Feat summary

Feats are special abilities that give your character a new capability, or improves one he or she already has.

Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. Humans get one additional feat upon creation. The fighter class gets a bonus feat on top of that at 1st and 2nd level and every 2 subsequent levels of fighter, but must choose from a more limited list of combat-oriented feats.

Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).

=Feats list=

Free Active feats

 * Attack: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.
 * Defensive Fighting (requires base attack bonus of +1): This feat reduces the character's to-hit by 4 but adds 2 to their Armor Class. Casting a spell ends this mode.
 * Sneak: The character becomes invisible to all enemies that fail a Spot and Listen skill check, opposed by Hide and Move Silently skills.
 * Sunder (20 second cooldown, requires base attack bonus of +1 or higher, obtained only by some of the classes): This feat has a chance to reduce the target's Armor Class for a short time. Some creatures may be immune to the sunder effect. Fighters, barbarians, paladins, and rangers receive this feat for free.
 * Trip (15 second cooldown, requires base attack bonus of +1, and some unconfirmed class requirements): This feat has a chance to trip the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip.  Some weapons, like a sickle, supposedly provide a bonus to Trip attempts.

Active feats

 * Cleave (5 second cooldown, requires Power Attack): Activate this ability to attack one or more enemies in an arc in front of you. Cleave has a better chance to hit more enemies at once than a basic attack.
 * Combat Expertise (requires Intelligence 13+): This feat subtracts 5 from the characters to-hit roll, and increases its Armor Class by 5. Casting a spell ends this mode.
 * Great Cleave (10 second cooldown, requires Cleave, base attack bonus of +4 or higher): This feat attacks enemies in a wider arc than Cleave. Great Cleave has a greater chance to hit more enemies than Cleave.
 * Hamstring (15 second cooldown, requires Sneak Attack): Hamstring has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.
 * Improved Feint (8 second cooldown, requires Combat Expertise, Sneak Attack): An attack which also Bluffs the enemy, enabling a sneak attack.
 * Improved Sunder (15 second cooldown, requires Sunder, Power Attack): This feat has a chance to reduce the target's Armor Class for a longer period of time than Sunder. Some creatures may be immune to the Sunder effect.
 * Improved Trip (10 second cooldown, requires Combat Expertise): This feat has a chance to trip the target, rendering it prone for a longer period of time than Trip. Some creatures may be immune to this effect.
 * Manyshot (20 second duration, 2 minute cooldown, requires Dexterity 17+, Point Blank Shot, Rapid Shot, base attack bonus of +6 or higher): This feat enables the character to fire two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a base attack bonus of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired.
 * Power Attack (10 second cooldown, requires Strength 13+): Reduces your hit bonus by 5, or your BAB, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus, but light weapons get no bonus at all. Casting a spell ends this mode.
 * Precision (30 second cooldown, requires Dexterity 13+, base attack bonus of +1 or higher): This feat grants +4 on to-hit rolls but damage is halved. (Elemental, and bane damage unaffected)
 * Resilience (30 second cooldown, requires Constitution 13+, base attack bonus of +1 or higher): This feat reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all saving throws.
 * Sap (15 second cooldown): This feat has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the sap effect.
 * Slicing Blow (15 second cooldown): When this feat successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.
 * Stunning Blow (15 second cooldown): This feat has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.
 * Whirlwind Attack (15 second cooldown, requires Combat Expertise, Spring Attack, base attack bonus of +4 or higher): This feat attacks all enemies in a 360 degree arc around the character.

Passive feats

 * Acrobatic: This feat provides a +2 bonus to the characters Jump and Tumble skills.
 * Alertness: This feat provides a +2 bonus to the characters Listen and Spot skills.
 * Athletic: This feat grants a +2 to the Balance and Swim skills.
 * Heavy Armor Proficiency (requires Medium Armor Proficiency): This feat negates the penalties from wearing heavy armor.
 * Light Armor Proficiency: This feat negates the penalties from wearing light armor.
 * Medium Armor Proficiency (requires Light Armor Proficiency): This feat negates the penalties from wearing medium armor.
 * Bullheaded: This feat grants +2 to the skill Intimidation and +1 on Will saves.
 * Combat Casting: This feat grants +4 to the concentration skill when spells are cast in combat.
 * Discipline: This feat grants +2 to Concentration skill checks, and +1 to all Will saving throws.
 * Dodge (requires Dexterity 13+): This feat grants +1 to the characters Armor Class.
 * Exotic Weapon Proficiency (requires base attack bonus of +1 or higher): This feat negates the penalty from using an exotic weapon untrained. Unlike the Martial Weapon Proficiency and Simple Weapon Proficiency, you do not automatically become proficient in all of the exotic weapons when you take this feat. It must be taken once for each exotic weapon you wish to become proficient in.
 * Extra Turning (requires the ability to Turn Undead): This feat allows the character to turn undead an additional 4 times per rest period. This feat can be taken multiple times to increase the bonus. (? Verify ability to take multiple times - Now only able to take this feat once after update. ?)
 * Great Fortitude: This feat grants a +2 bonus to all Fortitude saves.
 * Greater Weapon Focus (requires Fighter (level 8) and Weapon Focus in a specific weapon type): This feat grants an additional +1 on to-hit rolls with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing). This feat stacks with Weapon Focus.
 * Heroic Durability: This feat increases the characters maximum hit points by 20.
 * Improved Critical (requires base attack bonus of +8 or higher): This feat doubles the threat range of a certain weapon type (thrown, ranged, bludgeoning, piercing or slashing). This feat can be taken multiple times. Note: the official beta KB lists a minimum BAB of +7, thus the given +8 value should be confirmed.
 * Improved Mental Toughness (requires Mental Toughness, ability to cast 3rd level spells): This feat increases the characters spell points by +5 each level and stacks with Mental Toughness.
 * Improved Mobile Spellcasting (requires Combat Casting, Mobile Spellcasting, ability to cast 5th level spells): This feat allows the caster to move about faster when casting a spell.
 * Improved Shield Bash (requires Shield Proficiency: General): Enables the character to retain the shield bonus to its Armor Class when using Shield Bash.
 * Improved Shield Mastery (requires ): This feat increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.
 * Improved Turning (requires Turn Undead): This feat gives clerics and paladins a better chance at turning the undead.
 * Improved Two-handed Fighting (requires Strength 17+, Two-handed Fighting, base attack bonus of +6): This feat increases the damage from glancing blows when fighting with a two-handed weapon by 10%.
 * Improved Two-weapon Fighting (requires Dexterity 17+, base attack bonus of +6 or higher, Two-Weapon Fighting): This feat adds a third attack to a two-weapon combo chain.
 * Iron Will: This feat grants a +2 bonus to Will saves.
 * Lightning Reflexes: This feat grants a +2 bonus to all Reflex saving throws.
 * Luck of Heroes: This feat grants a bonus to +1 to all saving throws.
 * Magical Training: This feat increases the maximum spell points at 1st level depending on class. Wizards and Clerics get 120 while Sorcerers get 200.
 * Martial Weapon Proficiency: This feat negates the penalty from using martial weapons untrained. Taking this feat grants proficiency in all of the martial weapon, so it only needs to be taken once.
 * Mental Toughness (requires being able to cast spells): This feat Increases the characters maximum spell points by 20 at first level, and 5 spell points for each additional level.
 * Mobile Spellcasting (requires Combat Casting, ability to cast 2nd level spells, Dexterity 13+): This feat allows the caster to move about slowly when casting a spell.
 * Mobility (requires Dodge): This feat grants a +4 Armor Class bonus while the character is tumbling.
 * Negotiator: This feat grants a +2 bonus to Diplomacy and Haggle skills.
 * Nimble Fingers: This feat grants a +2 bonus to the Disable Device and Open Lock skills.
 * Point Blank Shot: This feat grants a +1 to-hit bonus and +1 damage bonus with ranged weapons against enemies who are within 30 feet of the character.
 * Quick Draw: This feat allows the character to switch weapons in combat faster than they would normally be able to.
 * Rapid Reload (requires Proficiency with light crossbows): This feat allows crossbows to be reloaded faster.
 * Rapid Shot (requires Dexterity 13+, Point Blank Shot): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).
 * Resist Poison: This feat grants a +4 bonus to all saving throws vs. poison.
 * Self Sufficient: This feat grants a +2 bonus to the Heal and Repair skills.
 * Shield Mastery (requires General Shield Proficiency): This feat increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to damage reduction.
 * General Shield Proficiency: This feat negates the penalties from using a shield untrained.
 * Tower Shield Proficiency: (requires General Shield Proficiency): This feat negates the extra penalties acquired from using a tower shield untrained (however the normal -2 to attack penalty still applies).
 * Shot on the Run (requires Dexterity 13+, Point Blank Shot, Mobility, base attack bonus of +4 or higher): This feat allows the character to move while firing ranged weapons or throwing thrown weapons.
 * Simple Weapon Proficiency: This feat negates the penalty from using any of the simple weapons untrained. All classes get the simple weapon proficiency.
 * Skill Focus: This feat grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times. Available Skill Focus feats are: Listen, Jump, Haggle, Concentration, Repair, Bluff, Intimidate, Balance, Heal, Swim, Diplomacy, Disable Device, Move Silently, Open Lock, Perform, Use Magic Device, Spot, Hide, Search, Tumble.
 * Snake Blood: This feat grants a +2 bonus to saving throws vs. poison and +1 to reflex saving throws.
 * Spell Focus: This feat makes it harder for enemies to resist the caster's spells. It adds +1 to the difficulty class of the spell. The available choices are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.
 * Spring Attack (requires Mobility, base attack bonus of +4 or higher):.
 * Stealthy: This feat grants a +2 bonus to the Hide and Move Silently skills.
 * Superior Two-handed Fighting (requires Strength 19+, Greater Two-handed Fighting, base attack bonus of +16 or higher): This feat adds a glancing blow to the fifth attack of a two-handed combat chain.
 * Toughness: This feat adds +3 hit points to the character and adds +1 per level for each level. This feat can be taken multiple times so that the effects stack.
 * Two-handed Fighting (requires Strength 15+): This feat decreases the to-hit penalty on glancing blows from -5 to -2.
 * Two-Weapon Blocking (requires Dexterity 15+, Two-Weapon Fighting): This feat increases the amount of damage the character can block when defending with two weapons by +2.
 * Two-Weapon Defense (requires Dexterity 15+, Two-Weapon Fighting): This feat grants the character a +1 shield bonus to its Armor Class when fighting with two weapons or +2 to its Armor Class when fighting defensively with two weapons.
 * Two-Weapon Fighting (requires Dexterity 15+): This feat reduces the penalty to using two weapons at the same time (-6/-10). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If the offhand weapon is light, the penalties both decrease by another 2 points (-2/-2).
 * Weapon Finesse (requires base attack bonus of +1 or higher): This feat allows the character to apply their dexterity modifier to hit instead of the strength modifier when making melee attacks with light weapons and rapiers.
 * Weapon Focus (requires base attack bonus of +1 or higher): This feat grants a +1 bonus on to-hit rolls with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing). This feat can be taken multiple times.
 * Weapon Specialization (requires Fighter (level 4), Weapon Focus with the same weapon type): This feat grants a bonus of +2 to damage with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing). This feat can be taken multiple times.

Metamagic feats

 * Empower Healing Spell (1 second cooldown): Gives healing spells a greater effect, but casting them will cost more spell points (it is believed to give a 50-100% - most likely 50% - increase for 50% cost increase)
 * Empower Spell (1 second cooldown): Causes spells to deal 50% more damage, but doubles the spell point cost of casting the spell.
 * Enlarge Spell (1 second cooldown): Doubles the range of a spell, but increases the amount of spell points needed to cast the spell by 50%.
 * Eschew Materials (1 second cooldown): Allows the caster to cast a spell without its material component. Using this feat increases the spell points consumed by the spell by 30%.
 * Extend Spell (1 second cooldown): Doubles the duration of a spell, but increases the amount of spell points needed to cast the spell by 50%.
 * Heighten Spell (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more spell points to cast.
 * Maximize Spell (1 second cooldown): While active, spells will deal double damage. Spells will cost three times more spell points while this feat is active.
 * Quicken Spell (1 second cooldown): While this feat is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 100% more spell points to cast.

Racial feats
To the exception of some Warforged racial feats, all racial feats below are given for free at character creation.

Dwarf feats

 * Dwarven Stability: With this feat, dwarves gain a +4 modifier to the Balance skill.
 * Giant Evasion: With this feat, dwarves gain a bonus of +4 to their armor class vs. giant-type monsters including giants, ogres, trolls, etc.
 * Orc Bonus: This feat gives dwarves a +1 to-hit bonus against orcs and goblinoids.
 * Poison Save Bonus: This feat grants dwarves a +2 bonus to saving throws vs. poison.
 * Dwarven Stonecunning: This feat grants dwarves a +2 bonus to the skill Search while in dungeons.
 * Spell Save Bonus: This feat grants dwarves a +2 bonus to saving throws vs. spells and spell-like effects.

Elf feats

 * Enchantment Save Bonus: This feat grants elves a +2 bonus to saving throws vs. enchantment spells and spell-like effects.
 * Elven Keen Senses: This feat grants elves a +2 bonus to the skills Listen, Search and Spot.
 * Immunity to Sleep: This feat grants elves immunity to sleep and sleep-like effects.

Halfling feats

 * Halfling Agility: This feat grants halflings a +2 bonus to the skills Jump and Move Silently.
 * Halfling Bravery: This feat grants halflings a +2 morale bonus to saving throws vs. fear effects.
 * Halfling Keen Ears: This feat grants halflings a +2 bonus to Listen checks.
 * Halfling Luck: This feat grants halflings a +1 luck bonus to all saving throws.
 * Halfling Size Bonus: This feat grants halflings a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.

Free Warforged feats
Free feats given at character creation:
 * Composite Plating: The feat Composite Plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
 * Warforged Resistances: Warforged are naturally resistant to sleep, energy drain, nausea, exhaustion, poison, disease, and paralysis effects, gaining a +4 bonus to saving throws to resist those effects.
 * Light Fortification: This feat grants the character a 25% immunity to critical hits and sneak attacks.

At creation Warforged feats
These feats can only be purchased at character creation:
 * Adamantine Body: The feat Adamantine Body counts as heavy armor. It grants a +8 bonus to Armor Class and a damage reduction bonus of 2/adamantine. The character also incurs a 35% chance for arcane spell failure, a -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.
 * Mithral Body: The feat Mithral Body counts as light armor for the character, and grants a +5 bonus to Armor Class. With this feat, the character also incurs a 15% arcane spell failure rate, a -2 armor check penalty to certain skills, and a +5 maximum dexterity bonus.

Regular Warforged feats
These feats may be purchased just like regular feats:
 * Warforged Greater Energy Drain Resistance (requires Warforged, level 3): Increases energy drain saves by +3 each (+6 total racial).
 * Warforged Greater Fatigue & Nausea Resistance (requires Warforged, level 3): This feat increases (Fortitude) exhaustion and nausea saves by +3 each (+6 total racial).
 * Warforged Greater Poison & Disease Resistance (requires Warforged, Level 3): This feat increases poison and disease Fortitude saves by +3 each (+6 total racial).
 * Warforged Greater Sleep & Paralysis Resistance (requires Warforged, level 3): This feat increases sleep and paralysis Fortitude/Will (Fortitude only for paralysis) saves by +3 each & Paralysis Resistance (+6 total racial).


 * Improved Fortification (requires Warforged, level 8): This feat improves the warforged fortifications. It gains immunity to sneak attacks and extra damage from critical hits. This feat will cause the character to lose the ability to be healed by spells such as Cure Light Wounds.
 * Warforged Improved Damage Reduction: This feat grants the character damage reduction 1/adamantine, or improves the characters existing damage reduction by 1.
 * Mithral Fluidity (requires Mithral Body): This feat has two bonuses. It increases the character's maximum dexterity bonus to armor class by +1, and it decreases the armor check penalties by 1.

=See also=
 * Feat - (Definition)
 * Class feat - (Definition)
 * Fighter bonus feats - list
 * List original source, by UberMonkey