Table of Contents

Feats

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if he or she has lost a prerequisite.

Types of Feats

Feats are divided into categories: General, Warrior, Expert, and Spellcaster. General feats can be selected anytime that a character can select a non-class specific feat. Class specific feats can only be selected when gaining access to feats by adding an additional level of that class and must be drawn from the class specific category unless the feat description indicates that it may be selected as a class-specific bonus feat.

General Feats

Armor Proficiency Heavy

Prerequisites: Armor Proficiency Light, Armor Proficiency Medium.
Benefit: See Armor Proficiency Light.
Normal: See Armor Proficiency Light.

Armor Proficiency Light

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Acrobatics, Climb, Escape Artist, Stealth, and Sleight of Hand checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Handle Animal.

Armor Proficiency Medium

Prerequisite: Armor Proficiency Light.
Benefit: See Armor Proficiency Light.
Normal: See Armor Proficiency Light.

Blind-Fight

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.

Cleave

Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You 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. You can use this ability once per round.

Special: A warrior may select Cleave as one of his warrior bonus feats.

Combat Casting

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise

Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A warrior may select Combat Expertise as one of his warrior bonus feats.

Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: A warrior may select Combat Reflexes as one of his warrior bonus feats. A expert may select Combat Reflexes as one of his expert bonus feats.

Deflect Arrows

Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit:You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Special: A expert may select Deflect Arrows as a expert bonus feat. A warrior may select Deflect Arrows as one of his warrior bonus feats.

Diehard

Prerequisite: Endurance.
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

Dodge

Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Special: A warrior may select Dodge as one of his warrior bonus feats.

Endurance

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, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special: A warrior may select Endurance as one of his warrior bonus feats.

Far Shot

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.
Special: A warrior may select Far Shot as one of his warrior bonus feats.

Great Cleave

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A warrior may select Great Cleave as one of his warrior bonus feats.

Great Fortitude

Benefit: You get a +2 bonus on all Fortitude saving throws.

Improved Bull Rush

Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Special: A warrior may select Improved Bull Rush as one of his warrior bonus feats.

Improved Disarm

Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A warrior may select Improved Disarm as one of his warrior bonus feats. A expert may select Improved Disarm as a bonus feat if his base attack bonus is +6.

Improved Feint

Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
Special: A warrior may select Improved Feint as one of his warrior bonus feats.

Improved Grapple

Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A warrior may select Improved Grapple as one of his warrior bonus feats. A expert may select Improved Grapple as one of his expert bonus feats if his base attack bonus is +1.

Improved Initiative

Benefit: You get a +4 bonus on initiative checks.
Special: A warrior may select Improved Initiative as one of his warrior bonus feats.

Improved Overrun

Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A warrior may select Improved Overrun as one of his warrior bonus feats.

Improved Shield Bash

Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Special: A warrior may select Improved Shield Bash as one of his warrior bonus feats.

Improved Sunder

Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special: A warrior may select Improved Sunder as one of his warrior bonus feats.

Improved Trip

Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At base attack bonus +6, an expert may select Improved Trip as a bonus feat. A warrior may select Improved Trip as one of his warrior bonus feats.

Improved Two-Weapon Fighting

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A warrior may select Improved Two-Weapon Fighting as one of his warrior bonus feats.

Improved Unarmed Strike

Benefit: You are considered to be armed even when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A warrior may select Improved Unarmed Strike as one of his warrior bonus feats.

Improved Uncanny Dodge

Prerequisite: Uncanny Dodge
Benefit: You can no longer be flanked. This defense denies the ability to be sneak attacked by flanking, unless the attacker has at least four more character levels than you.

Iron Will

Benefit: You get a +2 bonus on all Will saving throws.

Lightning Reflexes

Benefit: You get a +2 bonus on all Reflex saving throws.

Manyshot

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A warrior may select Manyshot as one of his warrior bonus feats.

Mobility

Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Special: A warrior may select Mobility as one of his warrior bonus feats.

Mounted Archery

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Special: A warrior may select Mounted Archery as one of his warrior bonus feats.

Mounted Combat

Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Special: A warrior may select Mounted Combat as one of his warrior bonus feats.

Point Blank Shot

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A warrior may select Point Blank Shot as one of his warrior bonus feats.

Power Attack

Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you 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 your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A warrior may select Power Attack as one of his warrior bonus feats.

Precise Shot

Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special: A warrior may select Precise Shot as one of his warrior bonus feats.

Quick Draw

Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Special: A warrior may select Quick Draw as one of his warrior bonus feats.

Rapid Reload

Choose a type of crossbow (hand, light, or heavy).

Prerequisite: Weapon Proficiency Crossbows

Choose a type of crossbow (hand, light, or heavy).

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A warrior may select Rapid Reload as one of his warrior bonus feats.

Rapid Shot

Prerequisites: Dex 13, Point Blank Shot.
Benefit:You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Special: A warrior may select Rapid Shot as one of his warrior bonus feats.

Ride-By Attack

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A warrior may select Ride-By Attack as one of his warrior bonus feats.

Run

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Shield Proficiency

Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Shot On The Run

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A warrior may select Shot on the Run as one of his warrior bonus feats.

Skill Focus

Benefit: You gain a +2 bonus any two skills or a +3 bonus to one skill. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill or skills.

Snatch Arrows

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

Special: A warrior may select Snatch Arrows as one of his warrior bonus feats.

Snatch Arrows

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

Special: A warrior may select Snatch Arrows as one of his warrior bonus feats.

Stunning Fist

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +6.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A warrior may select Stunning Fist as one of his warrior bonus feats.

Toughness

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Tower Shield Proficiency

Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Warriors automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track

Ability Type: (Ex)
Prerequisitie: Survival 1 Rank
Benefit: You may add half your level to Survival skill checks made to follow tracks.

Trample

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Special:A warrior may select Trample as one of his warrior bonus feats.

Two-Weapon Defense

Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A warrior may select Two-Weapon Defense as one of his warrior bonus feats.

Two Weapon Fighting

Ability Type: (Ex)
Prerequisite: Dexterity 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Uncanny Dodge

Ability Type: (Ex)
Benefit: You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

Weapon Finesse

Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A warrior may select Weapon Finesse as one of his warrior bonus feats. Natural weapons are always considered light weapons.

Weapon Focus

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A warrior may select Weapon Focus as one of his warrior bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Proficiency Axes

You understand how to use axes and axelike weapons.

Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Basic Weapons

You understand how to use a few basic weapons.

Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Bows

You understand how to use bows.

Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.
Normal:When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Claw Weapons

You understand how to use weapons strapped to the hands.

Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Crossbows

You understand how to use crossbows.

Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Druid Weapons

You understand how to use weapons favored by druids.

Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Flails and Chains

You understand how to use flails and chain weapons.

Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Heavy Blades

You understand how to use large bladed weapons.

Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Light Blades

You understand how to use light bladed weapons.

Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group Maces and Clubs

You understand how to use maces and clubs.

Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, and sap.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Monk Weapons

You understand how to use weapons normally favored by monks.

Prerequisite: Improved Unarmed Strike.
Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Picks and Hammers

You understand how to use picks and hammers.

Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer, and scythe.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Polearms

You understand how to use polearms.

Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Slings and Thrown Weapons

You understand how to use slings and handheld thrown weapons.

Benefit: You make attack rolls with the following weapons normally: dart and sling.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Spears and Lances

You understand how to use spears and javelins.

Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Whirlwind Attack

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: A warrior may select Whirlwind Attack as one of his warrior bonus feats.

Wild Empathy

Ability Type: (Ex)
Prerequisite: Handle Animal 1 Rank
Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your character level and Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.