Feats
Feats are permanent abilities a character acquires outside the normal class progression — they represent specialized training, innate talent, or techniques learned through experience. Unlike class features, feats are chosen freely from the full feat list (subject to prerequisites), giving every character a meaningful avenue for customization regardless of class.
When You Gain Feats
Every character gains feats on the following schedule. These stack — a 1st-level human Fighter arrives with four feats before the session starts.
| Source | Number | When |
|---|---|---|
| Standard progression | 1 feat | At 1st level, then again at every odd level (3, 5, 7, 9…) |
| Human bonus feat | +1 feat | At 1st level only — any feat the character qualifies for |
| Class bonus feats | Varies | At class-specific levels; often restricted to a feat type or list (e.g. Fighter gets a Combat feat every even level) |
| Racial bonus feats | Varies | Some races grant bonus feats from a race-specific list at 1st level |
Reading a Feat Entry
| Prerequisites | Minimum ability scores, BAB, other feats, or skill ranks that must all be met before the feat can be selected. Check prerequisites at the moment of selection — a character who later loses a prerequisite (e.g. due to ability drain) does not lose the feat, but cannot use any feat whose use requires the missing prerequisite. |
|---|---|
| Benefit | What the feat does. This is the primary rules text — everything not stated here is not granted by the feat. |
| Normal | Describes what a character without this feat can do, clarifying the contrast. Only appears when the default rule might be ambiguous. |
| Special | Additional interactions — class feature synergies, stacking rules, or restrictions. Fighters and other classes often have a Special line that lets them apply class features to the feat. |
Feat Types
Every feat belongs to one or more types. Type tags appear in parentheses after the feat name — e.g. Power Attack (Combat). Types do not restrict who can take a feat; they exist so class features, archetypes, and prerequisites can refer to a category rather than naming every individual feat.
General
The baseline type — any feat without a more specific tag is a General feat. No class grants bonus General feats as a category, so these are exclusively part of the standard progression and racial bonus selections. The vast majority of utility, social, and knowledge feats are General.
Combat
Feats that enhance offensive or defensive combat capability. The Fighter gains a bonus Combat feat at every even level (2, 4, 6…), making Combat feats the Fighter's primary customization axis. Several other martial classes (Ranger, Barbarian, Cavalier) grant Combat bonus feats from restricted sub-lists. Combat feats cover attack maneuvers, weapon proficiencies, defense, and tactical positioning.
Examples: Power Attack, Combat Reflexes, Weapon Focus, Dodge, Spring Attack, Vital Strike, Two-Weapon Fighting, Cleave.
Metamagic
Metamagic feats modify spells in ways that increase their effective spell level. Each feat specifies a spell level increase — e.g., Empower Spell costs +2 levels. The modified spell occupies a slot of the original level plus the increase. Key difference by caster type:
- Prepared casters (Wizard, Cleric) must prepare the metamagic version in advance; it takes up a higher slot at preparation time but casts at the normal casting time.
- Spontaneous casters (Sorcerer, Bard) apply metamagic on the fly but increase the casting time to a full-round action (for spells with a 1-standard-action cast time). This does not apply when using a rod or when a class feature removes the increased casting time.
Examples: Empower Spell (+2), Maximize Spell (+3), Quicken Spell (+4), Silent Spell (+1), Extend Spell (+1), Still Spell (+1).
Item Creation
Each Item Creation feat unlocks the ability to craft a specific category of magic item. Crafting takes time and gold equal to half the item's market value; the crafter must supply all spell prerequisites (or accept a higher DC check). Wizards gain Scribe Scroll as a free bonus feat at 1st level.
Examples: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Forge Ring.
Teamwork
Teamwork feats only function when at least one ally who also has the same feat is adjacent or within a specified range and acting cooperatively. They are weak in solo play but powerful when shared. The Inquisitor and Cavalier can grant their teamwork feats to allies as a class feature, making Teamwork feats particularly valuable for those classes.
Examples: Outflank, Precise Strike, Pack Flanking, Shake It Off.
Critical
Critical feats trigger on a confirmed critical hit, replacing the extra multiplied damage with a special effect (stagger, bleed, blindness, etc.). Only one Critical feat can be applied per critical hit. The Fighter class feature Critical Mastery (level 14) allows two Critical feats to apply simultaneously.
Examples: Bleeding Critical, Blinding Critical, Staggering Critical, Stunning Critical, Sickening Critical.
Style
Style feats define a martial fighting stance. Only one Style feat can be active at a time — activating a new style as a swift action deactivates the previous one. Style feats are the roots of feat chains (e.g. Crane Style → Crane Wing → Crane Riposte); the chain feats typically have a Combat type rather than Style. Monks gain the most benefit since they can use Style feats even while in armor.
Examples: Crane Style, Dragon Style, Snake Style, Tiger Style, Panther Style.
Grit
Grit feats interact with the Grit pool — a resource specific to the Gunslinger (and classes that borrow the mechanic). They either provide new deeds that spend Grit or modify existing Gunslinger deeds. Characters without a Grit pool cannot use most Grit feats, though some have passive benefits that apply at 1 Grit point.
Examples: Extra Grit, Startling Shot, Targeting.
Performance
Performance feats function within the Performance Combat subsystem, an optional rule for dramatic spectacle fights where crowd reaction matters. They require the GM to be using Performance Combat rules and a Bard (or similar class) whose bardic performance inspires the crowd. They have little effect in standard play.
Examples: Dramatic Display, Hero's Display, Savage Display.
Feat Chains
Many powerful feats are the end of a prerequisite chain — a sequence of feats each requiring the previous one. Planning a feat chain from 1st level is essential for martial characters who want high-level options by mid-game. Key rules for chains:
- All prerequisites must be met at the moment of selection — you cannot select a feat "to qualify for it later" if you do not currently meet its prerequisites.
- Bonus feats (from class or race) can be used to satisfy prerequisites for later feats in the chain, freeing up standard feat slots.
- If a prerequisite feat is later lost (e.g. from retraining), feats that required it become unusable until the prerequisite is restored.
- Some chains share a BAB threshold at every step — plan your class mix early if multiclassing, since BAB-heavy chains (BAB +6, +11) may be delayed by non-martial dips.