The Dungeon Masters Guild

Tutorial & Listing of Feats with Descriptions

Feats A basic tutorial
Written/Edited by Dennis Jensen


 
A Feat is a special feature that either gives a character a new capability or improves one they already have.  Unlike a Skill, a Feat has no ranks.  A character either has the Feat or does not have it.
 
This Feat system was designed from the original Feat system found in D&D 3E but extracts out various class specific special abilities and incorporates various elements found in the D&D Players Option: Skills and Powers book.  This Feat system combined with the Generic Class Types (which will appear in a future supplement) do away with any need for Prestige Classes.  The concept here is that with a generic class type and this Feat system you should eventually be able to design the Prestige Class you could have taken in the original rules, however, in this system the advancement is more gradual and mimics more closely what you might do in real life.  Finally it gives a player something to look forward to at every level, for instead of acquiring a Generic Feat once every 3 levels you gain a Generic Feat every level.  Lastly the Generic Class Types along with this Feat System allow a GM to easily create race-based classes.
 
Now some of you might think that a Generic Feat every level is far to much, however, from play testing let me assure you that it is not.  Even by 20th level most players will not have all the Feats they would like to have to completely round out their characters.  However, if you still feel 1 Feat per level would unbalance your game then restrict the feat progression to every odd level.  Any less than this and Feats become a "oh yeah I get one of those eventually but not enough to really make much of a difference to my character".  Conversely at one Feat a level some players actually get excited about the prospect and even go so far as to map out their life’s achievements.
 
So, while this is designed to be used with the Generic Class Types mentioned earlier, some of these Feats can still be used with the normal 3E system.  Although be warned they do redefine a few of the existing Feats as well as define many class specific abilities as Feats.
 
In this first supplement I will be defining the General Feats which are those Feats that are usable by anyone.  I will then eventually cover the Special, Magic, and Miracle Feats in one or more subsequent supplements.  Critics, new ideas, and general thoughts on any of these Feats are most welcome and in fact much appreciated and may appear in later supplemental updates.

List of Regular Feats
 
Alertness
Allure
Ambidexterity
Animal Companion (animal type)
Artistic Ability (specific ability)
        Great Performance (specific art)
                Grand Performance (specific art)
                        Inspirational Performance (specific art)
Armor Proficiency (Light)
        Armor Proficiency (Medium)
                Armor Proficiency (Heavy)
Blind-Fighting
Combat Reflexes
        Opportunist
Damage Reduction
Dodge
        Mobility
                Defensive Roll
                Spring Attack
                        Whirlwind Attack
                Leap of Clouds
Endurance
Expertise
        Deflect Arrows
        Fencing
                Improved Fencing
        Improved Disarm
        Improved Trip
Flyby Attack
Glibness
Great Fortitude
Improved Initiative
        Quick Draw
Iron Will
        Slippery Mind
        Remain Coherent
Leader
        Leadership
                Great Leadership
                        Inspirational Leadership
Light Sleeper
Lightning Reflexes
        Uncanny Dodge
                Evasion
                        Superior Evasion
Martial Arts
        Heightened Attack
                Flurry of Blows
        Stunning Strike
                Chi Strike
Mounted Combat
        Improved Mounted Combat
        Mounted Archery
                Improved Mounted Archery
        Trample
        Ride-By Attack
                Spirited Charge
Multi-Attack
Multi-Dexterity
Multi-Weapon Fighting
Nature Sense
Obscure Knowledge
Point Blank Shot
        Double Shot
        Foot Shot (bow only)
        Hanging Shot (bow only)
        Precise Shot
                Broken Charge Shot
                Far Shot
                Stapling Shot
                Trick Shot
        Shot on the Run
        Rapid Shot (bow only)
One Weapon Fighting Style
        Improved One Weapon Fighting Style
Power Attack
        Cleave
                Great Cleave
        Improved Bull Rush
        Sunder
Rage
        Improved Rage
Run
Skill Focus (specific skill)
        Skill Mastery (specific skill)
Sneak Attack
        Crippling Strike
Sprint
Toughness
Track
Two-Handed Fighting Style
        Improved Two-Handed Fighting Style
Two-Weapon Fighting Style
        Improved Two-Weapon Fighting Style
Weapon Finesse
Weapon Focus (specific weapon)
        Improved Critical (specific weapon)
        Weapon Specialization (specific weapon)
                Weapon Mastery (specific weapon)
Weapon Proficiency (Shield, Simple, etc…)
Weapon and Shield Fighting Style
        Improved Weapon and Shield Fighting Style
Woodland Stride
        Trackless Step
 

Alertness:  Prerequisites:  Wis 13+   The character has finely attuned senses and gains a +2 bonus on all Listen, Spot, Search, and Surprise checks.  Note: a familiar grants Alertness to their master whenever they are within arm’s reach.
 
Allure:  Prerequisites:  Cha 13+, Wis 13+   The character can attract romantic attention from others.  The character can conceal the feat at any time, but when it is in effect it can modify the reaction rolls of others who might be affected.  The feat is only affective if there is a reasonable chance of the character drawing romantic attention from subject in question (GMs discretion).  The character positively affects the reaction of others with their Wisdom modifier as well as their Charisma modifier.  Furthermore, the character can receive one henchman above their normal maximum if at least one of their followers has a romantic interest with them no matter how unrequited or hopeless it may be.
 
Ambidexterity:  Prerequisites:  Dex 15+   The character ignores all penalties for using an off hand.  The character is neither right nor left handed.  Without this feat, a character who uses their off hand suffers a –4 penalty to attack rolls, ability checks, and skill checks.  This feat helps to offset the penalty for fighting with two weapons.
 
Animal Companion:  Prerequisites:  Cha 13+, Wis 13+, Animal Handling 3+   The character has an affinity for a certain type of animal and has learned their ways to a point that they can bound with one such animal of that type.  They gain also gain a +2 competency bonus to Animal Handling with animals of the selected type.  If the animal is lost or this Feat taken after character creation the bounding process takes 1 full month.  Once bounded the animal will be that characters loyal friend taking on a personality similar to that of the character.  If the animal is a mount, the character gains a +5 Animal Handling synergy bonus with the bounded mount to all Ride checks.
 
Artistic Ability:  Prerequisites:  Governing Stat 13+   The character has a real talent with a specifically selected ability.  Whether it be, with brushes and paint, charcoal sketching, sculptor’s knife, musical instrument, story telling, pottery making, dancing, or one of the myriad of other skills that could qualify.  When this trait is coupled with training, the character can create works of real artistic merit.  Whether these have worth in monetary terms or as relating to the character’s status in the campaign world are circumstances that must be adjudicated by the GM.  As a general rule, the character’s work whatever the medium will fetch 1% to 50% more than the typical cost for such products.
 
Armor Proficiency (Light):  Prerequisites:  None   The character is proficient with light armor and when wearing a light armor, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Quietly, Sleight of Hand, and Tumble checks.  Without this feat a character that wears light armor suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
 
Armor Proficiency (Medium):  Prerequisites:  Armor Proficiency (Light)   The character is proficient with light and medium armor and when wearing a light or medium armor, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Quietly, Sleight of Hand, and Tumble checks.  Without this feat a character that wears medium armor suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
 
Armor Proficiency (Heavy):  Prerequisites:  Armor Proficiency (Medium)   The character is proficient with all armor and when wearing armor, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Quietly, Sleight of Hand, and Tumble checks.  Without this feat a character that wears heavy armor suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
 
Blind Fighting:   Prerequisites:  Wis 11+, The character knows how to fight in melee without being able to see their foes.  In melee, the character reduces the defensive bonus by half (round down) that is due to concealment.  Furthermore, an invisible attacker gets no bonus to hit the character in melee.  That is the character does not lose their positive Dexterity bonus to Armor Class, and the invisible attacker does not get the usual +2 bonus.  The invisible attacker’s bonuses do still apply for ranged attacks.  The character only suffers half the usual penalties to speed for being unable to see.  Thus darkness and poor visibility in general only reduces the character’s speed to three-quarters of normal, instead of the one-half.  Note:  the Blind Fighting feat is of no use against a character who is the subject of a Blink spell or similar effect.
 
Broken Charge Shot :   Prerequisites:  Point Blank Shot, Precise Shot   A rather effective weapon of an enemy, especially if mounted, is the ability to charge.  One of the most effective ways to rid foes of this advantage is to break that charge.  A well-placed missile can cause a charging opponent or their mount to stumble and perhaps even fall.  The character states that they are attempting a Broken Charge Shot and then rolls to hit the opponent with a –4 penalty.  If the character successfully hits the target then the target must make a Reflex roll (DC 10 + Character’s To Hit Modifier) to avoid stumbling.  If the target stumbles they must then make another Reflex roll (DC 15) to avoid falling down.  Whether they fall down or not the target loses their charge momentum (and bonuses) but must complete a normal move.  Note: if the target is a mount and the mount does not fall the rider must make a Riding roll (DC 15) to avoid being thrown off their mount.
 

Chi Strike:  Prerequisites:  Dex 13+, Wis 13+, Martial Arts, Stunning Fist, Base Attack Bonus +7 or higher   The character can empower their unarmed strike with Chi.  The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a Wight, as if the blow were made with a weapon with a +1 enhancement bonus.  A Chi Strike improves as the character gains attack bonuses, allowing them an additional +1 enhancement for each additional +2 Base Attack Bonus that they gain after acquiring this feat.  This is a supernatural feat.
 
Cleave:  Prerequisites:  Str 13+, Power Attack   The character can follow through with powerful blows.  If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc…), then they get 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 only once per round.
 
Combat Reflexes:   Prerequisites:  Dex 13+, The character can respond quickly and repeatedly to opponents who let their defense down.  When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to their Dexterity modifier.  For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round – the one attack of opportunity any character is entitled to, plus two more attacks because of their +2 Dexterity bonus.  Furthermore, the character may also make attacks of opportunity while flat-footed.  However, the character can still only make one attack of opportunity upon each specific opponent in the same round.  Without this feat a character can only make one attack of opportunity per round and cannot make attacks of opportunity while flat-footed.
 
Crippling Strike:  Prerequisites:  Dex 13+, Base Attack +5 or higher, +5d6 Sneak Attack or higher   When character damages a target with a Sneak Attack, the target also takes 1 point of Temporary Strength damage per each full +5d6 Sneak Attack that the character possesses.
 
Damage Reduction:  Prerequisites:  Con 13+  4th level or higher   The character gains the ability to shrug off some amount of the injuries from each normal attack that does damage.  Subtract 1 from the damage the character takes each time they are dealt damage.  Damage reduction can reduce damage to 0 but it cannot reduce it below 0.  This feat can be taken multiple times up to a maximum of the character’s Constitution modifier but only once for each 4 full levels of experience the character has obtained  (i.e. +1 DR / 4-7 lvl ;  +2 DR / 8-11 lvl;  +3 DR / 12-15 lvl;  etc…).
 
Defensive Roll :   Prerequisites:  Dex 13+, Dodge, Mobility, Base Reflex save +5 or higher   If the character is struck in combat instead of performing a free parry the character may instead attempt to roll with the damage.  The character makes a Reflex saving throw (DC = damage received) and if successful the character only takes half damage from the blow.  This also moves the character 5 feet directly away from the attacker.  The character must be aware of the attack in order to react to it – if the character is denied their Dexterity bonus to AC, they cannot perform this feat.  Since the attack would not normally do half damage the feat Evasion does not apply to this feat.
 
Deflect Arrows:  Prerequisites:  Dex 13+, Expertise   The character can deflect incoming arrows, as well as crossbow bolts, sling stones, spears, and other shot or thrown weapons (within reason).  The character must have at least one arm free (holding nothing – except for something light in the hand) to use this feat.  Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex save 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, then they deflect the weapon.  The character must be aware of the attack and not flat-footed.  Attempting to deflect a ranged weapon does not count as an action.  Exceptional ranged weapons, such as boulders hurled by giants or Melf’s Acid Arrows, can not be deflected.
 
Dodge:  Prerequisites:  Dex 13+   The character is adept at dodging blows.  During the characters action, they designate 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 their Dexterity bonus to Armor Class (if any) also makes the character lose the Dodge bonus.  Also, other dodge bonuses (such as this one and the Dwarf’s racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.  Lastly a character receives a +1 synergy bonus to their Dodge bonus for each full 5 points in Perform (Dance) or Tumble that they posses.
 
Double Shot :   Prerequisites:  Point Blank Shot   This Feat cannot be used with a crossbow or any other missile weapon that the GM deems incapable of doing so.  Some of the allowable weapons are bows, slings, and thrown knives.  This Feat is mostly used to impress but in combat it is mostly used under surprise conditions.  By taking a –1 penalty to Initiative, Penetration, To Hit, and Damage, the character may fire two missiles from the same weapon.  If the character successfully hits they roll damage for both missiles separately.  This Feat requires a standard action to perform.
 
Endurance:   Prerequisites:  None   The character is capable of amazing feats of stamina.  Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding ones breath, and so on), the character gets a +4 bonus to the check.
 

Evasion:  Prerequisites:  Dex 15+, Lightning Reflexes, Uncanny Dodge, Base Reflex save +4 or higher   The character can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker.  Furthermore, the character can avoid even magical and unusual attacks with great agility.  If the character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as red dragon’s fiery breath or a fireball), the character instead takes only quarter damage.  Evasion can only be used if the character is wearing light armor or no armor.  It is an extraordinary feat.
 
Expertise:  Prerequisites:  Int 13+   The character is trained at using their combat skill for defense as well as for offense.  When the character uses the attack action or full attack action in melee, they can take a penalty of as much as –5 on their attack and add the same number (up to +5) to their Armor Class.  This number may not exceed their base attack bonus.  The changes to attack rolls and Armor Class last until the character’s next action.  This bonus to the Armor Class is a dodge bonus.  A character not capable of this feat can still 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.
 
Far Shot:  Prerequisites:  Point Blank Shot, Precise Shot   The character can get greater distance out of a ranged weapon.  When the character uses a projectile weapon, such as a bow, its range in each category is increased by 25% and a thrown weapon’s range is increased by 50%.
 
Fencing:  Prerequisites:  Int 13+, Expertise, Secondary Attack +1 or higher   The character has learned how to combine defense with attack and as such gains a free parry for every attack that they possess.
 
Flyby Attack:  Prerequisites:  Flying   When flying, the character can take a move action (including a dive) and another partial action at any point during the move.  The character cannot take a second move action during a round when it makes a fly by attack.  Normal :  Without this feat, the character must take the partial action either before or after their move.
 
Flurry of Blows:  Prerequisites:  Dex 15+, Wis 13+, Ambidexterity,  Martial Arts, Heightened Attack, Base Attack Bonus 4+ or higher   The character may strike with a flurry of blows at the expense of accuracy.  When doing so, they may double their attacks during a round but all attacks made that round suffer a –2 penalty apiece.  For example, if a character gets two Attacks at +6 and +3 and they execute a flurry of blows, they get four attacks at +4, +4, +1, and +1.  This penalty applies for 1 round, so it affects all attacks of opportunity the character might make before their next action.  The character must use the full attack action (see page 124) to strike with a flurry of blows.  The character may use the flurry of blows with only with unarmed combat.  Light or Light–Medium weapons can be included but only if the character also has the feat Weapon Finesse.  Note if a character uses the flurry of blows they do not gain the extra attack from an “off-handed” weapon.
 
Foot Shot :   Prerequisites:  Point Blank Shot   In some situations, an archer may find one or more of their arms unable to grip the string or shaft of the bow.  Perhaps the other hand is holding onto something to keep the character from falling, or perhaps the arm has been injured, or maybe the character just needs a bit of extra pull on the bow.  The character must have at least one arm free or be bare foot in order to implement this Feat.  The character receives a –1 penalty to hit but their Strength is increased by 5 points per hand that is used.
 
Glibness:  Prerequisites:  Cha 13+   The character has the knack of dissuading the suspicious or persuading the stubborn.  The character must speak the same language as those they are trying to impress and they in turn must be able to hear the character.  If these two restrictions apply then character gains a +2 situational bonus to any Bluff, Diplomacy, or Information Gathering skill roll they attempt.
 
Grand Performance:  Prerequisites:  Artistic Ability in the specific art, Great Performance in the specific art Perform skill in the specific art at 8+,    The character can inspire competence within their allies by encouraging them.  This encouragement will help an ally to succeed at a task.  The ally must be able to hear the character and the character must direct the encouragement at the ally.  Depending on the task that the ally has at hand, the character may use this encouragement to lift the ally’s spirits, to help the ally focus mentally, or in some other way.  The ally as a result gets a +2 competence bonus on their skill checks with a particular skill as long as they continue to hear the character speak.  The GM may rule that certain uses of this ability are infeasible (e.g. such as trying to aid a someone to move more quietly is rather self-defeating).  The character can continue to encourage the character for a full 2 minutes (long enough for the ally to take 20) after this the encouragement no longer helps for that specific situation.  Inspiring competence is a mind-affecting ability.
 
Great Cleave:  Prerequisites:  Str 13+, Power Attack, Cleave, Base Attack Bonus +4 or higher   The character can wield a melee weapon with such power that they can strike multiple times when they fell their foes.  As Cleave, except that the character has no limit to the number of times they can use it per round.
 
Great Fortitude:  Prerequisites:  None   The character is tougher than normal and gets a +2 bonus to all Fortitude saving throws.
 

Great Leadership:  Prerequisites:  Leader, Leadership, Diplomacy at 8+,    The character can inspire competence within their allies by encouraging them.  This encouragement will help an ally to succeed at a task.  The ally must be able to hear the character and the character must direct the encouragement at the ally.  Depending on the task that the ally has at hand, the character may use this encouragement to lift the ally’s spirits, to help the ally focus mentally, or in some other way.  The ally as a result gets a +2 competence bonus on their skill checks with a particular skill as long as they continue to hear the character speak.  The GM may rule that certain uses of this ability are infeasible (e.g. such as trying to aid a someone to move more quietly is rather self-defeating).  The character can continue to encourage the character for a full 2 minutes (long enough for the ally to take 20) after this the encouragement no longer helps for that specific situation.  Inspiring competence is a mind-affecting ability.
 
Great Performance:  Prerequisites:  Artistic Ability in the specific art, Perform skill in the specific art at 4+   The character can inspire courage within their allies, bolstering them against fear and improving their combat abilities.  To be affected an ally must be able to hear the performance for one full round.  The effect lasts as long as the character performs and for 5 rounds after the character ends the performance (or 5 rounds after the ally can no longer hear the performance).  While performing, the character can generally fight (depending on what they are using to perform with) but cannot casts spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as those using a command word to trigger them).  Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.  Inspiring courage is a mind-affecting ability.
 
Hanging Shot :   Prerequisites:  Point Blank Shot   In this shot, the character secures themselves to a branch or ledge and then drops downward while simultaneously firing right into the faces of their oncoming enemies.  Unfortunately, the disadvantages to this shot are numerous.  The most obvious is that anything on the character that isn’t secured will fall to the ground.  Another disadvantage is there is an initial –3 penalty To Hit.  If the character waits one round to steady themselves they can drop this penalty to a –1 To Hit.  In either case, unless the character has some way of supplying themselves with extra ammo 2 shots will be all the character will be able to get off.  After making their shot(s), the character can still take a 5 foot move which can be used to pull themselves back up (Climbing roll DC 15) or to drop to the ground (Tumbling roll DC 15).  The greatest advantage that comes from this maneuver is that the enemy suffers a –6 penalty (–3 if already used against them recently) to their surprise roll.  This advantage alone often outweighs the drawbacks and the hanging shot is a favorite trick of archers ambushing lone outriders.
 
Heightened Attack:  Prerequisites:  Wis 13+,  Martial Arts, Weapon Focus (Martial Arts)   The character increases their Base Attack value by +1.  This ability only applies to unarmed combat.  Light or Light–Medium weapons can be included but only if the character also has the feat Weapon Finesse.
 
Improved Bull Rush:  Prerequisites:  Str 13+, Power Attack   The character knows how to push opponents back and when performing a Bull Rush (see page 136, in the Players Handbook), the character does not draw an attack of opportunity from the defender.
 
Improved Critical:  Prerequisites:  Weapon Focus with Weapon, Proficient with Weapon, Base Attack Bonus +8 or higher.   The character chooses a specific weapon type (such as long sword or great axe) and with that weapon they know how to hit where it hurts the most.  When the character uses the weapon that they selected, their critical threat range is doubled.  For example, a long sword usually threatens a critical on a 19 or 20 (two numbers).  If a character the character has Improved Critical (long sword) then their threat range with a long sword becomes 17 through 20 (four numbers).  Note:  “Keen” magic weapons also double their normal non-magical threat range.  So, as is with all doubled doublings, the result of a magic long sword with “Keen” in the hands of a character with Improved Critical (long sword) would have a critical threat range of 15 through 20 (six numbers).
 
Improved Disarm:  Prerequisites:  Int 13+, Expertise   The character knows how to disarm opponents and does not suffer an attack of opportunity when they attempt to disarm an opponent, nor does the opponent have a chance to disarm them if they happen to fail their attempt at disarming.
 
Improved Fencing:  Prerequisites:  Int 13+, Expertise, Secondary Attack +4 or higher, Fencing   The character has become so good at weapon play that any successful parry invokes an attack of opportunity against the opponent that they parried.
 
Improved Initiative:  Prerequisites:  None   The character can react much more quickly than normal in a fight and gets a +4 bonus to their initiative checks.
 
Improved Mounted Archery:  Prerequisites:  Ride skill, Mounted Combat, Mounted Archery   The character is very skilled at using ranged weapons from horseback.  The penalty for using a ranged weapon while riding is quartered:  –1 instead of –4 if your mount is taking a double move, and –2 instead of –8 if your mount is running.
 

Improved Mounted Combat:  Prerequisites:  Ride skill, Mounted Combat   The character is very skilled in mounted combat.  They can direct their war-trained mount to attack in battle and still make their own attack(s) as normal.  Normal :  The character must make a Ride check (DC 10) to fight along with their war mount.
 
Improved One Weapon Fighting Style:  Prerequisites:  One Weapon Fighting Style, Base Attack Bonus +6 or higher.  The character’s deflection bonus increases to a +2 to their AC when they are fighting with only a one-handed weapon in one hand and nothing in the other hand (or a non-used light weapon in the other hand).
 
Improved Rage:  Prerequisites:  Con 13+, Cha 13+, Rage, Base Will save +5 or higher   The character’s rage bonus increases to +6 Strength, +6 Constitution, and a +3 morale bonus to Will saves.  Furthermore after the rage has ended the character is no longer fatigued.
 
Improved Trip:  Prerequisites:  Int 13+, Expertise   The character is trained not only in tripping opponents but in following through with an attack.  If the character successfully trips an opponent in melee, they immediately get a melee attack against that opponent as if they had not used their attack for the trip attempt.
 
Improved Two-Handed Fighting Style:  Prerequisites:  Two-Handed Fighting Style, Base Attack Bonus +9 or higher.  If the character is using a one and half handed weapon with two hands, the weapon gains an additional +1 bonus to all damage rolls for a total of +2 to damage.  Furthermore, the character can perform a free parry attempt for every attack that they possess.  Thus if a character has two attacks in one round then they may perform two free parries.
 
Improved Two Weapon Fighting Style:  Prerequisites:  Two Weapon Fighting Style, Dexterity 15+, Ambidexterity, Base Attack Bonus +9 or higher.   The character is an expert in fighting with two weapons.  The character’s penalties for fighting with two weapons is reduced by an additional 2.  Normal :  See  the expanded Table 8–2a: Two-Weapon Fighting Penalties below.
 
Improved Weapon and Shield Fighting Style :  Prerequisites: Proficient with Weapon, Proficient with Shield, Weapon & Shield Fighting Style, Dexterity 12+, Base Attack Bonus +7 or higher. The character is an expert in fighting with a weapon and shield.  The character’s penalties for fighting with weapon and shield is reduced by an additional 2.  Normal :  See  the expanded Table 8–2a: Two-Weapon Fighting Penalties below.
 
Inspirational Leadership :  Prerequisites:  Leader, Leadership, Great Leadership, Diplomacy at 12+,    The character can inspire greatness in an ally, granting extra fighting capabilities.  To inspire greatness, the character must speak so that the ally can hear them for one full round, as with inspire courage.  The ally inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they can hear the character speak.  The effect lasts for 5 rounds after the ally can no longer hear the character speak.  All the bonuses are competence bonuses.
+2 Hit Dice (d4+6s that grant temporary hit points)
+2 bonus on attacks
+1 bonus to Fortitude saves
Apply the ally’s Constitution modifier, if any, to each bonus Hit Die.  These extra Hit Dice count as regular Hit Dice for determining effects.  Inspire greatness is a mind-affecting ability.
 
Inspirational Performance :  Prerequisites:  Artistic Ability in the specific art, Great Performance in the specific art, Grand Performance in the specific art, Perform skill in the specific art at 12+,    The character can inspire greatness in an ally, granting extra fighting capabilities.  To inspire greatness, the character must perform so that the ally can hear them for one full round, as with inspire courage.  The ally inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they can hear the character perform.  The effect lasts for 5 rounds after the ally can no longer hear the character perform.  All the bonuses are competence bonuses.
+2 Hit Dice (d4+6s that grant temporary hit points)
+2 bonus on attacks
+1 bonus to Fortitude saves
Apply the ally’s Constitution modifier, if any, to each bonus Hit Die.  These extra Hit Dice count as regular Hit Dice for determining effects.  Inspire greatness is a mind-affecting ability.
 
Iron Will :  Prerequisites:  None   The character gains a +2 bonus to all Will saving throws.
 
Leader :  Prerequisites:  Cha 13+   The character is the sort of person others naturally want to follow.  The character with this feat tends to attract loyal companions and devoted followers that will act as retainers and assist the character.  The character begins attracting followers immediately without having to actively search for them and is considered to be 5 levels higher than they actual are when calculating their Leadership score.  Normal :  A character does not attract followers until they have reached 6th level and must spend some time attempting to recruit cohorts and followers.
 

Leadership :  Prerequisites:  Leader, Diplomacy at 4+   The character can inspire courage within their allies, bolstering them against fear and improving their combat abilities.  To be affected an ally must be able to hear the character speak for one full round.  The effect lasts as long as the character speaks and for 5 rounds after the character ends the speech (or 5 rounds after the ally can no longer hear the speech).  While speaking, the character can generally fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as those using a command word to trigger them).  Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.  Inspiring courage is a mind-affecting ability.
 
Leap of Clouds :  Prerequisites:  Dex 13+, Dodge, Mobility   The character’s jumping distance (vertical or horizontal) is not limited according to their height (see the Jump skill description, page 70).
 
Light Sleeper :  Prerequisites:  Con 13+   The character will awaken at the slightest disturbance – a significant advantage to a small party on the trail where companions would quickly fatigue from alternating watch duty through the night.  The character will awaken if they hear any unusual noise, such as the non-muffled footsteps of someone approaching the camp.  This includes the approach of anyone wearing metal armor, or creatures carrying weapons or conversing.
 
Lightning Reflexes :  Prerequisites:  None   The character gains a +2 bonus to all Reflex saving throws.
 
Martial Arts :  Prerequisites:  Wis 13+,   The character is highly trained in fighting unarmed, giving them considerable advantage when doing so.  They deal more damage than normal, doing a base 1d4 instead of the normal 1d3.  A character using Martial Arts does not provoke attacks of opportunity from armed opponents that they attack.  A character’s attacks may be with either fist interchangeably or even from elbows, knees, feet, forehead, and such.  Thus making an off-hand attack make no sense for a character striking with Martial Arts and instead of gaining an extra-attack they reduce their penalty for a secondary attack by 1, thus a Fighter with a Base Attack +4 has a Secondary Attack of +1.   Usually a character’s unarmed strikes deal normal damage rather than sub-dual damage.  However, the character can choose to deal their damage as sub-dual damage without any penalty to hit.  A character fighting with melee weapons may choose to use a Martial Art attack as an additional “off-hand” attack, but then they suffer the standard penalties for two-weapon fighting.  Conversely a character fighting with Light or Light–Medium weapons and with the feat Weapon Finesse may opt to use the Secondary Attack bonus when fighting instead of an additional attack.
 
Martial Weapons :   Prerequisites:  None   The character has proficiency in the following weapons:  Punch, Kick, Gauntlet, Dagger, Dirk, Knife – Small, Knife – Long, Mace, Club, Club – War, Morning–Star, Quarter–Staff, Quarter–Staff Shod, Half–Spear, Short Spear, Light Crossbow – Self, Light Crossbow – Backed, Light Crossbow – Composite, Medium Crossbow – Backed, Medium Crossbow – Dart.
 
Mobility:  Prerequisites:  Dex 13+, Dodge   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 their Dexterity bonus to Armor Class (if any) also makes them lose this dodge bonus.  Also dodge bonuses (such as this one and a Dwarf’s racial bonus to dodge Huge creatures) stack with each other, unlike most types of bonuses.
 
Mounted Archery:  Prerequisites:  Ride skill, Mounted Combat   The character is skilled at using ranged weapons from horseback.  The penalty for using a ranged weapon while riding is halved:  –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
 
Mounted Combat:  Prerequisites:  Ride skill   The character is skilled in mounted combat.  They can, while mounted, guide their mount with their knees so as to use both hands to attack or defend without making a Ride check.  They also get a +2 competency bonus to all Ride checks that develop from a combat situation or pertain to staying in the saddle.  Normal :  The character must make a Ride check (DC 5) to guide their mount with their knees.
 
Multi-Attack:  Prerequisites:  2 or more Natural Weapons   The character’s secondary attacks with natural weapons suffer only a –2 penalty.  Normal :  Without this feat, the character’s secondary natural attacks suffer a –5 penalty.
 
Multi-Dexterity:  Prerequisites:  Dex 15+,  3 or more Appendages   The character ignores all penalties for using an off hand.  This feat replaces the Ambidexterity feat for characters with more than 2 appendages.  Normal :  With this feat, a character who uses an off hand appendage suffers a –4 penalty to attack rolls, ability checks, and skill checks.  A character would only have one primary appendage, and all the others are off hand appendages.
 
Multi-Weapon Fighting Style:  Prerequisites:  3 or more Hands   Penalties for fighting with multiple weapons are reduced 2.  This feat replaces the Two-Weapon Fighting Style feat for characters with more than two arms.  The Multi-Dexterity feat further reduces penalties for off-hand attacks.  Normal :  A character 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.
 
Nature Sense:  Prerequisites:  Int 13+   The character can use their Wilderness Lore skill to identify plants and animals (their species and special traits) with near perfect accuracy (DC 15).  They can also determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption – DC 10).
 
Obscure Knowledge:  Prerequisites:  Int 15+   The character has picked up a lot of stray knowledge and trivia while wandering the land.  The character may make a special Obscure Knowledge check with a bonus equal to their level plus their Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places.  This check will not reveal the powers of magic items but may give a hint as to its general function.  The character may not take 10 or 20 on this check; this sort of eclectic knowledge is essentially random.  The GM will determine the results of the check by referring to the table below.
 

TN

Type of Knowledge Gained

Examples

10

Common, known by at least a substantial minority of the local population.

A local mayor’s reputation for drinking; common legends about a powerful place or mystery.

20

Uncommon but available, known by only a few people in the area.

A local priest’s shady past; legends about a powerful magic item.

25

Obscure, known by a few, hard to come by.

A knight’s family history; legends about a minor place of mystery or magic item.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

A mighty wizard’s childhood nickname; the history of a petty magic item.

 
One Weapon Fighting Style:  Prerequisites:  None   The character gains a deflection bonus of +1 to their AC when they are fighting with only a one-handed weapon in one hand and nothing in the other hand (or a non-used light weapon in the other hand). 
 
Opportunist:   Prerequisites:  Combat Reflexes   Once per round, the character can make an attack of opportunity against an opponent who has just been struck for damage from a melee attack by another character or creature.  This attack counts as all the character’s attacks of opportunity for that round.  Even a character with an extremely high Dexterity can not make another attack of opportunity in the same round that they use the Opportunist feat.
 
Point Blank Shot :   Prerequisites:  None   The character gains a +1 bonus to both attack and damage rolls with ranged weapons when used to attack at point blank range.
 
Power Attack :   Prerequisites:  Str 13+   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 that same number to all melee damage rolls.  This number may not exceed the character’s Base Attack Bonus.  The penalty on attacks and the bonus on damage apply until the character’s next action.
 
Precise Shot :   Prerequisites:  Point Blank Shot   The character can attack with a ranged weapon at an opponent engaged in melee without suffering the standard –4 penalty.
 
Quick Draw :   Prerequisites:  Dex 12+, Improved Initiative    The character can draw weapons with startling speed.  The character may draw a weapon that they are proficient with as a free action instead of a move-equivalent action.
 
Rage :   Prerequisites:  Con 13+, Cha 13+   The character can fly into a screaming blood frenzy where they gain a +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but have their normal dodge bonus to AC reduced to a –2.  The increase in Constitution increases the character’s hit points by 2 points per level but these are deducted from the character’s remaining hit points once they are back to normal.  While raging a character cannot use skills, feats, or abilities that require patience or concentration, such as Expertise, Move Quietly, Cast spells, or Handle Animal.  The rage lasts for up to 3 rounds + 1 round per Constitution modifier (using the newly improved Constitution).  The character my prematurely end the rage if they so choose.  At the end of the rage the character is fatigued (–2 Strength, –2 Dexterity, cannot charge or run) for 1 minute per round that they were enraged.  The character can only fly into a rage once per hour and no more than their Charisma modifier times per day.  Entering a rage is considered a Free Action.  A character may take this feat multiple times but each additional one only increases the number of times per day that a character can use this feat by the character’s Charisma modifier (i.e. if a character’s Charisma modifier is +2 and this feat was taken 3 times then the character could enter a rage 6 times per day).
 
Rapid Shot :   Prerequisites:  Point Blank Shot,  Dex 13+   The character can use bows with exceptional speed.  The character can get one extra attack per round with a bow.  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 (see page 124 of the Player’s Handbook) to use this feat.  Normal :  The character can only take a number of shots equal to the fire rate of the weapon.
 

Remain Coherent :   Prerequisites:  Endurance, Iron Will, Toughness, Base Will save 4+ or higher   When the character is considered staggered they suffer none of the penalties that normally come from being staggered.  They still must make Will saves to remain conscious from taking damage.  Normal :  The character can only take a partial action each round and they lose all Strength and Dexterity bonuses to Attack and Defense. 
 
Ride By Attack :   Prerequisites:  Ride skill, Mounted Combat   The character is skilled at fast attack while mounted.  When the character is mounted and uses the charge action, they may move and attack as with a standard charge and then move again (continuing the straight line of the charge).  The total movement for the round cannot exceed double the characters mounted speed.  The character does not provoke an attack of opportunity from the opponent that they attack.
 
Run :   Prerequisites:  Dex 13+   The character gains a +10 feet to their speed when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
 
Shot on the Run :   Prerequisites:  Point Blank Shot, Dex 13+, Dodge, Mobility   The character is highly trained in skirmish ranged weapon tactics.  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 their speed.
 
Simply Weapons :   Prerequisites:  None   The character has proficiency in the following weapons:  Punch, Kick, Gauntlet, Dagger, Dirk, Knife – Small, Knife – Long, Mace, Club, Club – War, Morning–Star, Quarter–Staff, Quarter–Staff Shod, Half–Spear, Short Spear, Light Crossbow – Self, Light Crossbow – Backed, Light Crossbow – Composite, Medium Crossbow – Backed, Medium Crossbow – Dart.
 
Spirited Charge :   Prerequisites:  Point Blank Shot, Dex 13+, Dodge, Mobility   The character is highly trained in skirmish ranged weapon tactics.  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 their speed.
 
Skill Focus :   Prerequisites:  Ride skill, Mounted Combat, Ride by Attack   The character is trained at making a devastating mounted charge.  When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).
 
Skill Mastery :   Prerequisites:  Skill is a Class Skill, Governing Ability 13+, Base Skill Rank 8+   The character gets a +2 bonus on all skill checks with that skill.  Furthermore, the character spends half the normal time necessary when taking 10 or 20 with this skill.  A character can take this feat multiple times.  Its effects do not stack with itself.  So each time a character takes this feat, it applies to a new skill.
 
Slippery Mind :   Prerequisites:  Wis 13+, Iron Will   Whenever the character is affected by an enchantment or other mind-affecting magic or ability and they fail their Will saving throw, they may attempt 1 more Will saving throw during the next round.  They only get this one extra chance to succeed at their Will saving throw.
 
Sneak Attack :   Prerequisites:  Dex 13+,  Base Attack +1 or higher   When the character’s target would be denied their Dexterity bonus to AC (whether they actually had one or not) or whenever the character flanks a target, the character’s attack deals +1d6 points of damage.  Should the character score a critical hit with a sneak attack, this extra damage is not multiplied.  Ranged attacks can only count as sneak attacks it the target is within Point Blank range.  A sneak attack cannot be used against:  constructs, oozes, plants, undead, incorporeal creatures, targets that are immune to critical hits, targets that have concealment, or targets whose vitals are beyond reach.  This feat can be taken multiple times but the bonus damage cannot exceed half the character’s Base Attack bonus (round up).
 
Spring Attack :   Prerequisites:  Dex 13+, Dodge, Mobility, Base Attack +4 or higher   When using the attack action with a melee weapon, the character can move both before and after the attack, provided that their total distance moved is not greater then their speed.  Moving in this way does not provoke an attack of opportunity from the defender that the character attacks.  This feat cannot be used if the character is in heavy armor or carrying a heavy load.
 
Sprint :   Prerequisites:  Dex 13+   The character no longer creates attacks an of opportunity for just performing a run maneuver.  And their run speed is now x5 instead of the normal x4.
 
Stapling Shot:  Prerequisites:  Point Blank Shot, Precise Shot   For obvious reason this Feat cannot be used in conjunction with blunt missiles.  By making a called shot (–1 penalty to Initiative and a –4 penalty To Hit), the character can staple some part of the targets clothing (note: silk cannot be stapled) to a nearby object, as long as that object is of a material that is reasonably subject to penetration by the missile (such as wood, dirt, or plaster).  The target must also be near enough to the object or the shot is wasted.  If the shot is successful, the target is pinned to that object.  The target must spend a round tearing free, although this requires no roll a Pinned target receives no Dexterity bonus to AC as well as receiving a –2 Dodge penalty to AC and –2 Attack penalty if able to attack.  After 2 rounds, if the target has not taken the time to free themselves, they automatically break free from one stapling affect due to exertion.  The stapling shot is not only good for preventing various actions on the part of a hostile person, it serves to demonstrate that the character is far from defenseless.  Also, many archers like to embarrass targets by affixing them to the nearest piece of “furniture.”
 
Stunning Strike:   Prerequisites:  Wis 13+, Martial Arts, Base Attack Bonus +5 or higher   The character must declare that they are using the feat before they make their attack roll (thus, a missed attack roll ruins the attempt).  The character can use this feat once per round, but no more than once per level per day.  A foe struck by the character is forced to make a Fortitude saving throw (DC 10 + one-half the character’s level + Wisdom modifier), in addition to receiving normal damage.  If the saving throw fails, the opponent is stunned for 1 round.  A stunned character can’t act and loses any Dexterity bonus to AC, while attackers gain a +2 bonus on attack rolls against a stunned opponent.  Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits can not be stunned by this feat.  The stunning fist is a superior feat.
 
Sunder :   Prerequisites:  Str 13+, Power Attack   When the character strikes an opponent’s weapon, they do not provoke an attack of opportunity (see Strike a Weapon, page 136 of the Players Handbook).
 
Superior Evasion:  Prerequisites:  Dex 15+, Lightning Reflexes, Uncanny Dodge, Evasion, Base Reflex save of +8 or higher   The character’s Evasion ability improves to the point that they now take no damage on a successful Reflex saving throw against attacks such as dragon’s breath or Fireball, and henceforth they only take half damage on a failed save.  Furthermore, they gain an intuitive sense that alerts them to danger, the character can add their Wisdom modifier as a bonus to Reflex saves and as a dodge bonus to AC against attacks.  It is an extraordinary feat.
 
Toughness :   Prerequisites:  None   The character gains +3 hit points.  A character may gain this feat multiple times.
 
Track :   Prerequisites:  Wis 12+, Wilderness Lore 1+   The character can follow the trails of creatures and characters across most types of terrain.  To find tracks or to follow them for up to 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 can only move at half their normal speed (or at their normal speed with a –5 penalty on the check).  If the character fails a Wilderness Lore check, they can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.  Note this feat only allows the character to follow normal tracks and does not allow them to find or follow the tracks of someone who has the Feat Trackless Step or a subject of a Pass Without Trace spell or other similar ability.  The DC for the check depends on the surface and the prevailing conditions (see Tracking Chart at the end).   Normal :  A character without this feat can use their Search skill to follow tracks, but only if the DC to follow the tracks is 10 or less.
 
Trackless Step:   Prerequisites:  Wis 15+, Woodland Stride   The character is so in tune with nature that they leave no trail in natural surroundings and thus cannot be tracked via non-magical means.
 
Trample:   Prerequisites:  Ride skill, Mounted Combat   The character is trained in using their mount to knock down opponents.  When a character attempts to overrun an opponent while mounted, the target may not choose to avoid the overrun.  If the character knocks down the target, their mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets.
 
Trick Shot:  Prerequisites:  Point Blank Shot, Precise Shot   Trick Shots are sometimes used to make a spectacular retaliatory shot that says to the enemy that they are not wanted in the area.  This sort of shot includes things like knocking off hats, nicking an intruder’s ear, or placing an arrow in interesting and/or amusing places (such as the buttocks).  The character takes a –1 Initiative penalty and a –4 To Hit.  If the attack is successful, the trick is performed otherwise it flies harmlessly and awkwardly (informing victims that someone is shooting at them but missed).  If the targets were not previously hostile, they certainly would be now.
 
Two-Handed Fighting Style:  Prerequisites:  None   The character lowers the initiative penalty of a weapon by 3 if that weapon is wielded with two hands.  Furthermore, a character is trained such that they are able to get more out of their Strength when swinging a large weapon and can gain a 150% Strength modifier (round down) added to the weapon damage instead of the normal 100%.  Normal :  Any weapon swung two handed gains a +1 to its normal damage and has a increased chance of Knock-Down.
 
Two-Weapon Fighting Style:  Prerequisites:  None   The character’s penalties for fighting with two weapons is reduced by 2.  Normal :  See Attacking with Two Weapons, page 124, Table 8–2: Two-Weapon Fighting Penalties, page 125 of the Players Handbook.
 
Uncanny Dodge:  Prerequisites:  Dex 15+, Lightning Reflexes   The character gains the ability to react to danger before their senses would normally allow them to do so.  The character retains their Dexterity bonus to AC regardless of being caught flatfooted or struck by an invisible attacker (they still lose their Dexterity bonus to AC if immobilized). 
 
Weapon Finesse:  Prerequisites:  Dex 13+, Base Attack Bonus +1 or higher  The character may use their Dexterity modifier instead of their Strength modifier on attack rolls when employing Light-Medium weapons or lighter.  If employing a Light-Heavy shield or heavier in the off hand then apply the shield’s armor check penalty to your attack rolls.
 
Weapon Focus:  Prerequisites:  Proficient with Weapon, Base Attack Bonus +1 or higher   The character adds a +1 to all attack rolls they make using the specific weapon they chose.  This feat can be taken multiple times.  Its effects do not stack with itself.  So each time this feat is taken, it applies to a new weapon.
 
Weapon and Shield Fighting Style:  Prerequisites:  Proficient with Weapon, Proficient with Shield   The character gains an additional +1 AC or may instead perform a Shield Punch while retaining the shield’s AC bonus for that round.  The Shield Punch is a form of Two Weapon fighting but the shield is always considered a light weapon for off hand use.  The standard penalties apply for two weapon fighting as if the character had the Two Weapon Fighting Style and an off-handed light weapon.  Note this style cannot be used with a tower shield.
 
Weapon Mastery:  Prerequisites:  Proficient with the Weapon, Weapon Focus with the Weapon, Weapon Specialization with the Weapon, Base Attack Bonus +8 or higher, Fighter Class only.  The character gains an additional +1 To Hit and Damage.  Furthermore they gain a +1 Deflection bonus and increase the Critical Threat Range of the weapon by 1 category (20 becomes a 19-20 while a 19-20 would become a 17-20).
 
Weapon Proficiency:  Prerequisites:  None.  The character gains the use of all weapons in the category that they have chosen.  Some of the categories are Fencing Weapons, Missile Weapons I, Missile Weapons II, Two-Handed Weapons, Polearm Weapons, and Racial Weapons.  If the weapon does not exist in a pre-defined weapons list then the character may choose up to 7 related weapons (subject to GMs approval) to put into an Exotic Weapons category.  Otherwise the character may select up to 3 non-related weapons to put into a Specialized Weapons category.
 
Weapon Specialization:  Prerequisites:  Proficient with the Weapon, Weapon Focus with the Weapon, Base Attack Bonus +4 or higher.  The character gains an additional +1 To Hit and an additional +2 to Damage.  A Fighter may take this feat multiple times.  Its effects do not stack with itself.  So each time a Fighter takes this feat, it applies to a new weapon.
 
Whirlwind Attack :   Prerequisites:  Dex 13+, Dodge, Mobility, Base Attack +4 or higher, Spring Attack, Int 13+, Expertise   When the character performs a full attack action, they can give up their regular attacks and instead make one melee attack at their full base attack bonus against each opponent within 5 feet.
 
Wilderness Stride :   Prerequisites:  Wis 13+   The character is in tune with nature that they can move through natural thorns, briars, overgrown areas, and similar terrain at their normal speed and without suffering damage or other impairment.  However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character.
 

Tracking Chart
 
Surface:................ Very Soft................... Soft........................ Firm....................... Hard
DC:............................... 5............................ 10........................... 15........................... 20
 
Very Soft Ground:... Any surface (fresh snow, thick dust, wet mud, freshly tilled earth) 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, crushed grass) but leaves only occasional or partial footprints.
Hard Ground:........... Any surface that doesn’t hold footprints at all well, such as bare rock or indoor floors.  Most streambeds fall into this category, since most footprints left behind are obscured or washed away.  The creature leaves only traces (scuff marks, displaced pebbles).
 
Condition                                                                                                                                           DC Modifier
 
Every two creatures in the group being tracked.................................................................................. –1
Size of creature or creatures being tracked*
Colossal.............................................................................................................................................. –8
Gargantuan........................................................................................................................................ –4
Huge................................................................................................................................................... –2
Large................................................................................................................................................... –1
Medium.............................................................................................................................................. +0
Small.................................................................................................................................................... +1
Tiny..................................................................................................................................................... +2
Diminutive.......................................................................................................................................... +4
Fine..................................................................................................................................................... +8
 
Poor Visibility**
Moonlight.......................................................................................................................................... +3
Fog or precipitation.......................................................................................................................... +3
Overcast or moonless night............................................................................................................ +6
 
Every 24 hours since the trail was made............................................................................................... +1
Every hour of rain since the trail was made.......................................................................................... +1
Tracked party hides trail (and moves at half speed)........................................................................... +5
Fresh snow cover since the trail was made......................................................................................... +10
 
* For a group of mixed sizes, apply only the modifier for the largest size category.
 
** Apply only the largest modifier from this category