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Living Pathfinder RPG

Approved Feats

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These feats have been approved for play in Living Pathfinder:

General Feats

Boon Companion

Your bond with your animal companion or familiar is unusually close.

Prerequisites: Animal companion or familiar class ability.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

Combat Feats

Dervish Dance

You have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Piranha Strike

You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.

Prerequisites: Weapon Finesse, base attack bonus +1

Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus to all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural attack. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Monster Feats

The following Monster Feats have been approved for use in Living Pathfinder:

  • Ability Focus
  • Awesome Blow (Combat)
  • Empower Spell-Like Ability
  • Flyby Attack
  • Hover
  • Improved Natural Armor
  • Improved Natural Attack
  • Multi-attack (Combat)
  • Multi-weapon Fighting (Combat)
  • Quicken Spell-Like Ability
  • Snatch
  • Wingover

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