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Feats

Feats are a staple of the Pathfinder® Roleplaying Game.

In Play Manga d20, they hold much the same role and overall power level. Any feat available in another supplement should be as balanced here as it would be in a traditional game.

Gaining Feats: Every character gains 1 feat at 1st level, plus an additional feat at every odd level thereafter. These are in addition to the feats gained as a race or class. In addition, point-based characters can purchase the bonus feats attribute.

Race Feats: When building a race, a flexible bonus feat is worth 4 points, while a static bonus feat is worth 2.

Class Feats: Classes that gain static feats at certain levels pay 1 point fewer for them unless they ignore another feat prerequisite. See the bonus feat attribute for more information.

General Feats

Coordinated Tactics (Teamwork)

Prerequisite(s): Int 13, at least 1 teamwork feat.

Benefit(s): You and each of your allies with this feat can spend 1 hour each morning practicing together. When you do, choose one teamwork feat from each of those allies. You are treated as having those feats for the day.

Crowd Oriented

Prerequisite(s): Group minded rank 1.

Benefit(s): Double the range at which you and allies gain the benefits of group minded (20 ft. at rank 1 + 40 feet per rank thereafter).

Diehard

Prerequisite(s): Endurance.

Benefit(s): You automatically stabilize when reduced to 0 or fewer hit points and may act as disabled, rather than dying. When disabled, you are staggered. You take 1 point of damage if you perform any action more strenuous than moving.

Dual Major

Prerequisite(s): 7th-level student or 7th-level tech genius, at least 2 course talents.

Benefit(s): Choose a course talent you have that is not your major. You gain the major benefit of that talent and may choose that talent as your pre-graduate benefit, graduate benefit, or both.

Endurance

Benefit(s): You gain a +4 on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may also sleep in light or medium armor without becoming fatigued.

Eschew Materials

Benefit(s): You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Expert Driver

Prerequisite(s): Skilled Driver.

Benefit(s): You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. You also subtract 10 feet from the roll when stopping a vehicle to determine how many feet the vehicle moves forward before it stops.

Expert Mechanic

Prerequisite(s): Int 15, Knowledge (engineering) 1 rank.

Benefit: Your successful Knowledge (engineering) check restores twice as many hit points to a mecha, robot, or vehicle. Once per week, you can cast make whole as an extraordinary ability. Your caster level is equal to your total hit dice. If you have at least 8 hit dice, you can cast greater make whole instead.

Extra Course Talent

Prerequisite(s): 3rd-level student or 3rd-level tech genius.

Benefit(s): You gain an additional course talent. As a tech genius, this talent can only be chosen from your list of tech schools.

Extra Energy

Benefit(s): You gain +5 energy.

Special: You can select this feat more than once. Its effects stack.

Family Ties

Prerequisite(s): Organizational ties (rank 1).

Benefit(s): You are a member of the leading family in your associated organization. Your effective rank of Organizational ties increases by +1. At rank 4, this also grants you a 25% chance per day to get moderate assistance. At rank 7, you have a 25% chance per day to get major assistance. At rank 10, you have a 100% chance per day to get moderate assistance.

Fighter Training

Prerequisite(s): Str 15, character level 10th, at least 2 total levels in non-fighter classes.

Benefit(s): You count half your total level in non-fighter classes as fighter levels for the purpose of qualifying for feats.

Special: If you have levels in fighter, these levels stack.

General Studies

Benefit(s): Add half your class level on all Knowledge checks. You can make all Knowledge checks untrained.

Heavy Armor Endurance

Prerequisite(s): Str 13 or Con 13, Endurance.

Benefit(s): You gain a +1 circumstance bonus on all Reflex saves when wearing heavy armor and may sleep in light, medium, or heavy armor without becoming fatigued.

Normal: A character without this feat who sleeps in heavy armor is fatigued the next day.

Light Steps

Prerequisite(s): Acrobatics 11 ranks, Dex 15.

Benefit(s): As a full-round action, you can move up to twice your speed, ignoring difficult terrain. While moving in this way, any surface will support you, no matter how much you weigh. This allows you to move across water, lava, or even the thinnest tree branches. You must end your move on a surface that can support you normally. You cannot move across air in this way, nor can you walk up walls or other vertical surfaces. When moving in this way, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do you need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, you ignore any mechanical traps that use a location-based trigger.

Nimble Moves

Prerequisite(s): Dex 13.

Benefit(s): You ignore the first 5 feet of difficult terrain that you move through each round. This allows you to take a 5-foot step into difficult terrain.

Polyglot

Prerequisite(s): Int 15, Linguistics 5 ranks, character level 11th.

Benefit: You can understand and speak with any living creature, as if under a permanent tongues effect.

Special: Fantasy monks gain this feat for free at 13th level. They do not have to meet the prerequisites.

Scribe Scroll (Item Creation)

Benefit(s): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Spell Level Cleric, Druid, Wizard Dynamic Sorcerer, Sorcerer Bard, Magical Hero, Pet Trainer Paladin, Ranger
0 1 cy 1 cy 1 cy
1st 3 cy 3 cy 3 cy 3 cy
2nd 15 cy 20 cy 20 cy 20 cy
3rd 38 cy 45 cy 53 cy 53 cy
4th 70 cy 80 cy 100 cy 100 cy
5th 113 cy 125 cy 163 cy
6th 165 cy 180 cy 240 cy
7th 228 cy 245 cy
8th 300 cy 320 cy
9th 383 cy 405 cy

Skilled Driver

Benefit(s): Choose aircraft, land vehicles, or watercraft. You gain a +4 bonus on driving checks with your chosen vehicle.

Smart Driver

Prerequisite(s): Int 13, Profession (driver) 1 rank.

Benefit(s): You can substitute your Intelligence modifier in place of Wisdom when making driving checks and driving- related skill checks.

Swift Tracker

Prerequisite(s): Track, Knowledge (geography) or Knowledge (nature) 5 ranks, Survival 8 ranks.

Benefit(s): You can move at your normal speed while using Survival to follow tracks without taking the normal –5 penalty, and you take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Solo Tactics

Prerequisite(s): Int 13, at least 1 teamwork feat.

Benefit(s): Each of your allies are treated as if they possess the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.

Toughness

Benefit(s): You gain +1 hit point per Hit Die.

Track

Prerequisite(s): Knowledge (geography) or Knowledge (nature) 5 ranks, Survival 5 ranks.

Benefit(s): You add half your total Hit Dice (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding

Prerequisite(s): Disable Device 5 ranks, Knowledge (engineering) 5 ranks, Perception 5 ranks.

Benefit(s): You add half your total Hit Dice (minimum 1) on Perception checks to locate traps and on Disable Device checks (minimum +1). You can also disable magic traps.

Combat Feats

Armor Proficiency (Combat)

Benefit(s): You are proficient with light armor. For 2 points, you are also proficient with medium armor. For 3 points total, you are proficient with all armor.

Class Weapon Proficiency (Combat)

Benefit(s): Choose one of the following classes. You gain proficiency with the weapons listed for that class at the reduced cost.

Bard: 3 points. Longsword, rapier, sap, shortsword, shortbow, and whip.

Cleric: 2 points. Deity’s favored weapon.

Druid: 2 points. Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling,spear, and all natural weapons of the forms taken with wild shape.

Monk: 2 points. Club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Rogue: 3 points. Hand crossbow, rapier, sap, shortbow, and short sword.

Wizard: (1 point). Club, dagger, heavy crossbow, light crossbow, and quarterstaff.

Special: You can select this feat more than once. Each time, choose a different class.

Diving Shot (Combat)

Prerequisite(s): Base attack bonus +1.

Benefit(s): Once per round, when making an attack with a ranged weapon or using a full-attack action to make attacks with one or more ranged weapons, you can move up to 10 feet without drawing attacks of opportunity as part of that action, but you are prone at the end of the movement.

Dual Focus (Combat)

Prerequisite(s): Combat focus.

Benefit(s): You can choose up to 2 creatures as your combat focus with one standard action.

Exotic Weapon Proficiency, Greater (Combat)

Prerequisite(s): Proficiency with all martial weapons and at least 2 exotic weapons.

Benefit(s): You are proficient with all exotic weapons.

Finesse Training (Combat)

Prerequisite(s): Dex 13, Weapon Finesse, proficiency with the chosen weapon.

Benefit(s): Choose one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Whenever you make a successful melee attack with the selected weapon, you add your Dexterity modifier instead of your Strength modifier to the damage roll.

Restriction(s): If any effect would prevent you from adding your Strength modifier to the damage roll, you do not add your Dexterity modifier.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Gun Training (Combat)

Prerequisite(s): Dex 13, proficiency with firearms.

Choose one type of firearm (such as an assault rifle or handgun). You gain a bonus equal to your Dexterity modifier on damage rolls when firing that firearm. Furthermore, when you misfire with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Immediate Focus (Combat)

Prerequisite(s): Int 13, Swift Focus, character level 11th, combat focus.

Benefit(s): When your combat focus is reduced to 0 or fewer hit points, you can choose a new combat focus as an immediate action.

Improved Initiative (Combat)

Benefit(s): You gain a +4 bonus to initiative checks.

Martial Weapon Proficiency, Greater (Combat)

Prerequisite(s): Proficiency with all simple weapons and at least 2 martial weapons.

Benefit(s): You are proficient with all martial weapons.

Simple Weapon Proficiency, Greater (Combat)

Prerequisite(s): Proficiency with at least 2 simple weapons.

Benefit(s): You are proficient with all simple weapons.

Stunning Fist (Combat)

Prerequisite(s): Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit(s): You can use stunning fist once per day +1 per 4 Hit Dice. Before making an unarmed strike, you can declare that you are using stunning fist. If the attack hits and deals damage, the target is stunned for 1 round (Fortitude DC 10 + 1/2 your total Hit Dice + your Wis modifier negates).

Special: 1 point per rank. You can replace the stun with another effect at the same DC.

Rank 1: The target is fatigued for 1 round.

Rank 2: The target is sickened for 1 minute.

Rank 3: The target is staggered for 1d6+1 rounds. Rank 4: The target is blinded or deafened permanently.

Rank 5: The target is paralyzed for 1d6+1 rounds.

Swift Focus (Combat)

Prerequisite(s): Int 13, combat focus.

Benefit(s): You can choose your combat focus as a swift action.

Weapon Proficiency (Combat)

Benefit(s): You are proficient with 1 weapon of your choice.

Style Feats

As a swift action, you can enter a stance granted by a style feat. You can only use style feats while in their associated stance.

Note: Martial arts (rank 1) counts as Improved Unarmed Strike for the purpose of meeting the prerequisites of style feats.

Boar Ferocity (Combat, Style)

Prerequisite(s): Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.

Benefit(s): You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain +2 on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.

Boar Shred (Combat, Style)

Prerequisite(s): Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.

Benefit(s): You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.

Boar Style (Combat, Style)

Prerequisite(s): Improved Unarmed Strike, Intimidate 3 ranks.

Benefit(s): You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.

Crane Riposte (Combat, Style)

Prerequisite(s): Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8.

Benefit(s): You take only a –1 penalty on attack rolls for fighting defensively.

Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).

Crane Style (Combat, Style)

Prerequisite(s): Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.

Benefit(s): You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing (Combat, Style)

Prerequisite(s): Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5.

Benefit(s): When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Tiger Claws

Prerequisite(s): Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.

Benefit(s): While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands.

Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit.

If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus.

If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

Tiger Pounce (Combat, Style)

Prerequisite(s): Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +8.

Benefit(s): While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.

Tiger Style (Combat, Style)

Prerequisite(s): Improved Unarmed Strike, base attack bonus +3.

Benefit(s): While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.

Normal: Unarmed strikes deal bludgeoning damage.

Fuse Style (Combat, Style)

Prerequisite(s): Martial arts (rank 1), at least 1 feat from each of 2 different styles.

Benefit(s): You can have up to two styles active at once. You must still activate each as a swift action, but when you switch styles, you can choose one style whose stance is already active to persist.