Feats Organized 3.5

Feats Levels, Feat Trees, Feat Sets, and Class Feats

Introduction

Howdy!

These charts are an attempt to put a better organizational structure on the 3.5 feat system. The intent was to provide more structure to them instead of making great alterations. So the primary things done were:

  1. Creating names that were both more descriptive and more consistent,
  2. Organizing Feats into Trees, and placing these into convenient Sets, and
  3. Better gauging the relative power of a feat versus other feats.

Minor alterations were made to existing feats was when the feat was clearly under/overpowered. The only major alteration of the feats is the removal of virtually all restrictions and standardizing prequisites. A smattering of new feats have been included (designated by {KDD}), all of which have been playtested successfully.

Enjoy!

Feat Basics

There are now four levels of feats.

  1. Enh= Enhanced. These are the basic level of feat, usually available to the starting character. They typically augment a statistic, reduce a penalty, or give a minor tradeoff.
  2. Imp = Improved. These are the useful feats of a low level adventurer. They commonly enable major tradeoffs, allow substitutions, or increase damage. All Imp Feats require one Enh Feat as a prerequisite: the one listed to its left on the Feat Set tables.
  3. Gtr = Greater. These are the advanced feats of a medium level adventurer. They often lessen restrictions, alter rules, and improve movement. All Gtr Feats require two (2) Imp Feats from the same Feat Set: the prerequisite to the left, and any other.
  4. Sup = Supreme. These are the unbelievable feats of a high level adventurer. They have multiplicative effects, extra attacks, and incredible benefits. All Sup Feats require (2) Gtr Feats from the same Feat Set: the prerequisite to the left, and any other.

Feats have now been organized into Feat Trees that form the basic building block of feat organization. These feat trees are arranged into Feat Sets that are used as the prerequisites for the Gtr and Sup feats. Note that the same feat tree can appear in several feats sets. Feat sets come in two types: General Feat Sets and Class Feat Sets, which are specific to each class.

Every class gets four special abilities, called the Class Benefit, Class Defining, Class Killer, and Class Name Abilities. In some cases, the ability is unique to a class (e.g. Barbarian Rage); in other cases, it is shared between classes and assumed to stack (e.g. Sneak Attack). Each of these abilities has a Ability Feat Tree associated with it, which are all considered part of the Class Feat Set.

Here is the standard feat schedule that all classes follow:

Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Can be spent on ... feat
General Feat - G - - - G - - - G - - - G - - - G - - G=Any
Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Class Feat C1 - C - - - C - - - C - - - C - - - C - C=Any Class or Ability, C1=Initial Bonus
Benefit Ability BA+B B - B - B - B - B - - - - - - - - - - B=Benefit Tree, BA=Class Benefit
Defining Ability DA - - D - - - D - - - D - - - D - - - D D=Defining Tree, DA=Class Defining
Killer Ability - - - - KA - K - K - - - K - K - K - - - K=Killer Tree, KA=Class Killer
Name Ability - - - - - - - - - - NA N - N - N - N - N N=Name Tree, NA=Class Name

Note that this gives a vast number of feats to non-fighter classes. To restore a reasonable balance two things will be done: a) fighters will be given special class abilities, and b) class abilities will be pulled out of the other classes and put into feat trees. Classes no longer receive powers directly by level; instead, they receive feats each level they can spend on powers from the appropiate tree. At several key levels they are effectively granted a specific power by having only one choice (for example, they always get the Class Killer Ability at Level 5).

Prerequisites have also been standardized. There are only 6 types of prequisites:

  1. [Ability] - Such as a Prf = Proficiency or Class Ability.
  2. BAB - Base Attack Bonus
  3. BMB - Base Magic Bonus
  4. ECL - Effective Character Level = Total for PCs
  5. Skill - Having ranks in a certain skill
  6. (Ability Score) - These are not used in Kim D&D
Note that certain trees are clearly designed for certain ability scores. These abilities have been listed with the tree for informational purposes; as a variant, you can restore them as prerequisites.

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB +1 +2 +4 +8
BMB +1 +2 +4 +8
ECL 1 2 4 8
Skill 1 2 4 8
(Ability Score) 11 12 14 18

Feat and Class Sets

All Sets with Trees

Class Benefit Tree Defining Tree Killer Tree Name Tree Trees
Amazon Amazon Throw Ally Sentinel Opportunity Action Point, Draw, Save Reflex, Tactical
Artificer Item Craft Ally Homunculous Save Will
Barbarian Dodge Rage Hit Point Save Fortitude Action Point, Speed, Throw, Whirlwind
Bard Song Save Fortitude
Cleric Spell Effect Turn Curing Save Will, Spell Target
Druid Wilderness Summon Wild Shape Wild Morph Save Fortitude
Fighter Draw Specialization Cleave Action Point Hit Point, Save Fortitude, Shot, Throw, Unarmed, Whirlwind
Hexblade Hex Ally Familiar Action Point, Save Will
Monk Speed Unarmed Stun Mystic Defense Save Will
Ninja Ki Ghost Flare Speed Ki Ninja Dodge, Save Reflex
Paladin Paladin Smite Ally Mount Curing Action Point, Cleave, Mounted, Save Will, Turn
Ranger Wilderness Shot Ally Companion Action Point, Favored Enemy, Save Fortitude, Track
Rogue Dodge Flare Save Reflex Skill Action Point, Opportunity
Samurai Draw Dual Flourish Action Point, Save Fortitude, Tactical
Scout Wilderness Flare Speed Save Reflex, Skirmish, Track
Shaman Spirit
Sorcerer
Swashbuckler Initiative Finesse Critical Action Point, Opportunity, Save Fortitude, Tactical
Warlock Invocation Minor Flare Hit Point Invocation Major Save Will
Warmage Warmage
Wizard Spell Casting Fortify Ally Familiar Magnus Item Craft, Save Will, Spell Target, Warmage

Set Trees
Ally Ally Cohort, Ally Companion, Ally Familiar, Ally Mount
Augment Point Action Point, Hit Point, Skill
Augment Save Save All, Save Fortitude, Save Reflex, Save Will
Augment Speed Draw, Initiative, Speed
Basic Combat Cleave, Mounted, Shot
Combat Contest Throw, Whirlwind
Combat Fighting Tactical, Unarmed
Combat Opening Dodge, Finesse, Opportunity
Magic Focus Fortify, Item Craft
Metamagic Spell Casting, Spell Effect, Spell Target
Weapon Focus Critical, Dual, Specialization

For a more in-depth example how to use these charts to design a character, look here.

All Trees with Sets

Tree (# Feats) Set(s) Class(es)
Action Point (7) Augment Point Amazon, Barbarian, Fighter, Hexblade, Paladin, Ranger, Rogue, Samurai, Swashbuckler
Ally Companion (5) Ally Ranger
Ally Familiar (5) Ally Hexblade, Wizard
Ally Mount (5) Ally Paladin
Ally Sentinel (6) Amazon
Amazon (7) Amazon
Class Ability (57)
Cleave (7) Basic Combat Fighter, Paladin
Critical (7) Weapon Focus Swashbuckler
Curing (6) Cleric, Paladin
Dodge (7) Combat Opening Barbarian, Ninja, Rogue
Draw (7) Augment Speed Amazon, Fighter, Samurai
Dual (7) Weapon Focus Samurai
Finesse (7) Combat Opening Swashbuckler
Flare (6) Ninja, Rogue, Scout, Warlock
Fortify (6) Magic Focus Wizard
Hit Point (6) Augment Point Barbarian, Fighter, Warlock
Initiative (5) Augment Speed Swashbuckler
Invocation Major (3) Warlock
Invocation Minor (7) Warlock
Item Craft (7) Magic Focus Artificer, Wizard
Ki Ghost (7) Ninja
Magnus (4) Wizard
Mounted (8) Basic Combat Paladin
Move Type (4)
Mystic Defense (7) Monk
Opportunity (5) Combat Opening Amazon, Rogue, Swashbuckler
Tree (# Feats) Set(s) Class(es)
Paladin (5) Paladin
Proficiency (12)
Rage (7) Barbarian
Save All (3) Augment Save
Save Fortitude (6) Augment Save Barbarian, Bard, Druid, Fighter, Ranger, Samurai, Swashbuckler
Save Reflex (6) Augment Save Amazon, Ninja, Rogue, Scout
Save Will (4) Augment Save Artificer, Cleric, Hexblade, Monk, Paladin, Warlock, Wizard
Shot (7) Basic Combat Fighter, Ranger
Skill (6) Augment Point Rogue
Smite (7) Paladin
Specialization (7) Weapon Focus Fighter
Speed (5) Augment Speed Barbarian, Monk, Ninja, Scout
Spell Casting (5) Metamagic Wizard
Spell Effect (6) Metamagic Cleric
Spell Target (7) Metamagic Cleric, Wizard
Stun (7) Monk
Summon (7) Druid
Tactical (14) Combat Fighting Amazon, Samurai, Swashbuckler
Throw (7) Combat Contest Amazon, Barbarian, Fighter
Turn (7) Cleric, Paladin
Unarmed (8) Combat Fighting Fighter, Monk
Warmage (6) Warmage, Wizard
Whirlwind (6) Combat Contest Barbarian, Fighter
Wild Morph (7) Druid
Wild Shape (7) Druid
Wilderness (7) Druid, Ranger, Scout

Notes

The following are abbreviated notes for the feat descriptions, as well as compact summaries of several non-proficient rules:

Craft* = Cost and XP requirements have changed radically: refer to the Crafting page for more details. Wondrous Items require whichever craft feats are relevant. For example, a wondrous item with both multiple disposable charges and renewable uses would need both Craft Multiple Charge and Craft Renewable Use to make.

Critical* = Criticals are now base x2 for all weapons, which means the threat is now the salient number (old x3 = 19, old x4 = 18). There is no threat if the number rolled was the minimum needed to hit.

Curing* = Affecting Hit Points. Curing can also mean Inflict (for appropriately aligned casters).

Dual* = To fight with two weapons incurs a -6, -10 (off hand) penalty. Using a light weapon in the off hand removes -2, -2 of this penalty. Dual attacks require a full round action.

Dual Hit* = A dual hit occurs when the weapon in each hand hits at least once in a round. Remember the primary hand attacks only once (under normal circumstances).

Finesse* = Finesse can only be done with light (Slashing/Piercing) or finessable weapons. Finesse can only be done in light armor (or less). Targets immune to sneak attack are also immune to finesse.

Fortify* = +1 BMB Casting spells, +1 Spellcraft checks for specialty. This affects DCs for saves, Spell Resistance checks, and creating principal spells.

Mount* = To fight while mounted incurs -2, -6 (moved) to attack in melee, and -4, -8 (moved) to attack at range.

Tactics* = Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.

Note: Having Tactial Mastery automatically grants all Imp Tactics* feats for the purpose of prerequisites. The Imp Tactics* feats do not stack with Tactical Positioning and Tactical Mastery. The Imp Tactics* feats are intended for those who want only a specific tactic and wish to save feats (or follow only that branch).

Prf* = Proficiencies span classes and anyone can take them. The only prerequisites are other proficiencies. Proficiencies and class abilities are the only feat prerequisites to other trees.

Specialty* = An arcane school or divine domain.

Speed* = Every 5' of speed gained reduces the space needed to jump by 5'. Also adds +1 to jump checks.

+n SL* = This metamagic feat can be applied by using a slot n levels above the spell. Alternatively, it can be cast spontaneously by taking a longer time. The scale for time-shifting is: full rds, std action, move action, swift action. Each step adds / subtracts +2 SL. So a +2 SL feat could be applied spontaneously to a spell that normally costs a std action to cast by taking a full round to cast, or a std action at +2 SL. Both prepared and spontaneous spell casters can make conversions to longer casting times; prepared casters are forced to take the longest time. So, to maximize a spell on the fly (+3 SL) would require two full rounds to cast.

If you had the Quicken Casting feat, you could apply that same +2 SL feat as a move action at +4 SL, or a swift action at +6 SL. Only spontaneous casters can do this in real time; prepared casters must do this beforehand. Note that shifting actions only takes +1 SL; the "extra" +1 SL at each step come from an extra spell casting per round (at a move action) and avoiding an attack of opportunity (at a swift action).

Every spell caster has Heighten Spell as a natural ability (i.e. can trade a higher level slot to cast a lower level spell as a higher level spell). This does not require a feat.

Keywords

Feats now used standardized keywords as much as possible. Also, when feasible, the tree name is incorporated into the feat name. Here's a legend of keywords in the feats and their meanings:

Keyword Lvl Typically Means
Action Any Involves Action Points. Also Active
Assault Gtr Move before / after attack / charge, sometimes alters
Attack Imp Trades one stat for another up to Ability Mod
Blow Any An unarmed attack
Class Enh A feat that can only be taken by specific classes
Craft(sman) Any Magic Item Creation related
Evasion G/S Reflex Save enhancement
Extend Any Increase duration
Extra Sup Grants another thingie, usually an action or attack
Flare Any Refers to Sneak Attack, Sudden Attack, or Skirmish
Fortify Any [+1 DC, +1 CL] = Spellcaster Specialization, +1 Spellcraft check
Hardiness G/S Fortitude enhancement
Mastery Gtr [+1, +1] on class of things + stuff
Mettle G/S Will Save enhancement
Opportunity Any Involves AoOs. Also Opportune, Opportunist, etc.
Resistance Any Saves or Spell Resistance.
Savage Sup X2 on declared attack, no crit
Smite Any + Ability Mod AB +ECL Dmg against [category]
Specialization Enh [+1, +1]/2L on 1 thing
Specialization Imp [+1, +1]/2L on 3 things
Sudden Sup Apply metamagic 1/day w/o +n SL*
Tactic Any Involves a Tactic* somehow. Also Tactical

In addition, I'm in the midst of cleaning up some words. Here's a list of how I'd like to shape some keywords and their potential meaning:

Keyword Lvl Would Like to Mean
Artisan Any Related to Craft Mundane, for which we have no feats :-(
Expert Any Allows exceeding of usual limits
Insightful Any Add mental stat to physical thingie
Power(ful) Imp Increase damage (by #FIT)
Slam Any Prone, Daze, or Knockback on failed Fort Save
Strike Any Modifies an attack? This will be a toughie.
Swing Any Another good attack word

Lastly, many feats change according to numeric criteria. Here's a legend of the common abbreviations:

Abbr Number of... = More specifically 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
#CBF Class Benefit Feats = 1 + (#Lvl/2) up to L10 1 2 2 3 3 4 4 5 5 6 6 6 6 6 6 6 6 6 6 6
#CDF Class Defining Feats = 1 + (#Lvl/4) 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6
#CKF Class Killer Feats = ((#Lvl-1)/4) + ((#Lvl+1)/8) - - - - 1 1 2 2 3 3 3 3 4 4 5 5 6 6 6 6
#CNF Class Name Feats = ((#Lvl-9)/2) - - - - - - - - - - 1 2 2 3 3 4 4 5 5 6
#CNL Class Name Levels = (#Lvl-10) - - - - - - - - - - 1 2 3 4 5 6 7 8 9 10
#ECL Effective Character Levels = Sum of all levels of all classes
#FIT Feats In Tree = The feats held in this tree
#Lvl (Class) Level = Level in this class only

Finesse tree needs more work
  Need parallel for clerics with WIS/CHR and maces
  What are WIS and CHR Attacks?  WIS for clerics and monks, bludgeoning
Need to flesh out whirlwind tree
Do megalist of sets once WIP is mostly done
Add all Class Abilities as feats; rename as Class X

All Trees with Feats

Action Point Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Heroic Action Action Boost Action Surge Swift Action
Action Replay Action Initiative Rallying Action

Name Ty Benefit {Old Name; Src}
Action Boost Ex Roll d8 for APs {Ebr}, Spend AP to occupy square opponent left {Pursue; Ebr}
Action Initiative Ex AP roll +1, Spend AP to Init, wrap at highest {KDD}
Action Replay Ex AP roll +1, Spend AP to reroll one of your rolls 1/rd {KDD}
Action Surge Ex Roll d10 for APs, Spend AP for extra move or AoO 1/rd {Ebr}
Heroic Action Ex +3 APs/L, either Luck or Block {Heroic Spirit; Ebr}
Rallying Action Ex AP roll +1, Spend 2AP for 1AP for comrade to spend {KDD}
Swift Action Ex Roll d12 for APs, Spend 2AP for extra std or swift 1/rd {KDD}

Ally Companion Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Companion Ally] Devoted Companion Companion Evasion Companion Resistance
BAB Mighty Companion Martial Companion

Name Ty Benefit {Old Name; Src}
Companion Evasion Ex +2 NA, +1 Trick, Evasion {PHB-Dru}
Companion Resistance Ex +2 NA, +1 Trick, Saves = Master, Lightning Evasion {PHB-Dru}
Devoted Companion Ex +2 NA, +1 Trick, +4 Will {PHB-Dru}
Martial Companion Ex +2 NA, +1 Trick, BAB = Master, Multi-Attack {KDD}
Mighty Companion Ex +2 NA, +1 Trick, + L/4 to Str, Dex, Con {PHB-Dru}

Ally Familiar Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Familiar Ally] Familiar Communication Familiar Conduit Familiar Evasion Familiar Resistance
BMB Familiar Infiltrator

Name Ty Benefit {Old Name; Src}
Familiar Communication Su +1 NA, INT = +L/2, Alertness, Speak with Master {PHB-Wiz}
Familiar Conduit Su +1 NA, BMB = Master, Share Spells, Deliver Touch {PHB-Wiz}
Familiar Evasion Su +2 NA, BAB = Master, Evasion {PHB-Wiz}
Familiar Infiltrator Sp +2 NA, Skills = Master, Speak with similar animals, Scry 1/day, Telepathy 1/day {PHB-Wiz}
Familiar Resistance Su +2 NA, Saves = Master, Spell Resistance {PHB-Wiz}

Ally Mount Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Mount Ally] Evasive Mount Lightning Mount Mount Resistance
BAB Mighty Mount Commanding Mount

Name Ty Benefit {Old Name; Src}
Commanding Mount Sp +2 NA, INT=+L/3, Command similar animals {PHB-Pal}
Evasive Mount Ex +2 NA, +5' x L/5, Evasion {PHB-Pal}
Lightning Mount Ex +2 NA, BAB = Master, Lightning Evasion {PHB-Pal}
Mighty Mount Ex +2 NA, +L/4 to Str, Dex, Con {KDD}
Mount Resistance Su +2 NA, Saves = Master, Spell Resistance {PHB-Pal}

Ally Sentinel Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Sentinel Ally] Sentinel Blessing Sentinel Prayer Sentinel Favor
BAB, Wis Sentinel Augury Sentinel Truth Sentinel Counsel

Name Ty Benefit {Old Name; Src}
Sentinel Augury Su Augur Spell #CDF/wk {KDD}
Sentinel Blessing Su Bless [Morale] #CBF/d, as Amazon casting {KDD}
Sentinel Counsel Su Commune Spell #CNF/wk, CI 4x#CNF {KDD}
Sentinel Favor Su Divine Favor [Aligned] #CKF/d, FR #CKF {KDD}
Sentinel Prayer Su Prayer [Luck] #CDF/d {KDD}
Sentinel Truth Su Zone of Truth on grapple, DC 10+WIS+BMB+#CKF {KDD}

Amazon Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Amazon] Scanty Armor Bullseye Attack Missile Deflection Missile Reflection
BAB, Wis Distract Foe Emotion Sense Guiding Hands

Name Ty Benefit {Old Name; Src}
Bullseye Attack Ex Trade AB this attack for AB next attack, up to WIS {KDD}
Distract Foe Ex Bluff Feint can instead give -#CBF Luck to next d20, when Scanty {KDD}
Emotion Sense Ex Feint, Goad, and Sense Motive gain +#CBF, when Scanty {KDD}
Guiding Hands Su Double actions for #CNF rds 1/d {KDD}
Missile Deflection Ex Trade Swift or AoO to deflect shot/throw, req Bracers {KDD}
Missile Reflection Ex Attack on successful deflection, req Bracers {KDD}
Scanty Armor Ex Armor = 1/2 enc, +5' Armor Push, Bracers = 1/2 enc Shield, 1/2 ACP, -4 melee, 1d refit {KDD}

Class Ability Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Amazon] Crack Shot Divine Infusion Sentinel Ally Golden Weapons
[Artificer] Artificer Craft Homunculous Ally
[Assassin]
[Barbarian] Rage Barbarian Deduction Barbarian Reduction
[Bard]
[Cleric] Cleric Domains Turn Cleric Curing Divine Intervention?
[Druid] Nature Sense Summoner Wild Shape Wild Heal
[Fighter] Readiness Fighter Focus Mass Combat Create New Feat
[Hexblade] Hex
[Monk] Monk Speed Flurry of Blows Monk Stun Monk AC
[Ninja] Ki Sudden Attack Ninja Acrobatics Ninja AC
[Paladin] Lay on Hands Smite Mount Ally Paladin Curing
[Ranger] Track Favored Enemy Companion Ally Wild Hunt
[Rogue] Trap Sense Sneak Attack Instant Flank Rogue Skill Trapfinding
[Samurai]
[Scout] Seek Skirmish Scout Opportunity
[Swashbuckler] First Mover Swashbuckler Critical
[Warlock] Invocation Eldritch Blast Eldritch Healing Occult Resilience
[Wizard] Wizard Schools Wizard Focus Familiar Ally Create New Spell
Spontaneous Casting

Name Ty Benefit {Old Name; Src}
Artificer Craft Sp Get Positive XP each level; Gain Infusions {Ebr-Art}
Barbarian Deduction Ex #CKF/none DD {KDD}
Barbarian Reduction Ex #CNF/none DR {KDD}
Cleric Curing Ex +#CKF per cure, cannot exceed cure max {KDD}
Cleric Domains Ex +#CDF Domains for spells; only first for ability {PHB-Clr}
Companion Ally Ex +1 NA, +1 Trick, hp = Master, (HD ~ Master), INT=5, Link {PHB-Dru}
Crack Shot Ex Remove #CBF ranged/thrown penalties {KDD}
Create New Feat Ex Create a combat related Epic Level feat, takeable as C or G {KDD}
Create New Spell Ex Create #CNF new spells each advancement {KDD}
Divine Infusion Su +2x#CDF to one ability; change #CDF/d at std {KDD}
Divine Intervention? Su Request divine miracle #CNF each level {KDD}
Eldritch Blast Sp 1d6 per odd Lvl, 60' Range {CArc-Warlk}
Eldritch Healing Su FH 1 for BMB rds 2x#CKF/day as swift, stacks {Fiendish Resilience; CArc-Warlk}
Familiar Ally Su +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz}
Favored Enemy Ex +2 dmg vs 2 favored enemies x #CDF {PHB-Rng}
Fighter Focus Ex +#CDF dmg, cannot exceed weapon max {KDD}
First Mover Ex #CBF to Init {KDD}
Flurry of Blows Ex Flurry of Blows {PHB-Mnk}
Golden Weapons Ex GoldSheen in hand +1rd, indestructible, as if Silver + Iron {KDD}
Hex Su #CDF/day {CAdv?}
Homunculous Ally Ex Gain a Homunculous {Ebr-Art}
Instant Flank Ex #CKF/day flank first attack; #CKF AB on flank {KDD}
Invocation Sp Cast invocations at will as std {CArc-Warlk}
Ki Su CHR + #Lvl/2 / day, +2 Will if Ki left {CAdv-Ninja}
Lay on Hands Su Heal CHR X #Lvl per day {PHB-Pal}
Mass Combat Ex Add +#Foes felled this rd to AB {KDD}
Monk AC Ex WIS + #CKF AC Armor Enh, except armored, helpless, or overloaded {PHB-Monk}
Monk Speed Ex +5' x #CDF extra move {KDD}
Monk Stun Ex +#CKF / day Stun {PHB-Mnk}
Mount Ally Su +2 NA, hp = Master, (HD ~ Master), INT=5, Empathic Link {PHB-Pal}
Nature Sense Ex Use Know Nature to sense, +#CBF, #CBF min {KDD}
Ninja AC Ex CHR + #CKF AC Armor Enh, except armored, helpless, or overloaded {CAdv-Ninja}
Ninja Acrobatics Ex +2x#CKF to Acrobat or Mover {KDD}
Occult Resilience Su DR #CNF/cold iron {CArc-Warlk}
Paladin Curing Ex Reduce Conversion rate by #CNF; 1 hp min {KDD}
Rage Ex #CDF/day: +4 Str, +4 Con, -2 AC, +2 Will, +2 Tmp HP/#Lvl for 3+CON rds, fatigue after {PHB-Bbn}
Readiness Ex #CBF/day attacks no flat foot {KDD}
Rogue Skill Ex Min #CNF x 2 any skill roll {KDD}
Scout Opportunity Ex Ignore #CKF AoOs/rd (of squares) {KDD}
Seek Ex Use Know Geo to seek, +#CBF, #CBF min {KDD}
Sentinel Ally Su Never surprised, act in surprise rd, no start flat-footed {KDD}
Skirmish Ex +#CDK d6 (+~#CDK Comp) if moved 5'x#CDK in rd; ranged 30' {CAdv-Scout}
Smite Su CHR + #CDF/day, Smite [Alignment] +CHR AB +#Lvl Dmg, w/i CHR rds of declaration {PHB-Pal}
Sneak Attack Ex +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog}
Spontaneous Casting Su Choose spells at cast time {PHB-Sor}
Sudden Attack Ex As Rogue Sneak Attack
Summoner Su +#CDF after concentration ends, Spontaneous SNA {KDD}
Swashbuckler Critical Ex +#CKF threat range {KDD}
Track Ex Use Survival to track; +#CBF, #CBF min {PHB}
Trap Sense Ex +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog}
Trapfinding Ex Use Search for traps; Disable Device on magic, bypass by 10 {PHB-Rog}
Turn Su WIS + #CDF/day: 1d6 dmg / BMB all undead w/I 60ft, Will or lose action WIS rds, ECL+WIS = Max HD affectable {KDD}
Wild Heal Ex Self heal #CNF x 4 hp each WS; auto-cool one step condition {KDD}
Wild Hunt Ex Trade FE Dmg for AB; Cannot lose after hit {KDD}
Wild Shape Su #CKF/day, WS for BMB hr into Sm or Lg size Animal type {PHB-Dru}
Wizard Focus Su +#CDF SL* / day "free" metamagic {KDD}
Wizard Schools Ex +#CDF Schools for spells {KDD}

Cleave Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[M-Melee Prf] Monkey Grip Power Attack Cleave Great Cleave
BMB, (Str) Powerful Finisher Unyielding Assault Combat Brute

Name Ty Benefit {Old Name; Src}
Cleave Ex Extra Melee Attack after dropping target {PHB}
Combat Brute Ex Advancing blows, sundering cleave, and momentum swing {CWar}
Great Cleave Ex Extra Cleave, 5ft move w/no threat {PHB}
Monkey Grip Ex Use larger melee weapons at -2 AB {CWar}
Power Attack Ex Trade BAB for Dmg up to STR on melee {PHB}
Powerful Finisher Ex Add +#FIT Dmg only if it kills target, 1/rd {KDD}
Unyielding Assault Ex x2 dmg by power attack if no move {KDD}

Critical Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Extend Critical Insightful Critical Critical Mastery Consistent Critical
Expert Critical Critical Tactics Savage Critical

Name Ty Benefit {Old Name; Src}
Consistent Critical Ex Add +INT to threat of prf weapons {KDD}
Critical Mastery Ex [+1 confirm, +1 dmg] to all criticals, +1 to threat of prf weapons {KDD}
Critical Tactics Ex Trade Confirm roll for Tactic* {KDD}
Expert Critical Ex +4 confirm critical {Power Critical; CWar}
Extend Critical Ex +1 to threat of prf weapons {Imp Critical; PHB}
Insightful Critical Ex Add INT or WIS to Dmg once on threat {KDD}
Savage Critical Ex Gain 2nd confirm roll, do x3 if both {KDD}

Curing Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Cure Ability Cure Soundness Cure Morale Cure Condition
Cure Paralysis Cure Curse

Name Ty Benefit {Old Name; Src}
Cure Ability Ex Trade 4 pts of Curing* for 1 pt of Ability Dmg {KDD}
Cure Condition Ex Trade 4 pts of Curing* X any Scale {KDD}
Cure Curse Ex Trade 2xDC pts of Curing* to remove curse {KDD}
Cure Morale Ex Trade 4 pts of Curing* X Morale Scale {KDD}
Cure Paralysis Ex Trade DC pts of Curing* to remove paralysis {KDD}
Cure Soundness Ex Trade 4 pts of Curing* X Soundness Scale {KDD}

Dodge Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Dodge Uncanny Dodge Unearthly Dodge Unflankable Dodge
Mobility Elusive Target Tripping Dodge

Name Ty Benefit {Old Name; Src}
Dodge Ex +1 AC Dodge {PHB}
Elusive Target Ex Negate power attack, Diverting Defense, Cause Overreach {CWar}
Mobility Ex +4 AC Dodge vs. AoO (if Dex) {PHB}
Tripping Dodge Ex Trip attempt after foe misses as AoO {Destructive Throw; CWar}
Uncanny Dodge Ex Keep DEX Bonus when flat-footed {PHB}
Unearthly Dodge Ex Cannot be flanked except by L+4 {Imp Uncanny Dodge; PHB}
Unflankable Dodge Ex No Flanking, No Flat-Footed {Eyes in the back of your head; CWar}

Draw Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Expert Packing Quick Draw Greater Packrat Refitted Armor
Rapid Reload Ready Usage Flick of the Wrist

Name Ty Benefit {Old Name; Src}
Expert Packing Ex +4 ready slots w/o 1i encumbrance {KDD}
Flick of the Wrist Ex Draw light and attack, flat-foot opponent 1/rd once/combat {CWar}
Greater Packrat Ex +(4xEF)i EL {KDD}
Quick Draw Ex Move action for stored, free action for ready {PHB}
Rapid Reload Ex Move action for heavy, free action other, all types {PHB}
Ready Usage Ex Take 10 on Use Ms, Bal, and Sleight (if trained) {KDD}
Refitted Armor Ex Armor is one category lighter (+5' and reqs), lgt still lgt {KDD}

Dual Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Dual Prf] Dual Defense Oversized Dual Dual Mastery Dual Tactics
BAB Dual Strike Dual Slam Opportune Dual

Name Ty Benefit {Old Name; Src}
Dual Defense Ex +1 AC Shield when dual (+2 if defense) {2-Weapon Defense; PHB}
Dual Mastery Ex [+1, +1] / 2L for any dual = {KDD}; # att increase with BAB = {Imp + Gtr Two-Weapon; PHB}
Dual Slam Ex +1 AC Shield when dual (+2 if defense) = {Gtr 2-Weapon Defense; CWar}, Target [prone, dazed] on Dual Hit*, fails Fort {Anvil of thunder; CWar} or {Hammer's Edge; CWar}
Dual Strike Ex +1 AC Shield when dual (+2 if defense) = {Imp 2-Weapon Defense; CWar}, Attack once w/each hand as standard action = {CAdv}
Dual Tactics Ex Free Tactic* on Dual Hit* {Bear Fang; CWar} or {High Sword Low Axe; CWar}
Opportune Dual Ex +1 AC Shield when dual (+2 if defense), Can use opportunity action to attack if Dual Hit* {KDD}
Oversized Dual Ex Treat 1-handed weapon as light = {Oversized 2 weapon fighting; CAdv}, treat shield as light (but no AC when used dual) = {KDD}

Finesse Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Defensive Finesse Weapon Finesse Insightful Finesse Opportune Finesse
Parry Attack Flensing Strike Deft Strike

Name Ty Benefit {Old Name; Src}
Defensive Finesse Ex +2 morale AB after total defense {Defensive Strike; CWar}
Deft Strike Ex Ignore armor and natural armor {CAdv}
Flensing Strike Ex Full rd to Fort 10+L/2+WIS or Target -4 AB, saves, and checks for 1 min {Ebr}
Insightful Finesse Ex Sub DEX or INT for STR Dmg on Finesse* Weapons {Insightful Strike; CWar-Swash}
Opportune Finesse Ex Use AoO during total defense {KDD}
Parry Attack Ex Trade BAB for AC up to INT {Combat Expertise; PHB}
Weapon Finesse Ex Sub DEX or INT for STR AB on Finesse* Weapons {PHB}

Flare Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Flare Attack] Flare Ability Flare Soundness Flare Morale
ECL Arterial Flare Hamstring Flare Staggering Flare

Name Ty Benefit {Old Name; Src}
Arterial Flare Ex Trade 1d6 for 1hp/rd {Arterial Strike; CWar}
Flare Ability Ex Trade 1d6 for 1 pt of Ability Damage {KDD}
Flare Morale Ex Trade 1d6 for Morale Scale {KDD}
Flare Soundness Ex Trade 1d6 for Soundness Scale {KDD}
Hamstring Flare Ex Trade 2d6 to cut opponent's speed in half {CDiv}
Staggering Flare Ex Limit target to a single action for 1 rd {Staggering Strike; CDiv}

Fortify Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Spell Fortify Fortify Specialization Fortify Mastery Savage Fortify
BMB Sanctum Fortify Cooperative Fortify

Name Ty Benefit {Old Name; Src}
Cooperative Fortify Sp +1 Fortify* per extra caster = {Cooperative Spell; CArc}
Fortify Mastery Sp +1 Fortify* to all spells = {KDD}
Fortify Specialization Sp [+1 Fortify* three Specialty*] / 3L = {Gtr Spell Focus + Gtr Spell Penetration; PHB}
Sanctum Fortify Sp +#FIT Fortify* in Sanctum, -1 outside Sanctum = {Sanctum Spell; CArc}
Savage Fortify Sp Burn a spell gives +SL Fortify* 1/rd = {KDD}
Spell Fortify Sp +1 Fortify* to one Specialty* = {Spell Focus + Spell Penetration; PHB}

Hit Point Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Toughness Diehard Damage Deduction Damage Reduction
(Con) Recuperation Ruggedness

Name Ty Benefit {Old Name; Src}
Damage Deduction Ex Increase DD by 1/- {KDD}
Damage Reduction Ex Increase DR by 1/- {Gtr Resiliency; CWar}
Diehard Ex Remain Conscious at neg HP, move or std, no full {PHB}
Recuperation Ex Recover #Rest HP / day always, Sleep in armor {Endurance; PHB, Faster Healing; CWar}
Ruggedness Ex +1 hp / L, retroactive {Imp Toughness; CWar}
Toughness Ex [+10 hp] / 10L {PHB}

Initiative Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Alert Danger Sense Guardian Spirit Watchful Spirit
(Chr) Quick Reconnoiter

Name Ty Benefit {Old Name; Src}
Alert Ex +2 to init {Imp Initiative; PHB}
Danger Sense Ex +2 to init, Reroll init 1/day {CAdv}
Guardian Spirit Ex +2 to init, Reroll init 2/day, reroll save 1/day {CArc}
Quick Reconnoiter Ex +2 to init, Spot and Listen as free actions {CAdv}
Watchful Spirit Ex +2 to init, roll init twice and take better {CArc-Wuj}

Invocation Major Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Occult Resilience] Greater Invocation Greatest Invocation
Lvl Imbue Item

Name Ty Benefit {Old Name; Src}
Greater Invocation Sp Access greater invocation list {CArc-Warlk}
Greatest Invocation Sp Access greatest invocation list {CArc-Warlk}
Imbue Item Su Use Magic DC 15+SL Arcane, 25+SL Divine {CArc-Warlk}

Invocation Minor Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Eldritch Blast] Least Invocation Detect Magic Lesser Invocation Arcane Resistance
Lvl Intuit Item Extra Invocation Aligned Resistance

Name Ty Benefit {Old Name; Src}