Feats that have any of the following prerequisites, ignore those prerequisites:
- Combat Expertise
- Combat Reflexes
- Mounted Combat
- Point-Blank Shot
- Power Attack
- Spell Focus
- Weapon Focus
- Attribute 13+
Dex to Damage Discussion
There are eight ways I know of to get dex to damage. This post is an info post for everyone who keeps asking about it.
To get it out of the way: One of those eight is the fifth level of Gunslinger and most of its archetypes, which grants dex to damage with firearms (and in one case, crossbows).
now then, #1 - The Agile weapon enhancement. This +1 enhancement can be placed on any finessable weapon, and from that point forward you may add your dex mod instead of your strength mod to damage.
- 2: Dervish Dance - This feat is for scimitar only. Cannot be gained earlier than second level because it requires two ranks in perform dance. Treats Scimitar as a one handed piercing weapon, add dex to atk and dmg.
- 3: Mythic Weapon Finesse - only available if you have mythic. Allows the character to add dex to damage to all finessable weapons.
- 4: Slashing Grace - came out with swashbuckler in ACG. Applies dex to damage to all one handed slashing weapons, but does not make them finessable. It makes them treated as One handed Piercing weapons. This means that if you have one level of swashbuckler you can use dex to atk and damage with that weapon.
- 5: Fencing Grace - gain dex to damage with rapiers, which are already finessable.
- 6: fourth level of a swashbuckler archetype called Whirling Dervish. Interestingly, applies to ALL weapons that work with Swashbuckler finesse, + scimitar.
- 7: The third level of the Unchained Rogue (and the 11th and 19th levels) allows one to select a single finessable type of weapon. The rogue may now use dex to damage with that type of weapon.
I know of only one way to make a one handed weapon count as a light weapon: Effortless Lace from the Giant Slayer's handbook, which causes any one handed piercing or slashing melee weapon sized for the wielder to be treated as light for purposes of weapon finesse and any feat, spell, or special weapon ability that can be used in conjunction with light weapons.
Note that order is effectively(though it may not be exact) chronological by release date, not by power, ease of use, or other criteria.
More possible imports from 3.5 under consideration.
Double Targets Spell (Metamagic)
Your spell affects twice as many targets.
Benefit: An extra target spell affects twice as many targets as usual. Can only be used on spells which normally targets one or more creatures or objects and which is not personal. If the spell normally only affects one target, both targets must be no more than 30 ft. apart; otherwise the targeting limitations of the original spell are not changed. An extra target spell uses a spell slot two levels higher than normal.
Endurance (General, Revision)
Benefit: You gain a +4 bonus on the following checks and saves:
- Swim checks made to resist nonlethal damage.
- Constitution checks made to continue running.
- Constitution checks made to avoid nonlethal damage from a forced march.
- Constitution checks made to hold your breath.
- Constitution checks made to avoid nonlethal damage from starvation or thirst.
- Fortitude saves made to avoid nonlethal damage from hot or cold environments.
- Fortitude saves made to resist damage from suffocation.
Also, you may sleep in light or medium armor without becoming fatigued. Finally, you can hustle with no more effort than normal people exert when walking. This lets you hustle eight hours per day, more with a forced march.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals nonlethal damage.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Revision: Added the ability to hussle for extended periods.
Extend Spell (Metamagic, Revised)
You can extend the duration of your spells.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
For a spell with a duration given as 1 round, 1 minute, or 10 minutes per level, this feat can increase the duration from one category to the next. A duration of 10 minutes/level goes to 1 hour/level. This uses up a spell slot two levels higher than the spells actual level. You can apply this version of the feat several times to the same spell.
|Spell Slot Modifier||Original Duration||New Duration|
|+2||1 round/level||1 minute/level|
|+2||1 minute/level||10 minutes/level|
|+2||10 minutes/level||1 hour/level|
You can never extend a spell to a duration of more than 24 hours; spells which already last 24 hours or more cannot be extended. Nor can it increase the damage a spell does to a target; a spell that inflicts periodic damage to a specific target ceases to do so when its normal duration runns out.
Revision: Added the duration categories part.
Extra Domain (General)
Your devotion and knowledge grants you an additional domain.
Prerequisite: Domain ability, Knowledge (religion) 1 ranks
Benefit: Choose one of the domains available to your religion but not to you. You gain the use of this domain.
Far Shot (Combat, Revised)
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled. Any ranged weapon effect that is normally limited to 30 ft. increases this limit to 45 ft.; common examples include the bonus from the Point-Blank Shot feat and the limit on ranged Sneak Attacks.
Revision: Added the duration categories part.
Greater Concentration (General)
Prerequisites: Improved Concentration
Benefit: You gain a +4 feat bonus of concentration checks..
Improved Concentration (General)
Benefit: You gain a +2 feat bonus of concentration checks..
Leadership (General, Revised)
Revision: Cohorts and followers do not record experience points; they are normally of the maximum level allowed. If you recruit a low-level cohort, he or she will gain one level immediately and two levels each time you increase in level until at maximum level. All followers (but not the cohort) have a minimum level equal to 1/4 of your level – if they are lower than this, raise them to the minimum.
As long as your followers and cohorts get half a share of loot to share between them, they will be equipped at typical NPC values for their level. In addition to this, you can give them specific items.
Sacred Summons (General)
The minions of your divine patrons stand ready to answer your call.
Prerequisites: Aura class feature, ability to cast summon monster.
Benefit: When using summon monster to summon creatures whose alignment subtype matches your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. A creature matches your subtype as long as it shares an alignment subtype with that of your deity, and does not have an alignment subtype opposed to that of your aura.
The Sacred Summons Table explains which deities allows the summoning of which outsiders.
Poison Use (General)
You can use poison without accidentally poisoning yourself.
Benefit: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.
Special: Using a poison is generally an evil act. Exceptions are made for paralytic and disabling poisons, but abusing or abandoning creatures thus captured is evil
Notes: This is the same as the assassin’s Poison Use ability.
Ritual Scroll Scribing (General)
You can prepare scrolls of spells you cannot yet cast.
Prerequisite: Scribe Scroll.
Benefit: You can scribe scrolls of spells that are from your class spell list, but that you cannot cast. This can be because they are too high level for you, or because the scroll is not among your spells known or in your spell or formula book. This still counts as not fulfilling one of the prerequisites for scribing the scroll, and if the spell requires a caster level higher than yours, that counts as another unfulfilled prerequisite.
Normal: You cannot scribe scrolls unless you fulfill all the prerequisites for that scroll..
Skill Specialization (General)
You train one skill to the limit of your ability.
Prerequisite: Skill Focus
Benefit: Select one skill you have Skill Focus in. You gain skill ranks in this skill equal to your level. The ranks in the skill increases automatically as you rise in level. Any skill points you already have in the skill are refunded and can be placed in other skills.
Special: This feat can be taken several times. Each time, it applies to a new skill you have Skill Focus in.
Notes: The DM might require some form of special training or study period to take this feat, as a great influx of skill points can be disruptive to role play.
Vehicle Feint (Combat)
You can fool other drivers into disasters.
Prerequisite: Bluff 5 ranks.
Benefit: When driving a vehicle, you can use Bluff to fool others into making a foolish maneuver. The target vehicle can be no further away from you than its maximum speed. As a full-round action you can both drive your own vehicle and select one driving action the target is to take. You suffer a -5 penalty on your own drive check for this round. In addition to driving your own vehicle, make a Bluff check at a -5 penalty opposed by the drive check (see the vehicles) of the other driver, with a minimum DC of 20. On a success, you can control that vehicle's next movement, as if you succeeded on a driving action for that vehicle.