| Feat Name | Point Cost | Compare To...
| Relevant Rule |
| Acrobatic | 9 | Skill Focus | 10 |
| Agile | 9 | Skill Focus | 10 |
| Alertness | 9 | Skill Focus | 10 |
| Animal Affinity | 9 | Skill Focus | 10 |
| Armor Proficiency (Heavy) | 9 | Weapon Focus | 3 |
| Armor Proficiency (Light) | 5 | Armor Proficiency (heavy) . Light armor is usually so weak compared to no armor that it's a very small reward for taking the feat. Its main benefit is that once you have armor you can start putting enhancement bonuses and magic on it. | 3
|
| Armor Proficiency (Medium) | 7 | Armor Prof (heavy) . Somewhat better than light armor proficiency, but still of limited use compared to heavy armor (especially given the tradeoff in AC vs. max Dex bonus and such) . | 3
|
| Athletic | 9 | Skill Focus | 10 |
| Augment Summoning | 7 | Spell Focus (it's limited to one school and only to certain spells within that school--spells that summon creatures) | 9 |
| Blind-Fight | 8 | Weapon Focus
| 4 |
| Brew Potion | 9 | Scribe Scroll
| 7 |
| Cleave | 8 | Weapon Focus | 1, 5 |
| Combat Casting | 10 | Skill Focus (Concentration) (since most of the time you're make Concentration checks are in combat so it's in your best interest to take this +4 feat over the general +3 feat) | 10 |
| Combat Expertise | 9 | Power Attack
| 3, 7
|
| Combat Reflexes | 7 | somewhat useful for being able to AOO while flat-footed, of somewhat more limited use in raising the number of AOOs per round | 1 |
| Craft Magic Arms and Armor | 10 | Scribe Scroll (anyone can use either weapons or armor, and even characters who don't use them benefit by having them in the party) |
|
| Craft Rod | 7 | (the "use limitation" and "power cap" in this case are that you normally can't use rods to make items that duplicate spell effects) | 5, 7
|
| Craft Staff | 9 | Scribe Scroll (reduced slightly because you're always going to be paying more per charge than a wand, though the use-the-user's-caster-level feature of staffs helps make up for that) |
|
| Craft Wand | 10 | Scribe Scroll (has a power cap, but not having to deal with AOOs is a form of not having a penalty)
| 7, 8
|
| Craft Wondrous Item | 10 | Scribe Scroll (you're making items that anyone can use; slightly less valuable than Scribe Scroll because it uses item slots but the ability for any character to use them makes up for that) |
|
| Deceitful | 9 | Skill Focus | 10 |
| Deflect Arrows | 7 | Weapon Focus (similar to a negate-combat-penalty feat like Improved Bull Rush or Improved Disarm, this feat is of limited use and has limited conditions for triggering it) | 3, 5
|
| Deft Hands | 9 | Skill Focus | 10 |
| Diehard | 7 | Weapon Focus
| 4, 5
|
| Diligent | 9 | Skill Focus | 10 |
| Dodge | 7 | Weapon Focus defensive rather than offensive, conditional, only affects one person per round | 3, 5, 6
|
| Empower Spell | 5 | Scribe Scroll
| 6, 7, 8
|
| Endurance | 5 | Skill Focus
| 5 |
| Enlarge Spell | 5 | Scribe Scroll
| 6, 7, 8
|
| Eschew Materials | 4 | Scribe Scroll (same issues as with all metamagic feats, plus costless material components are almost never a limitation except in the Slavers adventures where you're stripped of everything you own) | 6, 7, 8
|
| Exotic Weapon Proficiency | 9 | Martial Weapon Proficiency, Weapon Focus, Weapon Specialization (gives access to a single weapon whose mechanics are good enough to make it less available than the (decent) martial weapons; often the average damage difference between a martial and comparable exotic weapon is +1, which means we should compare it to Weapon Specialization's +2 to damage)
| 4 |
| Extend Spell | 5 | Scribe Scroll
| 6, 7, 8
|
| Extra Turning | 10 | (gives many extra uses to an already useful ability, at least at low levels where you're going to be using it more often to stop enemies, at higher levels it gives you more uses of your spend-a-turn-to-get-something powers) | 3, 9 |
| Far Shot | 6 | Weapon Focus (range increments are rarely a significant factor in most combat (i.e., dungeon combat) , and in such cases it's normally only going to reduce the penalty by 2 (assuming you're considered one range increment better than normal) , and reducing a penalty is less valuable than giving a bonus) | 4, 5
|
| Forge Ring | 7 | Scribe Scroll (there's nothing you can do with this that you can't do with Craft Wondrous Item despite the higher caster level requirement for Forge Ring, also limited to making ring slot items; cost would be revised if I ever get around to writing up my revised Forge Ring rules) | 9
|
| Great Cleave | 6 | Weapon Focus (comes up even less often than Cleave, especially at higher levels where weak multiple-cleave opponents are usually taken out by archers or area spells) | 1, 5
|
| Great Fortitude | 10 | a benchmark for defining what plus to a single save is worth a feat |
|
| Greater Spell Focus | 7 | Spell Focus | 5, 9, 10
|
| Greater Spell Penetration | 8 | Spell Penetration | 5 |
| Greater Two-Weapon Fighting | 10 | Weapon Focus
| 1 |
| Greater Weapon Focus | 10 | Weapon Focus |
|
| Greater Weapon Specialization | 10 | Weapon Specialization |
|
| Heighten Spell | 5 | Scribe Scroll
| 6, 7, 8 |
| Improved Bull Rush | 8 | Weapon Focus
| 4, 10
|
| Improved Counterspell | 7 | Scribe Scroll
| 3, 4, 5, 6
|
| Improved Critical | 10 | Weapon Specialization (though your most common weapons are going to average +.45 points of damage per round with this compared to Weapon Specialization's +2, the character with a decent crit-mod weapon and a large damage bonus gets to add that damage bonus several times, which makes this feat more valuable than it first appears)
|
|
| Improved Disarm | 8 | Weapon Focus
| 4, 10
|
| Improved Feint | 7 | Weapon Focus (makes the rogue's sneak attack class ability useable once per round, but you still have the skill check to successfully feint, so it's not the best feat)
| 1, 5, 6, 8
|
| Improved Grapple | 8 | Weapon Focus
| 4, 10
|
| Improved Initiative | 8 | Skill Focus (not quite as good as a +2/+2 skill feat because you normally can only use it once per combat) | 5, 10 |
| Improved Overrun | 8 | Weapon Focus
| 4, 10
|
| Improved Precise Shot | 8 | Weapon Focus | 4, 10
|
| Improved Shield Bash | 8 | Skill Focus
| 4, 10
|
| Improved Sunder | 8 | Weapon Focus
| 4, 10
|
| Improved Trip | 8 | Weapon Focus | 4, 10
|
| Improved Turning | 8 | Extra Turning (a good feat because it helps the cleric beat the +4 levels higher effective limit on turning checks, which can be really useful at higher levels because every undead seems to have Turn Resistance, but not as versatile as Extra turning)
| 3, 5 10
|
| Improved Two-Weapon Fighting | 10 | Weapon Focus
| 1 |
| Improved Unarmed Strike | 7 | Weapon Focus | 4, 10
|
| Investigator | 9 | Skill Focus | 10 |
| Iron Will | 10 | a benchmark for defining what plus to a single save is worth a feat |
|
| Leadership | 8 |
| 1, 5, 7
|
| Lightning Reflexes | 10 | a benchmark for defining what plus to a single save is worth a feat |
|
| Magical Aptitude | 9 | Skill Focus | 10 |
| Manyshot | 12 | Weapon Focus
| 1 |
| Martial Weapon Proficiency | 6 | Weapon Focus, Weapon Specialization (gives access to a single decent weapon, removing a penalty, but it's given out like candy as a class feature so it can't be too valuable; often the average damage difference between a simple and comparable martial weapon is +1, which means we should compare it to Weapon Specialization's +2 to damage) | 4 |
| Maximize Spell | 5 | Scribe Scroll
| 6, 7, 8
|
| Mobility | 8 | Weapon Focus
| 3, 4, 5
|
| Mounted Archery | 6 | Weapon Focus, Precise Shot | 4, 5
|
| Mounted Combat | 5 | Weapon Focus | 3, 5
|
| Natural Spell | 5 | Combat Casting, Silent Spell, Still Spell
| 4
|
| Negotiator | 9 | Skill Focus | 10 |
| Nimble Fingers | 9 | Skill Focus | 10 |
| Persuasive | 9 | Skill Focus | 10 |
| Point Blank Shot | 9 | Weapon Focus
| 5 |
| Power Attack | 10 | a benchmark for combat feats that trade BAB for something else |
|
| Precise Shot | 10 | Weapon Focus (this negates a combat penalty that comes up almost every round for any adventuring archer, therefore very valuable even though all it does is negate a penalty instead of giving a bonus)
| 4 |
| Quick Draw | 7 | Weapon Focus (can give your full iterative attacks with thrown weapons, but in most cases it's just saving you a move action)
| 1, 5
|
| Quicken Spell | 5 | Scribe Scroll
| 6, 7, 8 |
| Rapid Reload | 7 | Weapon Focus (can give your full iterative attacks with some crossbows, but you could just get those by using a conventional bow, and it doesn't remove the reload AOO so it's less valuable than feats like Improved Disarm which do)
| 1, 5
|
| Rapid Shot | 11 | Weapon Focus
| 1 |
| Ride-By Attack | 8 | Weapon Focus, Spring Attack
| 4, 5
|
| Run | 5 | Skill Focus
| 4, 5
|
| Scribe Scroll | 10 | benchmark for item creation feats because it can be used for any of your spell levels, can always be used by you, and doesn't use an item slot |
|
| Self-Sufficient | 9 | Skill Focus | 10 |
| Shield Proficiency | 5 | Armor Proficiency (light) | 3 |
| Shot On The Run | 8 | Mobility, Spring Attack
| 5 |
| Silent Spell | 5 | Scribe Scroll
| 6, 7, 8 |
| Simple Weapon Proficiency | 7 | Weapon Focus, Martial Weapon Proficiency (gives access to a whole class of sub-optimal weapons, removes a penalty, but it's given out like candy as a class feature so it can't be too valuable | 4 |
| Skill Focus | 10 | a benchmark for defining what plus to a single skill is worth a feat |
|
| Snatch Arrows | 6 | Weapon Focus, Deflect Arrows (this really ought to be part of the Deflect Arrows feat, but still viable since it lets you have an extra attack on the uncommon occasion that you manage to use Deflect Arrows) | 1, 3, 5
|
| Spell Focus | 7 | Weapon Focus (limited to one school, limited to certain spells within that school (those that have DCs) ; never going to be as universally as effective as Weapon Focus is in the hands of a fighter) | 5, 9, 10
|
| Spell Mastery | 4 | Scribe Scroll (almost useless because wizards are almost never in situations where they can't access their spellbooks unless you're playing the Slavers adventures) | 4, 5
|
| Spell Penetration | 8 | Weapon Focus (the use limitation here is that not all spells are affected by SR)
| 5 |
| Spirited Charge | 8 | Improved Critical, Weapon Specialization (use limitation is that it's only while charging, and inmost cases just once per round)
| 5 |
| Spring Attack | 9 | Mobility, Weapon Focus (better than Mobility because you don't provoke movement AOOs any more, but slightly limited in that you're normally only going to be able to take one attack per round)
| 4, 5
|
| Stealthy | 9 | Skill Focus | 10 |
| Still Spell | 5 | Scribe Scroll
| 6, 7, 8 |
| Stunning Fist | 8 | Improved Critical, Weapon Focus
| 5, 6
|
| Toughness (3 hp) | 6 | see Toughness (5 hp) |
|
| Toughness (5 hp) | 10 | a benchmark because your typical creature with 1d8 and this feat is going to have max hp compared to the same kind of creature without it; handy because it's half the fighter hp from a d10 and just over the max for a wizard's from a d4; also evenly divisible by 5 so you could have the option of buying extra hp at the price of 1 hp per 2 feat points |
|
| Tower Shield Proficiency | 5 | ShieldProficiency | 3 |
| Track | 7 | Skill Focus
| 4 |
| Trample | 6 | Improved Overrun, Improved Trip
| 4, 5, 10
|
| Two-Weapon Defense | 7 | Shield Proficiency
| 1, 4, 5
|
| Two-Weapon Fighting | 11 | Weapon Focus
| 1 |
| Weapon Finesse | 9 | Weapon Focus ("penalty" is normally that your Str bonus to attacks is poor compared to your Dex bonus, use limitation is that it can only be used with certain weapons) | 4, 5
|
| Weapon Focus | 10 | a benchmark because a fighter with his chosen weapon will get to use this feat every round of combat, all day; the epitome of usefulness; defines a standard of "+1 to attack" for a feat; helps set the parameters of "would I rather take another (stackable) Weapon Focus, or some other feat that gave me a special attack or removed an attack penalty?" |
|
| Weapon Specialization | 10 | a benchmark because a fighter with his chosen weapon will get to use this feat every round of combat, all day; the epitome of usefulness; defines a standard of "+2 to damage" for a feat; helps set the parameters of "would I rather take another (stackable) Weapon Specialization or some other feat that gave me a damage bonus or removed a damage penalty?" |
|
| Whirlwind Attack | 9 | Great Cleave, Weapon Focus (in times when you'd use this (when you're partly or completely surrounded) you're probably getting extra attacks when using this compared to your normal full attack, but (like Great Cleave) the opportunity to use this feat doesn't occur very often)
| 1, 5
|
| Widen Spell | 5 | Scribe Scroll
| 6, 7, 8 |