Archives of Nethys

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General | Combat

General Feats


Some feats have prerequisites. A character must have each indicated ability score, feat, base attack bonus, skill, class feature, and other listed quality in order to select or use that feat. She can gain a feat at the same level at which she gains its prerequisites. A character can’t use a feat if she loses a prerequisite, but she doesn’t lose the feat itself. If at a later time she regains the lost prerequisite, she immediately regains full use of the feat that prerequisite enables.

Combat Feats

Most feats are general, meaning that no special rules govern them as a group. Others are combat feats, which are feats that can be selected as a bonus feat by a soldier. This designation doesn’t restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.

Feat Descriptions

In the below table, the prerequisites and benefits of the feats are abbreviated for ease of reference. See the specific feat for its full details. The following format is used for all feat descriptions.

Feat Name: The feat’s name is followed by a basic description of what the feat does. This description is only a explanation of the feat, not the game rules defining how it works.

Prerequisites: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. A feat may have more than one prerequisite. This entry is absent if a feat has no prerequisites.

Benefit: What the feat enables the character (“you” in the feat description) to do. A character cannot select a feat more than once unless it specifically says so. If a character somehow has the same feat more than once, the benefits of these feats do not stack unless indicated otherwise. Unless otherwise noted, the term “level” refers to character level.

Normal: This entry lists the normal rules that apply to a character who does not have the feat. A character with the feat, on the other hand, can overcome these limitations. This information can help players understand why the feat is useful. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

*combat feat
Adaptive Fighting*Three or more combat featsOnce per day as a move action, gain the benefit of a combat feat you don’t have
Advanced Melee Weapon Proficiency*Proficiency in basic melee weaponsNo penalty to attacks with advanced melee weapons
Agile CastingKey ability score 15, Dex 15, Mobility, caster level 4thCast a spell at any point during movement
Amplified Glitch*Computers 3 ranks, Intimidate 3 ranksDisrupt devices, causing targets to become shaken for 1 round or more
AntagonizeDiplomacy 5 ranks, Intimidate 5 ranksAnger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more
Barricade*Engineering 1 rankCreate your own fragile cover
Basic Melee Weapon Proficiency*No penalty to attacks with basic melee weapons
Blind-Fight*Reroll miss chances from concealment
Bodyguard*Add a +2 bonus to an adjacent ally’s AC as a reaction
Cleave*Str 13, base attack bonus +1Make an additional melee attack if the first one hits
Climbing MasterAthletics 5 ranksGain a climb speed equal to your base speed
Close Combat*Base attack bonus +1Gain a +2 bonus to AC against ranged attacks when are are in melee combat
Combat Casting*Ability to cast 2nd-level spells+2 bonus to AC and saves against attacks of opportunity when casting spells
Connection InklingWis 15, character level 5th, no levels in mysticGain the ability to cast minor mystic spells
Coordinated Shot*Base attack bonus +1Allies gain a +1 bonus to ranged attacks against foes you threaten
Corruption’s GiftOne or more <%RULES%Corruptions&Category=Afflictions%%>corruption manifestations<%END>You have embraced your corruption.
Craven Ploy*Cha 13When the going gets tough, you hide behind allies.
Deadly Aim*Base attack bonus +1Take a −2 penalty to weapon attacks to deal extra damage
Deflect Projectiles*Base attack bonus +8Spend 1 Resolve Point to attempt to avoid a ranged attack
DiehardYou can spend Resolve Points to stabilize and to stay in the fight in the same round
Dive for Cover*Base Reflex save bonus +2Fall prone in an adjacent square to roll a Reflex save twice
DiversionUse Bluff to create a distraction so that your allies can hide
Divine BlessingWorship a deity of an alignment within one step of your own alignmentGain a boon from your patron deity
Drag Down*When you are tripped, you can attempt to trip an adjacent foe
Enhanced ResistanceBase attack bonus +4Gain damage reduction or energy resistance
Extended TelepathyLimited telepathy racial traitIncrease the range of your telepathy
Extra ResolveCharacter level 5thGain 2 additional Resolve Points
Far Shot*Base attack bonus +1Reduce penalty due to range increments
Fast TalkBluff 5 ranksBaffle a potential foe, causing it to be surprised when combat begins
Fleet*Increase your base speed
Focused Spellcaster*Combat Casting, ability to cast 4th-level spellsSpend a resolve point to successfully cast a spell after you take damage during the casting
Fusillade*Base attack bonus +1, four or more armsMake an automatic-mode attack with multiple small arms
Great Cleave*Str 13, Cleave, base attack bonus +4Make an additional melee attack after each melee attack that hits
Great Fortitude+2 bonus to Fortitude saves
Greater Feint*Improved Feint, base attack bonus +6Foes you feint against are flat-footed for 1 round
Greater Shadow InfusionImproved Shadow Infusion, Shadow Infusion, character level 13thThe energy of the Shadow Plane suffuses your body, mind, and spirit.
Greater Spell PenetrationSpell PenetrationAdditional +2 bonus to caster level checks to overcome SR
Grenade Proficiency*No penalty to attacks made with grenades
Harm UndeadHealing channel connection power, mystic level 1stExpend a spell slot for healing channel to also damage undead
Heavy Armor Proficiency*Str 13, proficiency in light armorNo penalty to attack rolls while wearing heavy armor
Heavy Weapon Proficiency*Str 13, proficiency in small arms and longarmsNo penalty to attacks with heavy weapons
Improved Combat Maneuver*Base attack bonus +1+4 bonus to perform one combat maneuver
Improved Critical*Base attack bonus +8The DC to resist the critical effects of your critical hits increases by 2
Improved DemoralizeYou are skilled at quickly demoralizing your foes.
Improved Feint*Use Bluff to feint as a move action
Improved Great FortitudeGreat Fortitude, character level 5thSpend 1 Resolve Point to reroll a Fortitude save
Improved Initiative*+4 bonus to initiative checks
Improved Iron WillIron Will, character level 5thSpend 1 Resolve Point to reroll a Will save
Improved Lightning ReflexesLightning Reflexes, character level 5thSpend 1 Resolve Point to reroll a Reflex save
Improved Shadow InfusionShadow Infusion, character level 7thYour connection to the Shadow Plane has grown stronger.
Improved Sidestep*Dex 17, Mobility or trick attack class feature, SidestepReduce penalties from Sidestep
Improved Stand Still*Stand Still+4 bonus to melee attacks with Stand Still
Improved Unarmed Strike*Deal more damage and threaten squares with unarmed strikes
In Harm’s Way*BodyguardTake the damage of a successful attack against an adjacent ally
Indirect Retreat*Dex 13, MobilityYou can run through winding corridors and weave your way through grasping claws without pause.
Iron Will+2 bonus to Will saves
Jet DashMove faster when running, double height and distance when jumping
Kasathan Battle Dance*Prerequisites: Dex 13, Mobility or trick attackAvoid all attacks of opportunity when you withdraw
Kip Up*Acrobatics 1 rankStand from prone as a swift action
Light Armor Proficiency*No penalty to attack rolls while wearing light armor
Lightning Reflexes+2 bonus to Reflex saves
Longarm Proficiency*Proficiency in small armsNo penalty to attacks with longarms
Lunge*Base attack bonus +6Increase reach of melee attacks by 5 feet until the end of your turn
Major Psychic PowerCha 15, Minor Psychic Power, Psychic Power, character level 7thCast a 2nd-level spell as a spell-like ability 1/day
Major Stage MagicCha 15, Minor Stage Magic, Stage Magic, character level 7thGain a 2nd-level spell-like ability
Master CrafterComputers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranksCraft items in half the normal time
Medical ExpertLife Science 1 rank, Medicine 1 rank, Physical Science 1 rankTreat deadly wounds more quickly, and provide long-term care without a medical lab
Minor Psychic PowerCha 11Cast a 0-level spell as a spell-like ability 3/day
Minor Stage MagicCha 11Gain a 0-level spell-like ability
Mobility*Dex 13+4 bonus to AC against attacks of opportunity from movement
Multi-Weapon Fighting*Reduce the penalty for full attacks when using multiple small arms or operative melee weapons
Mystic Strike*Ability to cast spellsMelee and ranged attacks count as magic
Nimble Moves*Dex 15Ignore 20 feet of difficult terrain when you move
Opening Volley*+2 bonus to a melee attack against a target you damaged with a ranged attack
Parting Shot*Dex 15, Mobility, Shot on the Run, base attack bonus +6Make a single ranged attack when withdrawing
Penetrating Attack*Base attack bonus +12Reduce enemy's DR and energy resistance against your weapons by 5
Penetrating SpellAbility to cast 4th-level spellsReduce enemy's DR and energy resistance against your spells by 5
Periastra TrainingCha 13, Mysticism 5 ranks, <%CLASSES%Solarian%%>stellar mode<%END> class featureGain the benefit of a full attunement with only 1 or 2 attunement points
Polymorph AdeptYou know the <%SPELLS%polymorph%%>polymorph<%END> spell as a 3rd-level spell or higherChange the form of your polymorph spell
Powered Armored Proficiency*Str 13, base attack bonus +5, proficiency in light and heavy armorNo penalty to attack rolls while wearing powered armor
Protector of KahlannalAnassanoi, any non-chaotic and non-evil alignmentYou have a unique psychic bond with your own Protector chariot.
Psychic InsightLimited telepathy or telepathyTelepathic contact gives you social insight.
Psychic PowerCha 13, Minor Psychic Power, character level 4thCast a 1st-level spell as a spell-like ability 1/day
Psychic SenseLimited telepathy or telepathyYou can sense nearby creatures using your telepathy.
Pull the Pin*Improved Combat Maneuver (disarm)Perform a disarm to activate a foe’s grenade
Quick Draw*Base attack bonus +1Draw a weapon as a swift action
Reflect Projectiles*Deflect Projectiles, base attack bonus +16Spend 1 Resolve Point to attempt to redirect a ranged attack
Shadow InfusionStrong connection to Shadow PlaneAfter enduring contact with the Shadow Plane, you have become infused with its energies.
Shot on the Run*Dex 15, Mobility, base attack bonus +4Make a ranged attack at any point during movement
Sidestep*Dex 15, Mobility or trick attack class featureTake guarded step as a reaction when a foe misses you with melee attack
Skill Focus+3 insight bonus to one skill
Skill SynergyGain two new class skills or a +2 insight bonus to those skills
Sky JockeyPiloting 5 ranksMake jetpacks, vehicles, and starships go faster
Slippery Shooter*Dex 15, base attack bonus +6+3 bonus to AC against attacks of opportunity when making ranged attacks
Small Arm Proficiency*No penalty to attacks with small arms
Sniper Weapon Proficiency*No penalty to attacks with sniper weapons
Special Weapon Proficiency*Proficiency in basic melee weapons or small arms (see below)No penalty to attacks with one special weapon
Spell FocusAbility to cast spells, character level 3rdDCs of spells you cast increase
Spell Penetration+2 bonus to caster level checks to overcome SR
SpellbaneUnable to cast spells or use spell-like abilities+2 insight bonus to saving throws against spells and spell-like abilities
Spring Attack*Dex 15, Mobility, base attack bonus +4Move before and after a melee attack
Spry Cover*Base attack bonus +1Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble
Squox CompanionYou own a trained squox that has an attitude of friendly or helpful toward youYour pet squox aids you to the best of its ability
Stage MagicCha 13, Minor Stage Magic, character level 4thGain a 1st-level spell-like ability
Stand Still*Make an attack of opportunity to stop a foe’s movement
Startled ScreamWhen something bad is about to go down, you scream to let everyone know.
Steel NervesWis 13, character level 3rdYou retain your reason when you’re scared.
Step Up*Base attack bonus +1Take a guarded step as a reaction to an adjacent foe moving
Step Up and Strike*Dex 13, Step Up, base attack bonus +6Make an attack of opportunity as part of Step Up
Strike Back*Base attack bonus +1Ready an action to make a melee attack against a foe with reach
Suppressive Fire*Base attack bonus +1, proficiency with heavy weaponsProvide covering fire or harrying fire in an area
Swimming MasterAthletics 5 ranksGain a swim speed equal to your base speed
Technomantic DabblerIntelligence 15, character level 5th, no levels in technomancerGain the ability to cast minor technomancer spells
Telepathic SpyLimited telepathy or telepathyYour telepathy is sensitive enough to detect similar psychic communication nearby.
Toughness+1 Stamina Point per character level and other bonuses
Unfriendly Fire*Bluff 5 ranksTrick an attacker into shooting at another enemy adjacent to you
Veiled ThreatCha 15, Intimidate 1 rankIntimidated foe doesn’t become hostile
Versatile Focus*Weapon Focus (any)+1 bonus to attack rolls with all weapon types you are proficient with
Versatile Specialization*Weapon Specialization, character level 3rdDeal extra damage with all weapon types you are proficient with
Wary Withdrawal*Dex 13, Wis 13, MobilityYou know how to withdraw with great caution.
Weapon Focus*Proficiency with selected weapon type+1 bonus to attack rolls with selected weapon type
Weapon Specialization*Character level 3rd, proficiency with selected weapon typeDeal extra damage with selected weapon type