Feats comprise the core of Pathfinder and Dragons. Feats are mainly gained from your class and subclass. Feats in PAD are highly customizable and malleable according to the player. Each feat has a core characteristic called its Fundamental which defines what that feat broadly does. Feats will also have Facets with them that can be modified or changed when you select the feat.

Once selected, a feat’s facets may only be changed when you gain a level, unless otherwise specified.

Each class will list what Facets it has access to and when you get new ones.

each feat must have one target and can’t have more than one.

a feat can have multiple behaviors

Fundamental

A feat’s Fundamental defines what the feat broadly does. This portion of the feat never changes and establishes its role in play.

Facets

Here are list of possible facets associated with feats. A feat will list its modifiable facets at the top of its description. These facets will already have values but they can be modified with behaviors.

Target

The range of the feat, how the feat manifests, and what it can affect. If the feat has an area, it affects every creature in the area defined by the feat. If it has targets, it affects the specific targets described by the feat. A feat can have only one target facet.

Here is a list of every possible target type a feat could have:

NameDescription
BarrierCreates a visible barrier that is 10 feet long per caster level and 10 feet high.
BurstAffects everything it catches in a 10-foot-radius burst.
ConeAffects everything in a 10-foot coneshaped burst.
LineAffects everything in a 20-foot line.
TouchAffects a a single target within 5ft.
SelectedAffects a single target within range.

Behaviors

How does this feat behave or react. This facet determines the alterations made to the feat when it is used. Maybe its effects linger for an extended duration or effect others in a violent ways. Listed below are all the available behaviors a feat can have.

You don’t start with all behaviors at your disposal. Instead, you start with a limited amount determined by your class.
Behaviors will increase in power as you level up, as listed in your class. Reference these newer value provided by your class over the ones listed here.

Anchoring

The effect hinders movement.

Alters:

Chaining

After affecting the initial target, the effect jumps to another valid target. If the feat required an attack roll, the second attack is made with Multiple Attack Penalty. This range is 30 feet.

Alters

  • Scope: Targets 1 additional creature
  • Strike Dice: Secondary target reduces die step of Strike Dice by 1 (min d4)
  • Vitality Dice: Secondary target reduces die step of Strike Dice by 1 (min d4)
  • Flat Modifier: Secondary target receives half the modifier (rounded down)
  • Cost: +1 action (cannot be selected if Cost is already 3 actions)

Creeping

The effect is delayed, but intensified. The feat resolves at the start of your next turn instead of immediately. You must still pay its full action cost this turn.

Alters

  • Strike Dice: Increase all Strike Dice by 1 step (to a maximum of a d12).
  • Vitality Dice: Increase all Vitality Dice by 1 step (to a maximum of a d12).
  • Flat Modifier: The bonus is increased by half (rounded down).

Draining

The feat siphons vitality or strength.

Alters

  • Vitality Dice: heal half the damage dealt as vitality.

Echoing

The effect repeats at reduced strength on the following round.

Alters:

  • Strike Dice: Repeat the effect at half action cost (min 1); reduce die step by 1 (min d4)
  • Vitality Dice: Repeat the effect at half action cost (min 1); reduce die step by 1 (min d4)

Extended

The feat reaches farther than normal.

Alters
Reach: The range of this effect is doubled. If it normally has a range of touch, it is instead 30 feet.

Focused

  • Prerequisite: The feat would target multiple targets.

The effect is narrowed for precision.

Alters:

  • Scope: Reduce targets by 1 (minimum 1)
  • Strike Dice: Increase die step by 1 (maximum of 12)
  • Vitality Dice: Increase die step by 1 (maximum of 12)

Grasping

The target(s) is Slowed

Hardened

ooga defense

Alters:

  • Flat Modifier: Increase targets AC by 1

Inverted

The feat produces the opposite outcome, but is weakened.

Strike Dice: Roll as vitality instead.
Vitality Dice: Roll as void instead. All Rolls: Halved (rounded down)

Lingering

The feat lasts for 1 additional round after it would normally end.

Alters:

  • Duration: Increase the duration by 1 round.

Mobile

The effect follows its target.

Alters:

  • Duration: The feat now requires the Focus action and it lasts 1 minute. Effect lasts as long as the target remains within the casting range

Overwhelming

The feat pushes through defenses.

Flat Modifier: Reduce the targets cover by one level. If the target is not benefiting from Cover, they are Off-Guard instead.

Protecting

Pick a target within 30 feet.

The next attack against that creature until the start of your next turn is Hindered Psychosomatic

The effect manifests both mentally and physically.

Strike Dice: Roll one additional effect die and deal either physical damage or mental, the opposite of what the feat did.

Rending

The feat tears at the target over time.

Deal 1d4 persistence damage on the target. The damage type is the same as the feats Strike Dice. If no strike dice is listed, deal bleed damage.

Sacrificial

The feat feeds on the user.

Alters:

  • Strike Dice: Increase die step by 1 and add 1 Strike Dice
  • Vitality Dice: Increase die step by 1 and add 1 Vitality Dice
  • User takes damage equal to 1 Strike Die

Violent

  • Prerequisite: The feat is volatile or unstable.

Strike Dice: Roll one additional Strike Dice.


Action Cost

How many actions the feat will cost to cast. More actions results in a more target options while less actions means the feat will be more limited.

1 action

Target Types:

  • Touch

2 action

Target Types:

  • Touch
  • Selected
  • Burst

3 action

Target Types:

  • All

Stability

The volatility of a feature. The more stable a feature the more consistent its effects but they don’t gain benefits from critical specialization success effects. Conversely, the more unstable a feature becomes, the bigger the upsides and downsides become.

Feat stability will only be listed on feats can benefit from it. If a feat does not list Stability in its description, it cannot be altered in this way. A feature is always assumed to be stable and increasing its instability is optional.

Stable

Stable feats are well-understood and reliable. All feats are stable to start unless otherwise stated.

Stable feats are unremarkable and don’t carry critical effects on success or failure. On a failure, the feat has no effect, but it does not produce backlash or unintended consequences.

Volatile

Volatile spells are powerful but temperamental, reacting unpredictably when mishandled.

When you fail to cast a volatile spell, the spell’s effect is weakened, distorted, or redirected. Volatile spells always have a critical success effect but also a critical failure effect. On a critical failure, the spell produces a backlash, such as damaging the caster, affecting an unintended target, or imposing a condition.

Unstable

Unstable spells have the most potential for success and failure

Unstable spells always have a critical success effect but also a failure and critical failure effect. On a critical failure, the spell’s magic turns against the caster or the environment, causing severe backlash, lingering effects, and lasting consequences to your character.

Power Budget

Each feat has a Power Budget, representing how much customization it can support.

Facets and their options consume points from this budget. You cannot exceed a feat’s Power Budget unless said otherwise.

OLD

Feats can have prerequisites associated with them, here are list of possible prerequisites associated with feats.

  • Class. Certain feats are only available to certain classes. Mostly seen with class feats.
  • Level. All feats have a level requirement before taking them. You can take a feat of lower level at a higher level but never a feat of higher level at a lower one.
  • Heritage. Some feats require your character to have a specific heritage in order to access it.
  • Skill. Many feats require a minimum proficiency rank in a skill, weapon, or armor.
  • Ability Modifier. Less common, some feats require a minimum ability modifier to take.