Benefit: The character gets a +2 bonus on all Listen checks
and Spot checks.
Special: The master of a familiar gains the Alertness feat whenever
the familiar is within arm’s reach.
Prerequisite: Dex 15+.
Benefit: The character ignores all penalties for using an off
hand. The character is neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off
hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For
example, a right-handed character wielding a weapon with her left hand suffers
a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with
two weapons.
Prerequisites: Armor Proficiency (light), Armor Proficiency
(medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Benefit: When a character wears a type of armor with which
the character is proficient, the armor check penalty applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not
proficient suffers its armor check penalty on attack rolls and on all skill checks
that involve moving, including Ride.
Prerequisite: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit.
An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn’t lose a Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however.
The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create a potion of any spell of 3rd
level or lower that the character knows and that targets a creature or creatures.
Brewing a potion takes 1 day. When the character creates a potion, the character
sets the caster level. The caster level must be sufficient to cast the spell in
question and no higher than the character's own level. The base price of a potion
is its spell level multiplied by its caster level multiplied by 50 gp. To brew
a potion, the character must spend 1/25 of this base price in XP and use up raw
materials costing half this base price.
When the character creates a potion, the character makes any choices that the character would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when creating the potion.
Prerequisites: Str 13+, Power Attack.
Benefit: If the character deals a creature enough damage to make
it drop (typically by dropping it to below 0 hit points, killing it, etc.), the
character gets an immediate, extra melee attack against another creature in the
immediate vicinity. The character cannot take a 5-foot step before making this
extra attack. The extra attack is with the same weapon and at the same bonus as
the attack that dropped the previous creature. The character can use this ability
once per round.
Benefit: The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy.
The character may also make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create any magic weapon, armor, or
shield whose prerequisites the character meets. Enhancing a weapon, suit of armor,
or shield takes 1 day for each 1,000 gp in the price of its magical features.
To enhance a weapon, suit of armor, or shield, the character must spend 1/25 of
its features’ total price in XP and use up raw materials costing half of
this total price.
The character can also mend a broken magic weapon, suit of armor, or shield if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that the character must provide. (Its cost is not included in the above cost.)
Prerequisite: Spellcaster level 9th+.
Benefit: The character can create any rod whose prerequisites
the character meets. Crafting a rod takes 1 day for each 1,000 gp in its base
price. To craft a rod, the character must spend 1/25 of its base price in XP and
use up raw materials costing half of its base price.
Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any staff whose prerequisites
the character meets. Crafting a staff takes 1 day for each 1,000 gp in its base
price. To craft a staff, the character must spend 1/25 of its base price in XP
and use up raw materials costing half of its base price.
A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create a wand of any spell of 4th
level or lower that the character knows. Crafting a wand takes 1 day for each
1,000 gp in its base price. The base price of a wand is its caster level multiplied
by the spell level multiplied by 750 gp. To craft a wand, the character must spend
1/25 of this base price in XP and use up raw materials costing half of this base
price.
A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, the character must expend fifty copies of the material component or pay fifty times the XP cost.
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create any miscellaneous magic item
whose prerequisites the character meet. Enchanting a miscellaneous magic item
takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item,
the spellcaster must spend 1/25 of the item’s price in XP and use up raw
materials costing half of this price.
The character can also mend a broken miscellaneous magic item if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. The character must pay such a cost to create an item or to mend a broken one.
Prerequisites: Dex 13+, Improved Unarmed Strike.
Benefit: The character must have at least one hand free (holding
nothing) to use this feat. Once per round when the character would normally be
hit with a ranged weapon, the character may make a Reflex saving throw against
a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases
by that amount). If the character succeeds, the character deflects the weapon.
The character must be aware of the attack and not flat-footed. Attempting to deflect
a ranged weapon doesn’t count as an action.
Exceptional ranged weapons can’t be deflected.
Prerequisite: Dex 13+.
Benefit: During the character's action, the character designates
an opponent and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. The character can select a new opponent on any action. Note: A condition
that makes the character lose his or her Dexterity bonus to Armor Class (if any)
also makes the character lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check.
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Prerequisite: Ability to Turn Undead
Benefit: Allows a character to turn undead four more times per
day than normal.
Special: A character can take this feat multiple times, gaining
four extra daily turning attempts each time.
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient
with it suffers a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each
time The character takes the feat, it applies to a new weapon. Proficiency with
the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.
Prerequisite: Int 13+.
Benefit: When the character uses the attack action or full attack
action in melee, the character can take a penalty of as much as -5 on the character's
attack and add the same number (up to +5) to the character's Armor Class. This
number may not exceed the character's base attack bonus. The changes to attack
rolls and Armor Class last until the character's next action. The bonus to the
character's Armor Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can fight
defensively while using the attack or full attack action to take a -4 penalty
on attacks and gain a +2 dodge bonus to Armor Class.
Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such as
a bow, its range increment increases by one-half (multiply by 1.5). When the character
uses a thrown weapon, its range increment is doubled.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including
a dive) and another partial action at any point during the move. The creature
cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial action
either before or after its move.
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any ring whose prerequisites
the character meets. Crafting a ring takes 1 day for each 1,000 gp in its base
price. To craft a ring, the character must spend 1/25 of its base price in XP
and use up raw materials costing half of its base price.
The character can also mend a broken ring if it is a ring that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
Some magic rings incur extra costs in material components or XP as noted in their descriptions.
Prerequisites: Str 13+, Power Attack, Cleave, base attack
bonus +4 or higher.
Benefit: As Cleave, except that the character has no limit to
the number of times the character can use it per round.
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Prerequisites: Str 13+, Power Attack.
Benefit: When the character performs a bull rush, the character
does not draw an attack of opportunity from the defender.
Prerequisites: Proficient with weapon, base attack bonus +8
or higher.
Benefit: When using the weapon the character selected, the character's
threat range is doubled.
Special: The character can gain this feat multiple times. The
effects do not stack. Each time the character takes the feat, it applies to a
new weapon.
Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple.
Prerequisites: Int 13+, Expertise.
Benefit: The character does not suffer an attack of opportunity
when the character attempts to disarm an opponent, nor does the opponent have
a chance to disarm.
Benefit: The character gets a +4 bonus on initiative checks.
Prerequisites: Int 13+, Expertise.
Benefit: If the character trips an opponent in melee combat,
the character immediately gets a melee attack against that opponent as if the
character hadn’t used the character's attack for the trip attempt.
Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack
bonus +9 or higher.
Benefit: In addition to the standard single extra attack the
character gets with an off-hand weapon, the character gets a second attack with
the off-hand weapon, albeit at a -5 penalty.
Normal: Without this feat, the character can only get a single
extra attack with an off-hand weapon.
Special: A ranger who meets only the base attack bonus prerequisite
can gain this feat, but can only use it when wearing light armor or no armor.
Benefit: The character is considered to be armed even when
unarmed-that is, armed opponents do not get attacks of opportunity when the character
attacks them while unarmed. However, the character still gets an opportunity attack
against any opponent who makes an unarmed attack on the character.
Special: A monk fighting unarmed automatically gains the benefit
of this feat.
Benefit: The character gets a +2 bonus to all Will saving throws.
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract loyal
companions and devoted followers, subordinates who assist her. See Table: Leadership
for what sort of cohort and how many followers the character can recruit.
Table: Leadership |
Leadership Score |
Cohort Level |
Number of Followers
by Level |
|||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||
1 or less | – | – | – | – | – | – | – |
2 | 1st | – | – | – | – | – | – |
3 | 2nd | – | – | – | – | – | – |
4 | 3rd | – | – | – | – | – | – |
5 | 3rd | – | – | – | – | – | – |
6 | 4th | – | – | – | – | – | – |
7 | 5th | – | – | – | – | – | – |
8 | 5th | – | – | – | – | – | – |
9 | 6th | – | – | – | – | – | – |
10 | 7th | 5 | – | – | – | – | – |
11 | 7th | 6 | – | – | – | – | – |
12 | 8th | 8 | – | – | – | – | – |
13 | 9th | 10 | 1 | – | – | – | – |
14 | 10th | 15 | 1 | – | – | – | – |
15 | 10th | 20 | 2 | 1 | – | – | – |
16 | 11th | 25 | 2 | 1 | – | – | – |
17 | 12th | 30 | 3 | 1 | 1 | – | – |
18 | 12th | 35 | 3 | 1 | 1 | – | – |
19 | 13th | 40 | 4 | 2 | 1 | 1 | – |
20 | 14th | 50 | 5 | 3 | 2 | 1 | – |
21 | 15th | 60 | 6 | 3 | 2 | 1 | 1 |
22 | 15th | 75 | 7 | 4 | 2 | 2 | 1 |
23 | 16th | 90 | 9 | 5 | 3 | 2 | 1 |
24 | 17th | 110 | 11 | 6 | 3 | 2 | 1 |
25+ | 17th | 135 | 13 | 7 | 4 | 2 | 2 |
Leadership Score: A character's Leadership score equals his
level plus any Charisma modifier. In order to take into account negative Charisma
modifiers, Table: Leadership allows for very low Leadership scores, but the character
must still be 6th level or higher in order to gain the Leadership feat and thus
attract a cohort. Outside factors can affect a character's Leadership score, as
detailed in Table: Leadership Modifiers.
Cohort Level: The character can attract a cohort of up to this
level. Regardless of the character's Leadership score, he can't recruit a cohort
of his level or higher.
Number of Followers by Level: The character can lead up to the
indicated number of characters of each level.
Table: General Leadership Modifiers |
The leader has a reputation of: | Leadership Modifier |
Great prestige | +2 |
Fairness and generosity | +1 |
Special power | +1 |
Failure | –1 |
Aloofness | –1 |
Cruelty | –2 |
Table: Cohort-Only Leadership Modifiers |
The leader: | Leadership Modifier |
Has a familiar/paladin's warhorse | –2 animal companion |
Recruits a cohort of a different alignment | –1 |
Caused the death of a cohort | –2* |
* Cumulative per cohort killed. |
Table: Follower-Only Leadership Modifiers |
The leader: | Leadership Modifier |
Has a stronghold, base of operations | +2 guildhouse, and so on |
Moves around a lot | –1 |
Caused the death of other followers | –1 |
Special Cohorts: With the DM's permission, a leader may seek out a special cohort who is not a member of the standard PC races (the common races).
Followers: A leader attracts followers whose alignments are within one step of his own. These characters have gear appropriate to NPCs of their level. As the leader's Leadership rises, he can attract more followers. If his Leadership goes down, followers may desert.
Replacing Cohorts and Followers: If a leader loses a cohort or followers, he can generally replace them, according to his current Leadership score. It takes time (1d4 months) to recruit replacements. If the leader is to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Note that the leader also picks up a reputation of failure, which decreases his Leadership score.
Benefit: The character gets a +2 bonus to all Reflex saving throws.
Benefit: The character makes attack rolls with the weapon
normally.
Normal: A character who uses a weapon without being proficient
with it suffers a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
A cleric whose deity’s favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Prerequisites: Dex 13+, Dodge.
Benefit: The character gets a +4 dodge bonus to Armor Class against
attacks of opportunity caused when the character moves out of or within a threatened
area. Note: A condition that makes the character lose the Dexterity bonus to Armor
Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses
stack with each other, unlike most types of bonuses.
Prerequisite: Ride skill, Mounted Combat.
Benefit: The penalty the character suffers when using a ranged
weapon from horseback is halved: -2 instead of -4 if the character's mount is
taking a double move, and -4 instead of -8 if the character's mount is running.
Prerequisite: Ride skill.
Benefit: Once per round when the character's mount is hit in
combat, the character may make a Ride check to negate the hit. The hit is negated
if the character's Ride check is greater than the attack roll (essentially, the
Ride check becomes the mount’s Armor Class if it’s higher than the
mount’s regular AC).
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural
weapons suffer only a -2 penalty.
Normal: Without this feat, the creature’s secondary natural
attacks suffer a -5 penalty.
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off
hand.
Normal: Without this feat, a creature who uses an off hand suffers
a -4 penalty to attack rolls, ability checks, and skill checks. A creature has
one primary hand, and all the others are off hands; for example, a four-armed
creature has one primary hand and three off hands.
Special: This feat replaces the Ambidexterity feat for creatures
with more than two arms.
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced
by 2.
Normal: A creature without this feat suffers a -6 penalty to
attacks made with its primary hand and a -10 penalty to attacks made with its
off hands. (It has one primary hand, and all the others are off hands.) See Attacking
with Two Weapons, page 124 in the Player’s Handbook.
Special: This feat replaces the Two-Weapon Fighting feat for
creatures with more than two arms. The Multidexterity feat further reduces penalties
for off-hand attacks.
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Prerequisite: Str 13+.
Benefit: On the character's action, before making attack rolls
for a round, the character may choose to subtract a number from all melee attack
rolls and add the same number to all melee damage rolls. This number may not exceed
the character's base attack bonus. The penalty on attacks and bonus on damage
applies until the character's next action.
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an
opponent engaged in melee without suffering the standard -4 penalty.
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character can draw a weapon as a free action instead
of as a move-equivalent action.
Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
Prerequisites: Point Blank Shot, Dex 13+.
Benefit: The character can get one extra attack per round with
a ranged weapon. The attack is at the character's highest base attack bonus, but
each attack (the extra one and the normal ones) suffers a -2 penalty. The character
must use the full attack action to use this feat.
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character is mounted and uses the charge action,
the character may move and attack as with a standard charge and then move again
(continuing the straight line of the charge). The character's total movement for
the round can’t exceed double the character's mounted speed. The character
does not provoke an attack of opportunity from the opponent that the character
attacks.
Benefit: When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.
Prerequisite: Spellcaster level 1st+.
Benefit: The character can create a scroll of any spell that
the character knows. Scribing a scroll takes 1 day for each 1,000 gp in its base
price. The base price of a scroll is its spell level multiplied by its caster
level multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of
this base price in XP and use up raw materials costing half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when scribing the scroll.
Benefit: The character can use a shield and suffer only the
standard penalties.
Normal: A character who is using a shield with which he or she
is not proficient suffers the shield’s armor check penalty on attack rolls
and on all skill rolls that involve moving, including Ride.
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon, the
character can move both before and after the attack, provided that the character's
total distance moved is not greater than the character's speed.
Benefit: A silent spell can be cast with no verbal components.
Spells without verbal components are not affected. A silent spell uses up a spell
slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
Benefit: The character makes attack rolls with simple weapons
normally.
Normal: A character who uses a weapon without being proficient
with it suffers a -4 penalty on attack rolls.
Benefit: The character gets a +2 bonus on all skill checks
with that skill.
Special: The character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it applies to a
new skill.
Choose a school of magic, such as Illusion. The character's spells of that school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws
against spells from the school of magic the character selects to focus on.
Special: The character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it applies to a
new school of magic.
Prerequisite: Spell Mastery is available only to wizards.
Benefit: Each time the wizard takes this feat, choose a number
of spells equal to the wizard's Intelligence modifier (they must be spells that
the wizard already knows). From that point on, the wizard can prepare those spells
without referring to a spellbook.
Benefit: The character gets a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance
Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, the character
deals double damage with a melee weapon (or triple damage with a lance).
Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus
+4 or higher.
Benefit: When using the attack action with a melee weapon, the
character can move both before and after the attack, provided that the character's
total distance moved is not greater than the character's speed. Moving in this
way does not provoke an attack of opportunity from the defender the character
attacks. The character can’t use this feat if the character is in heavy
armor.
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level.
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+,
base attack bonus +8 or higher.
Benefit: Declare that the character is using the feat before
making an attack roll (thus, a missed attack roll ruins the attempt). It forces
a foe damaged by the character's unarmed attack to make a Fortitude saving throw
(DC 10 + one-half the character's level + Wis modifier), in addition to dealing
damage normally. If the defender fails his saving throw, he is stunned for 1 round
(until just before the character's next action). A stunned character can’t
act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on
attack rolls against a stunned opponent. The character may attempt a stunning
attack once per day for every four levels attained, and no more than once per
round.
Prerequisites: Str 13+, Power Attack.
Benefit: When the character strikes at an opponent’s weapon,
the character does not provoke an attack of opportunity.
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times.
Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:
Surface | DC |
Very soft | 5 |
Soft | 10 |
Firm | 15 |
Hard | 20 |
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Condition | DC Modifier |
Every three creatures in the group being tracked | –1 |
Size of creature or creatures being tracked:* | |
Fine | +8 |
Diminutive | +4 |
Tiny | +2 |
Small | +1 |
Medium-size | 0 |
Large | –1 |
Huge | –2 |
Gargantuan | –4 |
Colossal | –8 |
Every 24 hours since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Fresh snow cover since the trail was made | +10 |
Poor visibility:** | |
Overcast or moonless night | +6 |
Moonlight | +3 |
Fog or precipitation | +3 |
Tracked party hides trail (and moves at half speed) | +5 |
* For a group of mixed sizes, apply only the modifier
for the largest size category. ** Apply only the largest modifier from this category. |
If the character fails a Wilderness Lore check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character attempts to overrun an opponent while
mounted, the target may not choose to avoid the character. If the character knocks
down the target, the character's mount may make one hoof attack against the target,
gaining the standard +4 bonus on attack rolls against prone targets.
Benefit: The character's penalties for fighting with two weapons are reduced by 2.
Prerequisite: Proficient with weapon, base attack bonus +1 or higher.
Choose one light weapon. Alternatively, the character can choose a rapier, provided the character can use it in one hand, or a spiked chain, provided the character is at least Medium-size.
Benefit: With the selected weapon, the character may use a
Dexterity modifier instead of a Strength modifier on attack rolls. Since the character
needs the second hand for balance, apply the armor check penalty of any shield
worn to attack rolls.
Special: The character can gain this feat multiple times. Each
time the character takes the feat, it applies to a new weapon.
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
The character can choose “unarmed strike” or “grapple” for the character's weapon for purposes of this feat. The character can choose “ray,” in which case the character is especially good with rays.
Benefit: The character adds +1 to all attack rolls the character
makes using the selected weapon.
Special: The character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it applies to a
new weapon.
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Benefit: The character adds +2 to all damage inflicted with
the weapon the character has specialized with. If the weapon is a ranged weapon,
the target must be within 30 feet.
Special: The character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it applies to a
new weapon.
Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility,
base attack bonus +4 or higher, Spring Attack.
Benefit: When the character performs the full attack action,
he or she can give up all regular attacks and instead make one melee attack at
the full base attack bonus against each opponent within 5 feet.