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Showing 1897–1920 of 2461 feats.
Combat Advanced Player's Guide

You have mastered the use of one type of shield.

RequiresProficiency with selected shield, Shield Focus, fighter level 4th.

Combat Teamwork Advanced Player's Guide

Your shield's AC bonus increases by +1 or +2 (by the ally's shield type) while adjacent to a shield-wielding ally who also has this feat.

RequiresShield Proficiency.

Combat Advanced Player's Guide

A wild frenzy of attacks serves to bolster your defenses.

RequiresStr 13, Power Attack, base attack bonus +1.

Teamwork Advanced Player's Guide

+4 competence bonus on concentration checks (more if the ally wields a shield) while adjacent to an ally who also has this feat.

General Ultimate Wilderness

You use your shapechanging powers to make your natural attacks especially lethal.

General Ultimate Wilderness

You can use you wild shape ability as you are moving toward your enemy.

Discovery Advanced Player's Guide

When the alchemist creates a bomb, he can choose to have it inflict electricity damage.

Combat Core Rulebook

You can move, fire a ranged weapon, and move again before your foes can react.

RequiresDex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

Mythic Mythic Adventures

With ease, you can snap off two shots while dashing across the battlefield.

RequiresShot on the Run, base attack bonus +6.

Combat The Inner Sea World Guide

Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you.

Mercy Core Rulebook

The target is no longer sickened.

Combat Critical Core Rulebook

Your critical hits cause opponents to become sickened.

RequiresCritical Focus, base attack bonus +11.

Investigator Talent Advanced Class Guide

When the investigator damages a studied target, that creature is also sickened for 1 round.

Metamagic +2 spell level Advanced Player's Guide

A creature damaged by your spell is sickened for rounds equal to the spell's original level.

Monster Horror Adventures

Your spell-like ability sickens affected targets.

RequiresSpell-like ability at caster level 6th or higher

Combat Advanced Player's Guide

You can reposition yourself after a foe's missed swing.

RequiresDex 13, Dodge, Mobility.

Revelation Revelation:Lore Advanced Player's Guide

Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second.

Combat Ultimate Combat

Under your leadership, the time required to assemble and move a siege engine is greatly reduced.

RequiresCraft (siege weapon) 5 ranks, Knowledge (engineering) 5 ranks or Profession (si…

Combat Ultimate Combat

You are proficient with all siege weaponry.

RequiresKnowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, profici…

Combat Ultimate Combat

Aiming outsized siege weapons poses little difficulty for you.

RequiresSiege Engineer, Profession (siege engineer) 5 ranks.

Grit Ultimate Combat

You are known for performing a particular deed, and can perform it with greater ease.

RequiresGrit class feature, gunslinger level 11th.

Combat Advanced Class Guide

You are quite adept at killing your prey without making noise or alerting others.

Magus Arcana Ultimate Magic

The magus can cast one spell per day as if it were modified by the Silent Spell feat.

Metamagic +1 spell level Core Rulebook

Cast the affected spell without verbal components.

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