This is a general list of feats that help a character stay alive or act longer in combat. Some of these feats will appear here, even if they are also on more specific lists, if they are still helpful to any character. This list does not include feats available only to specific races.
Feats Prerequisites Benefits Feat
Type(s) Source Agile Maneuvers* — Use your Dex bonus when calculating your CMB G, C CRB Under and Over* Agile Maneuvers, Small size or smaller Failed grapples against you cause attacker to fall prone G, C APG Armor Proficiency, Light — No penalties on attack rolls while wearing light armor G CRB Armor Proficiency, Medium Armor Proficiency, Light No penalties on attack rolls while wearing medium armor G CRB Armor Proficiency, Heavy Armor Proficiency, Medium No penalties on attack rolls while wearing heavy armor G CRB Body Shield* Improved Grapple, base attack bonus +6 Gain cover against attacks while grappling G, C UC Bodyguard* Combat Reflexes Use attack of opportunity to add a bonus to adjacent ally’s AC G, C APG In Harm’s Way* Bodyguard Take the damage of a successful attack upon an adjacent ally G, C APG Bolstered Resilience Damage reduction Increase DR against a single attack G UC Cartwheel Dodge Improved Evasion class feature, Acrobatics 12 ranks With a successful evasion you may move half your speed G UC Combat Expertise* Int 13 Trade attack bonus for AC bonus G, C CRB Disengaging Feint* Combat Expertise, Improved Feint Feint lets you move your speed without provoking attacks of opportunity G
UC Disengaging Flourish* Int 13, Combat Expertise, Disengaging Feint, Improved Feint Successful feint causes your starting square to not count as threatened G, C UC Felling Escape* Int 13, Combat Expertise, Improved Trip Trip a foe when you break a grapple G, C, Crit UC Coordinated Defense* — +2 bonus to CMD C, T APG Cornugon Shield* Dex 15, Weapon Focus (spiked chain). Shield bonus to AC when wielding a spiked chain G, C CEoD Defensive Combat Training* — Use your total Hit Dice as your base attack bonus for CMD G, C CRB Advanced Defensive Combat Training* Defensive Combat Training, Bellflower Network 10 TPA Gain a +4 bonus to your CMD G, C, F FG Defensive Weapon Training* Int 13, base attack bonus +5 Gain +2 dodge bonus against a single fighter weapon group G, C UC Deflect Arrows* Dex 13, Improved Unarmed Strike Avoid one ranged attack per round G, C CRB Snatch Arrows* Dex 15, Deflect Arrows Catch one ranged attack per round G, C CRB Disrupting Shot* Dex 13, Point-Blank Shot, 6th-level fighter Ranged attacks increase enemy’s DC to cast spells G, C APG Disruptive* 6th-level fighter Increases the DC to cast spells adjacent to you G, C CRB Spellbreaker* Disruptive, 10th-level fighter Enemies provoke attacks if their spells fail G, C CRB Ray Shield* Dex 15, Missile Shield, Spellbreaker Deflect one ranged touch attack per round with shield G, C APG Dodge* Dex 13 +1 dodge bonus to AC G, C CRB Mobility* Dodge +4 AC against attacks of opportunity from movement G, C CRB Gliding Steps Dodge, Mobility, Nimble Moves, ki pool Use ki to provoke fewer attacks of opportunities while moving G UM Wind Stance* Dex 15, Dodge, base attack bonus +6 Gain 20% concealment if you move G, C CRB Lightning Stance* Dex 17, Wind Stance, base attack bonus +11 Gain 50% concealment if you move G, C CRB Duck and Cover — Take ally’s result on Reflex saving throw T APG Endurance — +4 bonus on checks to avoid nonlethal damage G CRB Deny Death Ki pool, Endurance Use ki to stave off death G UM Diehard Endurance Automatically stabilize and remain conscious below 0 hp G CRB Fast Healer Con 13, Diehard, Endurance Regain additional hit points when healing G APG Heroic Defiance Diehard, base Fortitude save +8 Once per day, delay onset of harmful condition for 1 round G APG Heroic Recovery Diehard, base Fortitude save +4 Once per day, gain new saving throw against harmful condition requiring Fortsave G APG Drunken Brawler* Endurance Take -2 penalty to Reflex saving throws but gain temporary hit points and bonuses to Fort and Will saves for 1 hr. or until temporary hit points are gone. G, C FoP Favored Defense Favored enemy class feature Bonus to CMD and AC when attacked by favored enemy G APG Fey Foundling You may only select this feat at 1st level.
Healed +2 points per die rolled, +2 bonus on saves vs. death effects, suffer +1 damage from cold iron weapons
G ISWG
Flanking Foil* — Foes you strike lose their flanking bonus against you G, C UC Fortified Armor Training* Proficient with armor or shield Break armor or shield to turn critical hit into a normal hit G, C UC Gliding Steps Dodge, Mobility, Nimble Moves, ki pool Use ki to provoke fewer attacks of opportunities while moving G UM Great Fortitude — +2 on Fortitude saves G CRB Improved Great Fortitude Great Fortitude Once per day, you may reroll a Fortitude save G CRB Iron Will — +2 bonus on Will saves G CRB Improved Iron Will Iron Will Once per day, you may reroll a Will save G CRB Ki Stand Ki pool Stand up as a swift action, and spend 1 ki point to not provoke attacks of opportunity when you do so G UM Lightning Reflexes — +2 bonus on Reflex saves G CRB Improved Lightning Reflexes Lightning Reflexes Once per day, you may reroll a Reflex save G CRB Low Profile* Dex 13, Small size or smaller +1 dodge bonus to AC against ranged attacks G, C APG Protector's Strike Smite evil class feature, base attack bonus +5 Grant someone else a deflection bonus to AC while smiting evil instead of yourself. G FoP Raging Vitality Con 15, rage class feature +2 bonus to Con when raging, and continue raging if unconscious G APG Shield Proficiency — No penalties on attack rolls when using a shield G CRB Improved Shield Bash* Shield Proficiency Keep your shield bonus when shield bashing G, C CRB Saving Shield* Shield Proficiency Grant shield bonus to an adjacent ally G, C APG Shield Focus* Shield Proficiency, base attack bonus +1 Gain a +1 bonus to your AC when using a shield G, C CRB Covering Defense* Shield Focus, base attack bonus +6 Provide cover to an ally with total defense G, C APG Greater Shield Focus* Shield Focus, 8th-level fighter Gain a +1 bonus to your AC when using a shield G, C CRB Missile Shield* Dex 13, Shield Focus Deflect one ranged attack per round with shield G, C APG Ray Shield* Dex 15, Missile Shield, Spellbreaker Deflect one ranged touch attack per round with shield G, C APG Shield Specialization* Shield Focus, 4th-level fighter +2 bonus to AC against criticals with one type of shield G, C APG Greater Shield Specialization* Greater Shield Focus, Shield Specialization, 12th-level fighter +2 bonus to AC against criticals, and negate critical hit once per day G, C APG Shield Wall* Shield Proficiency Increase your shield bonus to AC C, T CRB Tower Shield Proficiency* Shield Proficiency No penalties on attack rolls when using a tower shield G, C CRB Toughness — +3 hit points, +1 per Hit Die beyond 3 G CRB Two-Weapon Defense* Two-Weapon Fighting Gain +1 shield bonus when fighting with two weapons G, C CRB Uncanny Alertness Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects G UM
Feat Type(s): C: Combat; Crit: Critical; F: Faction; G: General; Grit: Grit; T: Teamwork; IC: Item Creation; MM: Metamagic; P Performance
Feats | Prerequisites | Benefits | Feat Type(s) | Source |
---|---|---|---|---|
Agile Maneuvers* | — | Use your Dex bonus when calculating your CMB | G, C | CRB |
Under and Over* | Agile Maneuvers, Small size or smaller | Failed grapples against you cause attacker to fall prone | G, C | APG |
Armor Proficiency, Light | — | No penalties on attack rolls while wearing light armor | G | CRB |
Armor Proficiency, Medium | Armor Proficiency, Light | No penalties on attack rolls while wearing medium armor | G | CRB |
Armor Proficiency, Heavy | Armor Proficiency, Medium | No penalties on attack rolls while wearing heavy armor | G | CRB |
Body Shield* | Improved Grapple, base attack bonus +6 | Gain cover against attacks while grappling | G, C | UC |
Bodyguard* | Combat Reflexes | Use attack of opportunity to add a bonus to adjacent ally’s AC | G, C | APG |
In Harm’s Way* | Bodyguard | Take the damage of a successful attack upon an adjacent ally | G, C | APG |
Bolstered Resilience | Damage reduction | Increase DR against a single attack | G | UC |
Cartwheel Dodge | Improved Evasion class feature, Acrobatics 12 ranks | With a successful evasion you may move half your speed | G | UC |
Combat Expertise* | Int 13 | Trade attack bonus for AC bonus | G, C | CRB |
Disengaging Feint* | Combat Expertise, Improved Feint | Feint lets you move your speed without provoking attacks of opportunity | G | UC |
Disengaging Flourish* | Int 13, Combat Expertise, Disengaging Feint, Improved Feint | Successful feint causes your starting square to not count as threatened | G, C | UC |
Felling Escape* | Int 13, Combat Expertise, Improved Trip | Trip a foe when you break a grapple | G, C, Crit | UC |
Coordinated Defense* | — | +2 bonus to CMD | C, T | APG |
Cornugon Shield* | Dex 15, Weapon Focus (spiked chain). | Shield bonus to AC when wielding a spiked chain | G, C | CEoD |
Defensive Combat Training* | — | Use your total Hit Dice as your base attack bonus for CMD | G, C | CRB |
Advanced Defensive Combat Training* | Defensive Combat Training, Bellflower Network 10 TPA | Gain a +4 bonus to your CMD | G, C, F | FG |
Defensive Weapon Training* | Int 13, base attack bonus +5 | Gain +2 dodge bonus against a single fighter weapon group | G, C | UC |
Deflect Arrows* | Dex 13, Improved Unarmed Strike | Avoid one ranged attack per round | G, C | CRB |
Snatch Arrows* | Dex 15, Deflect Arrows | Catch one ranged attack per round | G, C | CRB |
Disrupting Shot* | Dex 13, Point-Blank Shot, 6th-level fighter | Ranged attacks increase enemy’s DC to cast spells | G, C | APG |
Disruptive* | 6th-level fighter | Increases the DC to cast spells adjacent to you | G, C | CRB |
Spellbreaker* | Disruptive, 10th-level fighter | Enemies provoke attacks if their spells fail | G, C | CRB |
Ray Shield* | Dex 15, Missile Shield, Spellbreaker | Deflect one ranged touch attack per round with shield | G, C | APG |
Dodge* | Dex 13 | +1 dodge bonus to AC | G, C | CRB |
Mobility* | Dodge | +4 AC against attacks of opportunity from movement | G, C | CRB |
Gliding Steps | Dodge, Mobility, Nimble Moves, ki pool | Use ki to provoke fewer attacks of opportunities while moving | G | UM |
Wind Stance* | Dex 15, Dodge, base attack bonus +6 | Gain 20% concealment if you move | G, C | CRB |
Lightning Stance* | Dex 17, Wind Stance, base attack bonus +11 | Gain 50% concealment if you move | G, C | CRB |
Duck and Cover | — | Take ally’s result on Reflex saving throw | T | APG |
Endurance | — | +4 bonus on checks to avoid nonlethal damage | G | CRB |
Deny Death | Ki pool, Endurance | Use ki to stave off death | G | UM |
Diehard | Endurance | Automatically stabilize and remain conscious below 0 hp | G | CRB |
Fast Healer | Con 13, Diehard, Endurance | Regain additional hit points when healing | G | APG |
Heroic Defiance | Diehard, base Fortitude save +8 | Once per day, delay onset of harmful condition for 1 round | G | APG |
Heroic Recovery | Diehard, base Fortitude save +4 | Once per day, gain new saving throw against harmful condition requiring Fortsave | G | APG |
Drunken Brawler* | Endurance | Take -2 penalty to Reflex saving throws but gain temporary hit points and bonuses to Fort and Will saves for 1 hr. or until temporary hit points are gone. | G, C | FoP |
Favored Defense | Favored enemy class feature | Bonus to CMD and AC when attacked by favored enemy | G | APG |
Fey Foundling | You may only select this feat at 1st level. | Healed +2 points per die rolled, +2 bonus on saves vs. death effects, suffer +1 damage from cold iron weapons | G | ISWG |
Flanking Foil* | — | Foes you strike lose their flanking bonus against you | G, C | UC |
Fortified Armor Training* | Proficient with armor or shield | Break armor or shield to turn critical hit into a normal hit | G, C | UC |
Gliding Steps | Dodge, Mobility, Nimble Moves, ki pool | Use ki to provoke fewer attacks of opportunities while moving | G | UM |
Great Fortitude | — | +2 on Fortitude saves | G | CRB |
Improved Great Fortitude | Great Fortitude | Once per day, you may reroll a Fortitude save | G | CRB |
Iron Will | — | +2 bonus on Will saves | G | CRB |
Improved Iron Will | Iron Will | Once per day, you may reroll a Will save | G | CRB |
Ki Stand | Ki pool | Stand up as a swift action, and spend 1 ki point to not provoke attacks of opportunity when you do so | G | UM |
Lightning Reflexes | — | +2 bonus on Reflex saves | G | CRB |
Improved Lightning Reflexes | Lightning Reflexes | Once per day, you may reroll a Reflex save | G | CRB |
Low Profile* | Dex 13, Small size or smaller | +1 dodge bonus to AC against ranged attacks | G, C | APG |
Protector's Strike | Smite evil class feature, base attack bonus +5 | Grant someone else a deflection bonus to AC while smiting evil instead of yourself. | G | FoP |
Raging Vitality | Con 15, rage class feature | +2 bonus to Con when raging, and continue raging if unconscious | G | APG |
Shield Proficiency | — | No penalties on attack rolls when using a shield | G | CRB |
Improved Shield Bash* | Shield Proficiency | Keep your shield bonus when shield bashing | G, C | CRB |
Saving Shield* | Shield Proficiency | Grant shield bonus to an adjacent ally | G, C | APG |
Shield Focus* | Shield Proficiency, base attack bonus +1 | Gain a +1 bonus to your AC when using a shield | G, C | CRB |
Covering Defense* | Shield Focus, base attack bonus +6 | Provide cover to an ally with total defense | G, C | APG |
Greater Shield Focus* | Shield Focus, 8th-level fighter | Gain a +1 bonus to your AC when using a shield | G, C | CRB |
Missile Shield* | Dex 13, Shield Focus | Deflect one ranged attack per round with shield | G, C | APG |
Ray Shield* | Dex 15, Missile Shield, Spellbreaker | Deflect one ranged touch attack per round with shield | G, C | APG |
Shield Specialization* | Shield Focus, 4th-level fighter | +2 bonus to AC against criticals with one type of shield | G, C | APG |
Greater Shield Specialization* | Greater Shield Focus, Shield Specialization, 12th-level fighter | +2 bonus to AC against criticals, and negate critical hit once per day | G, C | APG |
Shield Wall* | Shield Proficiency | Increase your shield bonus to AC | C, T | CRB |
Tower Shield Proficiency* | Shield Proficiency | No penalties on attack rolls when using a tower shield | G, C | CRB |
Toughness | — | +3 hit points, +1 per Hit Die beyond 3 | G | CRB |
Two-Weapon Defense* | Two-Weapon Fighting | Gain +1 shield bonus when fighting with two weapons | G, C | CRB |
Uncanny Alertness | Alertness | +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects | G | UM |