Charisma modifier). 
  Controlled Immolation 
  [Spelltouched] 
  (UA p92) 
  Exposure to Fireball or 
  Delayed Blast Fireball 
  If you ‘catch on fire’ (DMG p303), you take no hit-point damage & your body ‘burns’ for 1d4 rounds.  
  During this time, any creature striking you with a hand-held weapon or its body takes 1d6 fire damage. 
  Note that this ability does not negate damage from normal and/or magical fire, only ‘catching on fire’.  
  Also, it does not protect your equipment. 
  Eyes to the Sky 
  [Spelltouched] 
  (UA p93) 
  Exposure to Scrying or 
  Greater Scrying 
  You automatically spot the magical sensor created by any spell of the [scrying] subtype (including Arcane 
  Eye, Clairaudience / Clairvoyance, Greater Scrying, and Scrying) if it is within 40’. 
  False Pretenses 
  [Spelltouched] 
  (UA p93) 
  Exposure to a Charm or 
  Dominate spell 
  If you succeed on your save against a (charm) or a (compulsion), the caster thinks you failed your save.  
  You have the option of playing along.  If the spell involved mental commands, you receive the commands 
  but do not have to follow them. 
  Ineluctable Echo 
  [Spelltouched] 
  (UA p93) 
  Exposure to Wail of the 
  Banshee or any Power 
  Word spell 
  If you are targeted with a Power Word or Wail of the Banshee, the caster is effected also.   
  Note that you are still effected normally. 
  Life Leech 
  [Spelltouched] 
  (UA p93) 
  Exposure to Death Knell 
  or the ‘death touch’ 
  domain ability 
  Each dying or stable creature (i.e., any creature with –1 to –9 hp) within 30’ of you at the start of your turn 
  loses 1 hp, which you gain as a Temporary HP for 10 minutes. 
  You cannot suppress this power and it effects everyone in the area of effect. 
  Live My Nightmare 
  [Spelltouched] 
  (UA p94) 
  Exposure to Phantasmal 
  Killer spell 
  If you are targeted with a Divination spell or effect, you have the option of inflicting a Phantasmal Killer on 
  the caster (WillDisbelief DC 14 + your Charisma bonus.  If unsuccessful, FortNeg to avoid dying (same 
  DC)). 
  Momentary Alteration  
  [Spelltouched] 
  (UA p94) 
  Exposure to Alter Self 
  spell 
  When you take this feat, choose one of the forms that you have turned into using Alter Self.  You may 
  change into that form for 1 minute, once per day. 
  You may take this feat multiple times.  Each time, either choose another form or the same form again 
  (granting 1 extra minute per day). 
  Naturalized Denizen  
  [Spelltouched] 
  (UA p94) 
  Exposure to Dimen-
  sional Anchor spell 
  You lose your ‘extraplanar’ subtype.  This makes you immune to Banishment, Dismissal, and similar 
  effects. 
  Omniscient Whispers  
  [Spelltouched] 
  (UA p94) 
  Exposure to Commune 
  or Contact Other Plane 
  spells 
  Commune, 1/week.  Using this ability leaves you Exhausted. 
  Photosynthetic Skin  
  [Spelltouched] 
  (UA p94) 
  Exposure to Barkskin 
  spell 
  +2 Enhancement bonus to your Natural Armor when outside during the day. 
  Polar Chill  
  [Spelltouched] 
  (UA p94) 
  Exposure to Cone of Cold 
  or Ice Storm spells 
  Coat the ground around you in a 20’ radius with ice, once per day.  The effect lasts for 1 minute.  Any 
  creature trying to go through one of the frozen spaces requires 2 spaces of movement & any Balance or 
  Tumble check has +5 DC. 
  You must be touching the ground in less than 100 degree temperature air to use this ability. 
  Residual Rebound  
  [Spelltouched] 
  (UA p94) 
  Exposure to Spell 
  Resistance or Spell 
  Turning spells 
  If you roll a Natural 20 on a saving throw against a Targeted Spell (i.e., not area of effect), the spell reflects 
  back at its caster as if effected by Spell Turning (except this ability effects Touch spells too). 
  This ability does not effect spells that to not allow a saving throw. 
  Stench of the Dead  
  [Spelltouched] 
  (UA p94) 
  Exposure to Ghoul 
  Touch or Vampiric 
  Touch spells 
  Any creature adjacent to you becomes Sickened due to the smell (FortNeg  DC 12 + your Charisma 
  modifier).  The effect lasts until the creature has not been adjacent to you for 1d4 rounds. 
  You cannot suppress this ability. 
   
  
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  Variant Feats 
   
  Page 195 
  Astrological 
   
  Astrological Feats 
  Source 
  Prerequisite 
  Description 
  Startouched 
  [General] 
  (DR340 p26) 
  1st level only 
  Gain the Startouched bonus (see page 195) that matches the Astrological Sign that was in ascendance on the 
  day of your birth. 
  You are able to use & create magic items tuned only to your ‘sign’. 
  Starborn 
  [General] 
  (DR340 p26) 
  Startouched 
  Gain the Startborn bonus of your sign. 
  In addition, you may reroll one skill check per day for the skill indicated in your Starborn bonus.  You must 
  declare the reroll before the DM indicated success or failure and you must keep the new roll. 
  Starblessed 
  [General] 
  (DR340 p26) 
  Startouched 
  Starborn 
  When carrying your Birthstone (worth at least 100gp), gain the Starblessed bonus of your ‘sign’. 
  In addition, you are allowed two rerolls per day of your Starborn skill. 
   
   
   
  Astrological Signs 
   
  Name 
  Source 
  Startouched bonus 
  Starborn bonus 
  Birthstone & Starblessed bonus 
  Basilisk 
  (DR340 p32) 
  +2 bonus on Intimidate checks 
  +2 bonus on Sense Motives checks 
  Ruby – +2 Luck bonus on Fortitude saves vs. Transmutation 
  spells & effects 
  Beholders 
  (DR340 p27) 
  +2 bonus on Decipher Script checks 
  +2 bonus on Spot checks 
  Agate – +2 Luck bonus on saves vs. Illusion spells & effects 
  Dragon 
  (DR340 p30) 
  +2 bonus on Appraise checks 
  +2 bonus on Listen checks 
  Garnet – +1 bonus to AC for one round when you use the Aid 
  Another action 
  Dryad 
  (DR340 p28) 
  +2 bonus on Handle Animal checks 
  +2 bonus on Heal checks 
  Pearl – +1 Luck bonus to AC when an ally occupies an 
  adjacent square 
  Ettin 
  (DR340 p28) 
  +2 bonus on Sleight of Hand checks 
  +2 bonus on Disable Device checks 
  Opal – +1 Luck bonus to AC vs. Attacks of Opportunity. 
  Harpy 
  (DR340 p27) 
  +2 bonus on Perform (sing) –and–  
  Perform (oratory) checks 
  +2 bonus on Bluff checks 
  Turquoise – +1 Luck bonus on AC vs. ranged attacks. 
  Hydra 
  (DR340 p31) 
  +2 bonus on Gather Information checks 
  +2 bonus on Tumble checks 
  Diamond – +2 Luck bonus to AC when a foe is trying to 
  confirm a Critical Hit 
  Kraken 
  (DR340 p31) 
  +2 bonus on Swim checks 
  +2 bonus on Hide checks 
  Aquamarine – +1 Luck bonus to AC vs. Touch Attacks 
  Stirge 
  (DR340 p28) 
  +2 bonus on Craft (alchemy) checks 
  +2 bonus on Concentration checks 
  Emerald – +2 Luck bonus on Will saves vs. Enchantment 
  spells & effects 
  Unicorn 
  (DR340 p30) 
  +2 bonus on Climb checks 
  +2 bonus on Jump checks 
  Topaz – +2 Luck bonus on saves vs. Poison & Disease 
  Wyvern 
  (DR340 p29) 
  +2 bonus on Survival checks 
  +2 bonus on Ride checks 
  Sapphire – +1 Luck bonus to AC on any round that you move 
  more than 5’ 
   
   
   
  
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  Skipped Feats 
   
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  Skipped Feats 
   
  Epic Feats 
   
  Armor Skin(CWar p151) 
  Augmented Alchemy(CAdv p191) 
  Axiomatic Strike(PGF p135) 
  Bonus Domain(CDiv p89) 
  Automatic Quicken Spell(CArc p191) 
  Automatic Silent Spell(CArc p191) 
  Automatic Still Spell(CArc p191) 
  Chosen Weapon Specialization(PGF p135) 
  Combat Archery(CWar p151) 
  Combat Insight(CWar p151) 
  Damage Reduction(CWar p151) 
  Divine Spell Penetration (PGF p135) 
  Enhance Effect(PGF p135) 
  Enhance Spell(CArc p191) 
  Epic Combat Expertise(CWar p151) 
  Epic Counterspell(PGF p135) 
  Epic Dodge(CAdv p191) 
  Epic Devotion(PGF p135) (CDiv p89) 
  Epic Prowess(CWar p151) 
  Epic Reputation(CAdv p191) 
  Epic Spell Focus(CArc p192) (CAdv p192) 
  Epic Spell Penetration(CArc p192) 
  Epic Spellfire Wielder(PGF p136) 
  Epic Sunder(CWar p151) 
  Epic Toughness(CWar p151) 
  Epic Weapon Focus(CWar p151) 
  Familiar Spell(DMG p209) 
  Great Smiting(DMG p209) 
  Group Inspiration(CAdv p192) 
  Holy Strike(CDiv p89) 
  Improved Combat Casting(CArc p192) 
  Improved Cooperative Metamagic(PGF p136) 
  Improved Elemental Wild Shape(DMG p209) 
  Improved Favored Enemy(DMG p210) 
  Improved Metamagic(DMG p210) 
  Improved Skirmish(CAdv p192) 
  Improved Snatch Spell(PGF p136) 
  Improved Sneak Attack(DMG p210) 
  Improved Spell Capacity(DMG p210) 
  Improved Spellpool Access(PGF p136) 
  Improved Stunning Fist(DMG p210) 
  Improved Sudden Strike(CAdv p192) 
  Inscribe Epic Rune(PGF p136) 
  Lasting Inspiration(DMG p210) 
  Legendary Acrobat(CAdv p192) 
  Legendary Climber(CAdv p192) 
  Legendary Leaper(CAdv p192) 
  Legendary Rider(CWar p152) 
  Legendary Tracker(CAdv p192) 
  Magical Beast Wild Shape(CDiv p90)(CDivErrata)+ 
  Master Staff(CArc p192) 
  Master Wand(CArc p192) 
  Negative Energy Burst(CDiv p90) 
  Overwhelming Critical(DMG p210) 
  Perfect Two-Weapon Fighting(CWar p152) 
  Planar Turning(DMG p210) 
  Polyglot(CAdv p192) 
  Positive Energy Aura(CDiv p90) 
  Spectral Strike(CDiv p90) 
  Spell Knowledge(DMG p210) 
  Terrifying Rage(DMG p210) 
  Undead Mastery(CDiv p90) 
  Unholy Strike(CDiv p90) 
  Wield Oversized Weapon(CWar p153) 
  Zone of Animation(CDiv p90) 
   
  Psionics 
   
  Adamantine Mind Blade(DR341 p88)  
  Agitated Causticity(DR313 p47)  
  Align Mind Blade(DR341 p88)  
  Anti-Psionic Magic(DR309 p108)  
  Astral Fire(DR313 p48)  
  Bioelectrical Surge(DR313 p48)  
  Bull Blast(DR313 p48)  
  Cannibalize Spell(DR349 p88)  
  Cerebremetamagic(DR349 p89)  
  Chameleon Crafting(DR349 p89)  
  Concussive Blast(DR313 p48)  
  Deep Vision(RoS p137)  
  Deflective Armor(RoS p137)  
  Du’ulora Ancestor(PEG p83)  
  Dual-Plane Summons(DR313 p49)  
  Earth Power (RoS p138)  
  Energize Armor (RoS p139) 
  Energy Flare(DR313 p49)  
  Focused Shield (RoS p140)  
  Gestalt Anchor(RoE p112)  
  Ghost Attack(DR316 p80)  
  Ghost Attack, Greater(DR316 p80)  
  Greater Mind Shield(DR341 p88)  
  Harden Energy(DR313 p49)  
  Hashalaq Ancestor(PEG p83)  
  Hypnotic Focus(DR349 p88)  
  Instinctive Consummator(DR316 p80)  
  Instinctive Dispatcher(DR316 p80)  
  Invest Armor (RoS p141)  
  Mind Daggers(DR341 p89)  
  Mind Drain(CSco p79)  
  Mind Shield(DR341 p89)  
  Mystic Focus(DR349 p89)  
  Mystic Stability(DR349 p89)  
  Path of Shadows(RoE p110)  
  Phrenic Blast(DR316 p80)  
  Phrenic Leech(DR316 p80)  
  Practiced Mind Blade(DR341 p89)  
  Psiomancer(DR349 p89)  
  Psionic Feedback(DR316 p80)  
  Psiotheurgist(DR349 p89)  
  Psychic Luck(CSco p080)  
  Psithief(CSco p080)  
  Psymbiot(DR316 p80)  
  Reshape Mind Blade(DR341 p89)  
  Shield of Thought(RoE p113)  
  Shielded Manifesting (RoS p144)  
  Silver Mind Blade(DR341 p89)  
  Solid Freeze(DR313 p49)  
  Soulblade Warrior(RoE p112)  
  Spiritual Force(RoE p113)  
  Strategic Reassignment(DR341 p89)  
  Strength of Two(RoE p113)  
  Tactical Reassignment(DR341 p89)  
   
  Feats for Monsters 
   
  Ability Focus(MM p303) (MM3 p206) 
  Agile Tyrant(DR313 p56)  
  Awesome Blow(MM p303) (MM3 p206) 
  Baleful Moan(LM p24)  
  Battle Weaver(DR338 p68)  
  Bolster Power(DR312 p38)  
  Burning Rage(DR314 p53)  
  Chameleon Blood(DR335 p56)  
  Consecrate Spell-Like Ability(BoED p42)  
  Contagious Paralysis(LM p25)  
  Corrupted Wild Shape(LM p25)  
  Crushing Hug(DR313 p30)  
  Death Curse(DR312 p38)  
  Death Master(LM p26)  
  Dream Haunting(DR121 p57)  
  Empower Spell-Like Ability(MM p303) (MM3 p206) 
  Empowered Ability Damage(LM p26)  
  Endure Sunlight(LM p26)  
  Evolved(DR350 p37)  
  Eviscerator(LM p26)  
  Exalted Spell Resistance(BoED p42)  
  Extra Tricks(CAdv p101)  
  Flyby Attack(MM p303) (MM3 p206) 
  Ghostly Grasp(LM p27)  
  Gore Toss(DR313 p30)  
  Gout of Flame(DR314 p53)  
  Graveborn Expert(DR312 p38)  
  Graveborn Warrior(DR312 p38)  
  Hamstring Attack(DR313 p30)  
  Heighten Spell-Like Ability(CArc p80) 
  Heightened Agility(DR312 p38)  
  Heightened Strength(DR312 p38)  
  Hover(MM p304) 
  Improved Domination(DU128 p87)  
  Improved Energy Drain(LM p27)  
  Improved Natural Armor(MM p304) (MM3 p206) 
  Improved Natural Attack(MM p304)(Eb p55) (MM3 p206) 
  Improved Paralysis(LM p27)  
  Improved Turn Resistance(LM p27)  
  Life Drain(LM p28)  
  Lifebond(LM p28)  
  Lifesense(LM p28)  
  Maw of Power(DR313 p57)  
  Maximize Spell-Like Ability(CArc p81) 
  Mixed Omens(DR340 p62) 
  Multiattack(MM p304) (MM3 p207) 
  Multiweapon Fighting(MM p304) 
  Necrotic Reserve(LM p28)  
  Nimble Flier(DR313 p57)  
  Omen of Bones(DR340 p62) 
  Omen of Crows(DR340 p63) 
  Omen of Flies(DR340 p63) 
  Omen of Loss(DR340 p63) 
  Omen of Snakes(DR340 p63) 
  Omen of Storms(DR340 p63) 
  Positive Energy Resistance(LM p29)  
  Power Soar(DR313 p57)  
  Power Surge(DR313 p57)  
  Purify Spell-Like Ability(BoED p45)  
  Quick Change(DR313 p31)  
  Quicken Manifestation(LM p29)  
  Quicken Spell-Like Ability(MM p304) (MM3 p207) 
  Reptilian Healing(DR335 p57)  
  Sanctify Natural Attack(BoED p46)  
  Skilled Telekinetic(DR313 p57)  
  Snatch(MM p304) 
  Spell Drain(LM p30)  
  Spirit of the Beast(DR313 p31)  
  Spit Venom(DR313 p91)  
  Strong Coils(DR313 p91)  
  Tail Snap(DR314 p53)  
  Tentacular Stalk(DR313 p57)  
  Uncanny Speed(DR312 p38)  
  Versatile Tyrant(DR313 p57)  
  Vicious Claws(DR312 p38)  
  Wightblade(DR348 p64)  
  Wingover(MM p304) 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
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  Skipped Feats 
   
  Page 197 
  Skipped Feats (continued) 
   
  Feats Tied to Old Campaign Worlds 
   
  Birthright 
  Bloodline(DR315 p76)  
  Alter Appearance(DR315 p76)  
  Animal Affinity(DR315 p76)  
  Battlewise(DR315 p76)  
  Character Reading(DR315 p76)  
  Direction Sense(DR315 p76)  
  Fear(DR315 p76)  
  Strengthen Bloodline(DR315 p76)  
  Dark Sun 
  Defiler(DR351 p35)  
  Hollow World 
  Clawed Spell(DR315 p25)  
  Megaraptor’s Leap(DR315 p25)  
  Piercing Spell(DR315 p26) 
  Predator’s Step(DR315 p26) 
  Rage of the Raptor(DR315 p26) 
  Triceratop’s Charge(DR315 p26) 
  Kara-Tur 
  Adventurous Explorer(DR315 p64)  
  Ally of the Ki-Rin(DR315 p64)  
  Audacious Attempt(DR315 p64)  
  Backstabbing Traitor(DR315 p64)  
  Forest Ambusher(DR315 p64)  
  Cultured Courtier(DR315 p64)  
  Disciple(DR315 p64)  
  Gifted General(DR315 p64)  
  Hardy Soul(DR315 p64)  
  Horse Nomad’(DR315 p64)  
  Legendary Tracker(DR315 p64)  
  Mercantile Background’(DR315 p65)  
  Mind over Body(DR315 p65)  
  Mountain Hunter(DR315 p65)  
  Renowned Courtesan(DR315 p65)  
  Saddleback(DR315 p65)  
  Secret Society(DR315 p65)  
  Smooth Talk’(DR315 p65)  
  Stalwart Defender(DR315 p65)  
  Survivor’(DR315 p65)  
  Maztica 
  Armor Dance(DR315 p96)  
  Improved Armor Dance(DR315 p96)  
  Red Steel 
  Inheritor(DR315 p71)  
   
   
  Truename Feats 
   
  Denouncement of Energy(DR346 p88)  
  Denouncement of Focused Aggression(DR346 p88)  
  Denouncement of Garbled Words(DR346 p89)  
  Denouncement of the Stalwart Shield(DR346 p89)  
  Denouncement of the Unleashed Spell(DR346 p89)  
  Denouncement of Untoucheable Form(DR346 p89)  
  Greater Named Spell(DR346 p89)  
  Named Spell(DR346 p89)  
  Truename Scholar(DR346 p89)  
   
   
  Commander Feats 
   
  Artful Commander(DR348 p93)  
  Brawling Commander(DR348 p93)  
  Cavalry Commander(DR348 p93)  
  Charioteer Commander(DR348 p93)  
  Guard Commander(DR348 p93)  
  Guerilla Commander(DR348 p93)  
  Hardy Commander(DR348 p93)  
  Inspiring Commander(DR348 p93)  
  Navel Commander(DR348 p93)  
  Picket Commander(DR348 p93)  
  Rampart Commander(DR348 p93)  
  Siege Commander(DR348 p93)  
  Volley Commander(DR348 p93)  
   
   
   
  Luck Feats 
   
  Advantageous Avoidance(CSco p073)  
  Better Lucky than Good(CSco p074)  
  Dumb Luck(CSco p077)  
  Fortuitous Strike(CSco p077)  
  Good Karma(CSco p077)  
  Healer’s Luck(CSco p078)  
  Lucky Break(CSco p079)  
  Lucky Catch(CSco p079)  
  Lucky Fingers(CSco p079)  
  Lucky Start(CSco p079)  
  Magical Fortune(CSco p079)  
  Make Your Own Luck(CSco p079)  
  Miser’s Fortune(CSco p080)  
  Psychic Luck(CSco p080)  
  Sly Fortune(CSco p081)  
  Survivor’s Luck(CSco p081)  
  Tempting Fate(CSco p081)  
  Third Time’s the Charm(CSco p081)  
  Unbelievable Luck(CSco p082)  
  Victor’s Luck(CSco p082)  
   
   
   
  Requiring Changes of Core Rules 
   
  The following variant feats require changes to the default game to be used (such as replacing ‘Simple’, ‘Martial’, & ‘Exotic’ weapons with Weapon Groups). 
  Craft Masterwork(UA p99)  
  Low Profile (UA p182)  
  Pious Defense (CDiv p86) 
  Pious Soul (CDiv p86) 
  Pious Spellsurge (CDiv p87) 
  Renown (UA p182)  
  Weapon Groups (UA p95)  
   
   
  Missing Prerequisites 
   
  Distant Touch(DR309 p68)  
  Pressure Resistance(DR314 p45)  
   
   
  Skipped From Dragon Magazine 
   
  Friend to the Tribe(DR352 p72)  
  Kaiko (DR352 p72)  
  Kaiko Master(DR352 p72)  
  Slave Seeker(DR352 p99)  
  Tribal Trait(DR352 p72)  
   
   
   
  Miscellaneous Skipped Feats 
   
  Far Look(DR330 p27)  
  Inspiring Leader (DR320 p100)  
  Sacrificial Divination(DR336 p101)  
  Truename(DR317 p40)  
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Appendix 
   
  Page 198 
  Appendix 
   
  Revision History 
   
   
  April 2, 2004 
  – Initial 
  July 30, 2004 
  – Added Player’s Guide to Faerûn. 
   
   
  Added Complete Warrior & Unearthed Arcana. 
   
   
  Dragon #309 – #314. 
   
   
  Added Player’s Guide to Faerûn Errata. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
   
   
  Added Dragon #325. 
  March 16, 2005 
  – Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
  Added Dragon #324 & Dragon #326 – #329. 
   
   
  With the help of Outlands (d20@outlands.com), added Complete Arcane, Complete Adventurer, Races of Stone, Races of Destiny, 
  Races of the Wild, Draconomicon, Underdark, and the non-Monstrous feats from Libris Mortis. 
  September 7, 2005 
  – Added Races of Eberron. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Dragon #336 – #338. 
  April 14. 2006 
  – Added Dragon #339 – #343.  
   
   
  Added Dungeon #104 – #134. 
  February 28, 2007 
  – Added Dragon #315 – #323, #344 – #352. 
   
   
  Added Dungeon #135 – #144. 
  October 1, 2007 
  – Added Miniature Handbook, Complete Scoundrel, & Player’s Handbook 2. 
   
   
  Added Dragon #353 – #359. 
   
   
  Added Dungeon #145 – #150. 
   
   
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  PH2 
  – 
  Player’s Handbook 2 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  DMG2 
  – 
  Dungeon Master’s Guide 2 
  MM 
  – 
  Monster Manual v.3.5 
  MM2 
  – 
  Monster Manual II 
  MM3 
  – 
  Monster Manual III 
  MM4 
  – 
  Monster Manual IV 
  MM5 
  – 
  Monster Manual V 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
  CSco 
  – 
  Complete Scoundrel 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
  RotD 
  – 
  Races of the Dragon 
   
   
   
  Dcn 
  – 
  Draconomicon 
  LM 
  – 
  Libris Mortis 
  LoM 
  – 
  Lords of Madness 
  HotA 
  – 
  Fiendish Codex 1:  Hoards of the Abyss 
  Tot9H 
  – 
  Fiendish Codex 2:  Tyrants of the 9 Hells 
  Drow 
  – 
  Drow of the Underdark 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  FF 
  – 
  Fiend Folio 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  Frost 
  – 
  Frostburn 
  Storm 
  – 
  Stormwrack 
  Sand 
  – 
  Sandstorm 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
  PGE 
  – 
  Player’s Guide to Eberron 
  FoE 
  – 
  Faiths of Eberron 
  RoE 
  – 
  Races of Eberron 
  SoX 
  – 
  Secrets of Xen’drik 
  5Nat 
  – 
  Five Nations 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number)  
  (e.g., DR343 is Dragon Magazine #343) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  MM3Errata 
  – 
  Monster Manual III Errata 
  – 
  http://www.wizards.com/dnd/files/MM3_Errata07122006.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  CAdvErrata 
  – 
  Complete Adventurer Errata 
  – 
  http://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip 
  
  Dungeons & Dragons 3.5 Edition Index – Feats 
   
   
  October 1, 2007 
   
   
  Appendix 
   
  Page 199 
  DR334Errata 
  – 
  Dragon 344 Errata 
  – 
  http://paizo.com/dragonissues/344/DR344_Supplement.pdf 
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
  wCity1 
  – 
  Cityscape Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070228a 
  wCity3 
  – 
  Cityscape Web Enhancement #3 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070314a 
  wRotD1 
  – 
  Races of the Dragon Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060127a 
  wRotD2 
  – 
  Races of the Dragon Web Enhancement #2 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060420a 
  wLivingSpell1 – 
  WotC Living Spells, part 1 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20060918a 
  wLivingSpell2 – 
  WotC Living Spells, part 2 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061002a 
  wLivingSpell3 – 
  WotC Living Spells, part 3 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061026a 
  wLivingSpell4 – 
  WotC Living Spells, part 4 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20070115a 
  wWarforged 
  – 
  Dragonshards – The Warforged 
  – 
  http://www.wizards.com/default.asp?x=dnd/ebds/20050627a 
  wWaterdeep 
  – 
  Waterdeep Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/Noble_House.zip 
  wTot9H 
  – 
  Tyrants of the 9 Hell’s Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/WE_FC2.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Feats.pdf