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Feats of Amastasia

Character Feats allowed in the Amastasia campaign include those listed in the 3.5 Player's Handbook© as well as most of the feats listed in the various Complete books (The Complete Warrior©, The Complete Mage©, etc...) and the Player's Handbook II©. In addition, Feats found in Pathfinder's© Core Rule Book and Advanced Player's Guide© may be used in place of those found in the 3.5 Player's Handbook© whose names are identical.

All other Feats from other sources--including older 3.0 D&D material--need to be reviewed and approved by the Dungeon Master prior to the character taking the Feat.

Any information on this page may be changed at any time by the DM.

Fighter Bonus Feats
Acceptable Sources Ask First Sources Improbable Sources
  • Player's Handbook©
  • Player's Handbook II©
  • Expanded Psionics Handbook©
  • Complete Adventurer©
  • Complete Arcane©
  • Complete Mage©
  • Complete Scoundrel©
  • Complete Psionic©
  • Complete Warrior©
  • Pathfinder Core Rule Book©
  • Pathfinder Advanced Player's Guide©
  • Complete Champion©
  • Heroes of Battle©
  • Heroes of Horror©
  • Dragon Magazine© Articles
  • Races of Destiny©
  • Races of Stone©
  • Races of the Wild©
  • Frostburn©
  • Sandstorm©
  • Stormwrack©
  • Miniatures Handbook©
  • Defenders of the Faith - 3.0©
  • Masters of the Wild - 3.0©
  • Song and Silence - 3.0©
  • Sword and Fist - 3.0©
  • Cityscape©
  • Deities and Demi-Gods©*
  • Dragon Magic©
  • Dungeonscape©
  • Magic of Incarnum©
  • Monster Manuals© / Fiend Folio©
  • Races of the Dragon©
  • Tome of Battle - Book of Nine Swords©
  • Tome of Magic©
  • Anything else not listed elsewhere

* Feats found within this book do not apply to Player Characters

Feat Trees

I am working on developing an extensive list of Feat Trees, though they are pretty basic at this point (for the sources listed under Acceptable above). A Feat Tree is a graphic representation of Feats that are linked together through pre-requisites. They may help if you need assistance determining the direction you want to take your character over his or her adventuring career. The file will be updated as I have more time and give additional information as to other possible requirements as well as expanding the current list.

Feat Trees

Accepted Feats from Ask First Sources

Heroes of Battle (© Wizards of the Coast, 2005)

  • Coordinated Shot™, Plunging Shot™, Ready Shot™, and Shield Wall™ can be used as written.
  • Block Arrow™ requires a Reflex save with a base DC of 10 + opponent's Dexterity bonus to avoid the ranged weapon.
  • Expanded Aura of Courage™ can be used once per day for a number of minutes equal to the character's level. If the character has Smite ability, she can sacrifice one use to use Expanded Aura of Courage™ again.
  • Guerilla Scout™ requires a Dexterity of 13 or higher and BAB of +1, Guerilla Warrior™ requires Guerilla Scout™ and a BAB of +3 as pre-requisites.
  • Mounted Mobility™ also requires Dodge™ as a pre-requisite

Heroes of Horror (© Wizards of the Coast, 2005)

  • Bane Magic™ causes 2 extra dice of damage (die type determined by original spell description), so an Undead Bane Magic Missile causes 3d4 per bolt of energy against an undead target. In addition it falls under the Meta-Magic category, and increases the spell's effective level by one.
  • Font of Life™, Haunting Melody™, Spirit Sense™, and Unnatural Will™ can be used as written.
  • Master of Knowledge™ grants additional benefits to characters that do not automatically gain all knowledge skills as class skills. Such characters may treat four knowledge skills that are cross-class and consider them class skills, plus an additional knowledge skill per intelligence bonus point.

Races of Destiny (© Wizards of the Coast, 2004)

  • Channeled Rage™ and Menacing Demeanor™ may be used as written.
  • City Slicker™, Smatterings™, Urban Stealth™, and Urban Tracking™ may be used as written.

Races of Stone (© Wizards of the Coast, 2004)

  • Exotic Armor Proficiency™, Exotic Shield Proficiency™, Greater Heavy Armor Optimization™, and Heavy Armor Optimization™ may be used as written.
  • All Bardic Music Feats may be used as written (includes Enchanting Song™, Inspire Spellpower™, Metamagic Song™, Misleading Song™).
  • Mountain Fighting™ and Stoneback™ may be used as written, Tunnel Fighter™ reduces the penalties for fighting in a cramped spaced by 2 rather than the full amount.
  • Axespike and Shielded Axe may be used as written.

Races of the Wild (© Wizards of the Coast, 2005)

  • Able Sniper™, Agile Athlete™, Battle Casting™, and Coordinated Strike™ may be used as written.
  • Expeditious Dodge™ and Shared Fury™ may be used as written.
  • The Wolfpack™ and Woodland Archer™ tactical feats may be used as written.
  • Defensive Archery grants the archer a +2 dodge AC bonus, not +4 as published.

Cityscape (© Wizards of the Coast,2006)

  • Efficient Defender™ requires proficiency in the armor being worn (light or medium). Also, if wearing the armor in a maximized version, there is an additional 5% arcane failure in addition to the 1 point penalty to the armor check penalty.

Miniatures Handbook (© Wizards of the Coast, 2003)

  • Danger Sense™, Dash™, Deft Opportunist™, and Goad™ appear in approved sources and descriptions will be taken from those sources.
  • Double Hit™, Foe Specialist™, Reckless Charge™, and Sidestep™ can be used as written.
  • See note below on Sudden Meta-magic effects. Energy Affinity™ was reworked into Energy Substitution™ found in the Complete Arcane©. Mage Slayer™ also appears in the Complete Arcane©.
  • Shield Mate™ requires Shield Wall™ (see Heroes of Battle©) or Phalanx Fighting™ (see Complete Warrior©) as a pre-requisite. Improved Shield Mate requires Shield Mate™ in addition to one of the feats listed previously. Pushback™ has been reworked, see Shield Push below.
  • Hurling Charge™ and Mounted Casting™ are being considered but currently not allowed.

Feats found in non-accepted sources that have the same name as a Feat in an accepted source will not be used.

New and Reworked Feats


You have the knack at crashing through obstacles that stand in your way.

Pre-Requisites: Str 17, Power Attack

Benefits: You gain a +2 bonus circumstance bonus to saving throws against mechanical and magical traps embedded in walls, floors, doors, and ceilings. You also gain a +4 bonus to your Strength checks when attempting to crash through material obstacles such as doors and walls made of materials less than 2 feet thick.

Special: A fighter may select Dungeon Crasher as one of his fighter bonus feats.

Credit: This feat is a modified version of the Fighter Dungeon Crasher variant class option as presented in Dungeonscape (© Wizards of the Coast, 2007).


Your strike with the speed of thought with your martial style, almost bending time and space.

Prerequisites: Improved Rapid Flurry, Monk Level 15.

Benefits: You may use Flurry of Blows as a standard action for up to four attacks. The same attack penalties apply to the second and third attacks as Improved Rapid Flurry and the fourth attack suffers a -6 to the monk's Base Attack Bonus. Thus a 15th level monk using Improved Rapid Flurry could attack four times with an adjustment of +11/+9/+7/+0. As with Rapid Flurry, it is limited to attacks allowed with Flurry of Blows.

Normal: Without this feat, the monk's Flurry of Blows attack is a full round action.


You are a human battering ram.

Pre-Requisites: Str 19, Dungeon Crasher

Benefits: You gain a +4 bonus to circumstance bonus to saving throws against mechanical and magical traps embedded in walls, floors, doors, and ceilings. You also gain a +8 bonus to your Strength checks when attempting to crash through material obstacles such as doors and walls made of materials less than 4 feet thick.

Special: A fighter may select Improved Dungeon Crasher as one of his fighter bonus feats.

Credit: This feat is a modified version of the Fighter Dungeon Crasher variant class option as presented in Dungeonscape (© Wizards of the Coast, 2007).


Your speed with which you can attack with your martial arts is almost supernatural in effect.

Prerequisites: Rapid Flurry, Monk Level 9.

Benefits: You may use Flurry of Blows as a standard action for up to three attacks. The penalties accrued are an additional -2 for the second attack and -4 for the third attack. Thus a 9th level monk using Improved Rapid Flurry could attack three times with an adjustment of +6/+4/-3 and a 12th level monk using Improved Rapid Flurry could only attack three times with an adjusted BAB of +9/+7/+5. As with Rapid Flurry, it is limited to attacks allowed with Flurry of Blows.

Normal: Without this feat, the monk's Flurry of Blows attack is a full round action.


You are a wall of impregnability.

Prerequisites: base attack bonus +4.

Benefits: When taking the Total Defense action, you gain an AC bonus equal to your base attack bonus +2 and an additional +1 for each five ranks the character has in Tumble(not including Dexterity modifications but including synergy effects).

Special: A fighter may select Improved Total Defense as one of his fighter bonus feats.


You can use your knowledge to exploit your foes’ weaknesses and overcome their strengths.

Check Bonus Result Granted
15 or below +1
16–25 +2
26–30 +3
31–35 +4
36 or higher +5

Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player’s Handbook, provided that you have at least one rank in the appropriate Knowledge skill.

You then receive an insight bonus on attack rolls or damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table. You must declare how the bonus is applied once the check is made and before your first attack against the monster type identified.

You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.

Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration).

Alhandra’s Knowledge (arcana) check grants her a +3 insight bonus which she applies to attack rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls rolls against the half-dragon as well.

This benefit is an extraordinary ability.

Credit: Reworked from the original Feat found in the Complete Champion (© Wizards of the Coast, 2007).


You have learned to strike quickly with your martial study at the expense of accuracy.

Prerequisites: Monk Level 3.

Benefits: You may use Flurry of Blows as a standard action for up to two attacks, and the second attack suffers an additional -2 penalty to hit. Thus, a 3rd level Monk using this feat could attack with Flurry of Blows as as standard action with a Base Attack Bonus of +0/-2.

Normal: Without this feat, the monk's Flurry of Blows attack is a full round action.


You are adept at knocking your opponents over if you use your shield as a weapon when charging.

Prerequisites: Improved Shield Bash, base attack bonus +3.

Benefit: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. In addition, a shield charge using both hands gains the normal 1.5X strength bonus to the damage caused by the shield. If the shield as a secondary attack in an off hand, it still gains the normal strength bonus to damage (rather than 1/2 the strength bonus normally gained by an off hand attack). If you have Improved Trip, you gain the +4 bonus for the opposed Trip check.

Special: A fighter may select Shield Charge as one of his fighter bonus feats.

Credit: Reworked from the original Feat found in the Complete Warrior (© Wizards of the Coast, 2003) for clarification.


You can push opponents back by bashing them with your shield.

Prerequisites: Power Attack, Shield Proficiency.

Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush, making an opposed strength check with size modifiers as normal. You don't actually move into your opponent's square or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. An opponent moved by this attack does not suffer attacks of opportunity from the movement. You can't use this feat with a buckler. If you have the Improved Bull Rush Feat, you gain a +4 bonus to the opposed Strength Check.

Special: A fighter may select Shield Push as one of his fighter bonus feats.

Credit: Originally appeared in Defenders of the Faith (© Wizards of the Coast, 2000) as Improved Shield Bash™ and also in the Miniatures Handbook(© Wizards of the Coast, 2003) as Pushback™ with slightly altered effects.


You are immovable when it comes to being rushed or tripped.

Prerequisites: Combat Expertise, Base Attack Bonus +3

Benefit: You gain a +4 bonus to all opposed checks versus Bull Rush, Overrun, and Trip attacks. In overrun attempts, the same bonus applies when attempting to knock the opponent prone that is attempting the overrun. This feat can only be taken once, multiple applications do not stack.

Special: A fighter may select Solid Stance as one of his fighter bonus feats.


You can mount your tower shield as an effective impassible barrier almost as an after thought, giving you more time to take other actions behind your shield.

Prerequisites: Shield Proficiency (Tower).

Benefit: You can take a swift action to plant your tower shield to provide total cover, designating the side covered by the shield. You can then still take a standard action to perform another action though the shield works both ways, no attacks against opponents on the other side of the shield are not possible.

Normal: Using the Tower Shield to provide Total Cover is normally a standard action.

Special: A figher may select Tower Shield Mastery as one of his fighter bonus feats.


You know your weapon, and it knows you. You delve into the intricacies of the art of battle with your favored weapon, learning more and more how to punch through defenses and deliver hurt your opponent with maximum proficiency.

Prerequisites: Fighter, base attack bonus +4, weapon focus (weapon to be mastered).

Benefit: This feat may be taken every fourth level of the fighter class a character has achieved and must be applied to a particular weapon, though the weapon may be chosen more than once. Each time this feat is taken with that weapon, you gain an additional +1d6 (maximum of +5d6) points of damage upon successfully striking the opponent. If you can take multiple attacks with the weapon, you gain the damage bonus at a reduced die for each attack beyond the first. If you have two attacks in a full round action and have taken this feat twice, the first attack grants a +2d6 points of damage and the second attack grants a +1d6 points of damage. This damage is considered precision damage (sneak attack, skirmish, sudden strike, etc.) and creatures immune to critical hits including most undead, oozes, and constructs are not affected by the damage caused by this feat. This damage does not stack with other precision damage as long as conditions apply for the other attack type (such as flanking or opponent being flat footed, etc.). However, in such cases, the wielder does gain an additional point of damage for each die normally accrued (making it similar to Weapon Specialization which is not impacted by the type of opponent being damaged).

Note: This Feat replaces Weapon Specialization and Greater Weapon Specialization. For Feats that require either of those feats this Feat may be used in its place, taking once for a weapon would be considered t he equivalent to Weapon Specialization, taking it two or more times would be considered Greater Weapon Specialization.

Special: A fighter may select Weapon Mastery as one of his fighter bonus feats.

Feats in Development

The Feats listed below have not been approved, but are being considered. Any feedback should be posted through the Flint Area Tabletop Role Playing Game group on the web site.

Wolf Berserker

While enraged, your mind springs forth in the natural tactics of the wolf which you seek to emulate, allowing you to trip your opponents almost supernaturally in precision and skill.

Prerequisites: Rage Ability.

Benefit: While in a Rage, you gain a +4 to any attempts to trip an opponent. You lose this bonus if not in a rage or if you fall out or discontinue the rage ability. Trip attempts may only be made with unarmed or simple or martial melee weapons. This feat by itself does not negate an opponent's ability to make an attack of opportunity if you are making an unarmed attack or using a weapon not specifically designed to trip an opponent (see Special below).

Special: Characters that choose this feat may use it in place of Combat Expertise for the purpose of taking Improved Trip. However, if the character does not have an Intelligence of 13 or higher, he may only use the Improved Trip feat in conjunction with the Wolf Berserker feat (i.e. in a rage).

Credit: Reworked from the original Feats found in the Forgotten Realms: Unapproachable East (© Wizards of the Coast, 2003).

Arcane Disenchanter

You can overcome the most powerful of enchantments with your intricate knowledge of Dispel Magic

Prerequisites: Ability to cast Dispel Magic as an arcane spell.

Benefit: When you cast Dispel Magic to remove an active spell effect you gain a +4 bonus to your chance to successfully remove the spell. When casting Dispel Magic to counter another spellcaster, you gain a +2 to your chance of countering.

Serpent Devotion

The speed and stealth of a black adder or cobra resonates within your very soul and as a result you attract a special companion to aid you in your walk with the great Serpents above.

Benefit: This feat allows you to attract a special animal companion similar to a Druid or Ranger. The animal companion is a small viper. The Animal Companion advances per the rules given on page 36 of the Player's Handbook, though the master's level is treated to one quarter that of a Druid. At 6th level, you may attract a medium sized snake and at 12th level a large sized snake may be retained. At 15th level a large Constrictor type snake may be acquired though you may only have one snake companion at a time, and all rules applying to the loss or dismissal of an animal companion apply to the snake companion gained by this feat.

If your class already grants you an animal companion (or familiar) you may still take this feat, but the progression of the companion granted by this feat will be governed as stated above, regardless of your actual class or level. Thus if you were a 12th level Druid, you may have two animal companions, but the snake companion granted by this feat has the abilities and bonuses granted as if you were a 3rd level Druid.

Elemental Devotion (Air, Earth, Fire, Water)

You have harnessed the ability to connect to the element you worship and bring forth an inhabitant that does your bidding.

Benefit: This feat replaces the four elemental devotions found in the Complete Champion. As a standard action you can summon forth a small elemental of the type chosen when this feat is taken (Air, Earth, Fire, or Water) once per day for 1 round per level you possess. This action requires a material component of the elemental being summoned, but the amount of material is negligible. Thus a spark could be used to summon a fire elemental, a handful of earth or stone for an air elemental, etc. The summoned elemental will follow any simple instructions unless you can speak its natural language, in which case more complex commands may be given. The elemental cannot travel more than 100' away from you and doing so automatically sends it back home. If you are knocked unconscious or otherwise disabled the elemental automatically returns home as well.

This feat may be chosen more than once, either to gain another elemental domain (if the deity or faith allows them) or extra uses of this feat per day. However, you may not summon more than one elemental at a time regardless of the number of times you take this feat.

Special: Clerics that choose this feat may sacrifice turn or rebuke attempts to increase the size of the elemental. Sacrificing one attempt allows the cleric to summon a medium elemental, thee attempts grant a large elemental, and six attempts may be sacrificed to summon a huge elemental. The duration of the summoning and other limitations listed above also apply. In addition, a cleric may expend an turn or rebuke attempt to use this feat more than once per day, though only one elemental may be summoned at one time.

Credit: Reworked from the original Feats found in the Complete Champion (© Wizards of the Coast, 2007).

Alchemy (Item Creation)

You are learned in the ways of making magical chemicals with various effects.

Prerequisites: Caster Level 3rd, Craft (Alchemy)

Benefit: Given the correct alchemical formulae, you may create a potion or oil with a successful craft check. The market cost for such items is 50 gp X effective spell caster level X the spell level of the effect. The Craft DC is equal to the spell level X 5 plus the level of the spell caster if beyond the minimum level required. Thus to create a Cure Light Wounds potion that heals 1d8 +5 points (caster level 5th), the DC would be 9. First level spells can be replicated within 2 hours, 2nd level spells within half a day, and 3rd level spells require a full day. In addition, you must consume material components equal to half the base cost of the chemical being created. If you can cast the spell you gain +5 to the skill check. If the spell is of a different class, you suffer a -5 to the skill check. If the spell is of a higher level than you can normally cast, you suffer an additional -3 per spell level difference. Thus, a 1st wizard may attempt to craft a Magical Vestment oil but the base DC is 26, 15 for the spell level 5 for the effect being of divine nature, and 6 for the difference in spell levels between the spell effect and the maximum spell level the wizard can effectively cast. You must have an appropriate place and tools to create magical potions and oils including the Alchemist’s lab (page 128 PHB). Crude or improvised tools may be used but the DC check suffers a -10 penalty.

Skill Synergy for alchemy creation: Characters with five or more ranks of Knowledge (Arcana) gain a +2 bonus when crafting arcane alchemical concoctions. Characters with five or more ranks of Knowledge (Religon) gain a +2 bonus when crafting divine alchemical concoctions.

Creating potions and oils requires you to have spell-casting ability, but it doesn’t require you to be able to cast the spell in question. However, you must have access to the correct formula to create the potion or oil before the craft check may be made. Formula may normally be purchased (use base cost of a scroll of the same spell and the caster level dictates the maximum caster level of the chemical creation). Once you have the formula you may use it repeatedly with no limit. Only one person can use a written formula at a time, they may not be shared out while the creation is being made. You may attempt to create your own formula for spells you can cast. Creating your own formula requires one week per level of the spell being synthesized, costs 100 gp in study and materials per spell level and a successful Spellcraft check with a base DC of 10 per spell level.

Note: This feat replaces Brew Potion.

Meta-Magic Feats

Sudden Feats

For spell-casters looking at any of the Sudden X feats (Sudden Silent, Sudden Maximize, etc...) the house rule is that you will need to have the normal version of the Feat as a pre-requisite. These Feats can be found in the Complete Arcane and the Miniatures Handbook. I am not sure if they are identical in these two sources, but the Arcane version is the accepted version for now (with the one change noted above if not called out in the Feat description). Any other Pre-reqs apply as well.

Alternative Empowerment

Meta-Magic feat slot requirements may take up lateral spell slots rather than higher level spell slots. As an example, Empower Slots increases the spell level by two, so an Empowered Magic Missile would take up the spell-caster's 3rd level spell slot for the day. This option would allow the spell-caster to expend two additional 1st level slots instead. So if a spell-caster could not cast three first level spells during the day, this particular meta-magic effect could not be employed.

The rationale for this type of change (or addition, possibly allowing the spell-caster to chose how the meta-magic cost will be employed) is to allow lower level spell-casters to reap the benefits of a meta-magic effect. Thus, a 1st level wizard could (with a high enough Intelligence ability rating) gain and use the Enlarge Meta-Magic feat at first level, increasing the range of a first level spell known. This change would still require the spell-caster to weigh the benefits of using a meta-magic effect versus spells used for the day and possible needs of the party.

Skill Feats

Skill Feats (Agile, Acrobatics, etc.) that grant a +2 bonus to one or two Feats will be expanded to emulate the Pathfinder based versions. Characters that have 10 or more ranks (not counting any modifiers including the relevant feat) will gain a total of +4 to the skill instead of just a +2 bonus. Thus, a character with the Acrobatics feat gains a +2 bonus to Jump and Tumble checks. If the character attains 10 ranks in Tumble, she would gain a +4 bonus to that skill for the Acrobatics feat. The bonus only applies to skills that have reached at least 10 ranks, so in the example above, the +4 bonus would not apply to the Jump skill until the character reached 10 ranks in that skill as well.