Feats & Traits





Background Traits/Religion Traits

Affinity for the Elements
Choose an elemental lord to worship; once chosen, it cannot be changed.

Benefit(s)
Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship.


--- Taken at level 1 ---


Source: www.d20pfsrd.com/traits/religion-traits/affinity-for-the-elements/





Background Traits/Faith Traits

Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit(s)
You gain a +1 trait bonus on Will saves.


--- Taken at level 1 ---


Source: www.d20pfsrd.com/traits/faith-traits/indomitable-faith/





Feats/Combat Feats

Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.

Benefit(s)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


--- Taken at level 1 ---


Source: www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat/





Feats/Combat Feats

Precise Shot
You are adept at firing ranged attacks into melee.

Prerequisites:
Point-Blank Shot feat

Benefit(s)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Special:
Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Source: www.d20pfsrd.com/feats/combat-feats/precise-shot-combat/





Feats/Combat Feats

Weapon Focus
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites:
Proficiency with selected weapon, base attack bonus +1.

Benefit(s)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Source: www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat/





Feats/Combat Feats

Bullseye Shot
You slow your breath, calm yourself, and hit the bullseye, just as you were trained to do.

Prerequisites:
Point-Blank Shot feat
Precise Shot feat
base attack bonus +5

Benefit(s)
You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.

Source: www.d20pfsrd.com/feats/combat-feats/bullseye-shot-combat/





Feats/Combat Feats

Deadly Aim
You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.

Prerequisites:
Dex 13
base attack bonus +1

Benefit(s)
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an 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.

Source: www.d20pfsrd.com/feats/combat-feats/deadly-aim-combat/





Feats/General Feats

Iron Will
You are more resistant to mental effects.

Benefit(s)
You get a +2 bonus on all Will saving throws.

Source: www.d20pfsrd.com/feats/general-feats/iron-will/





Feats/General Feats

Improved Iron Will
You are more resistant to mental effects.

Prerequisites:
Iron Will feat

Benefit(s)
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Source: www.d20pfsrd.com/feats/general-feats/improved-iron-will/





Feats/General Feats

Toughness
You have enhanced physical stamina.

Benefit(s)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level)


Source: www.d20pfsrd.com/feats/general-feats/toughness/





Feats/Monster Feats

Ability Focus (Monster)
One of this creature’s special attacks is particularly difficult to resist.

Prerequisite:
Special attack
Benefit(s)
Choose one of the creature’s special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Special:
A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.


Source: www.d20pfsrd.com/feats/monster-feats/ability-focus/





Feats/General Feats

Mobile Gathering
You can gather elemental energy while walking slowly.

Prerequisites:
Kineticist level 7th
kinetic blast class feature.

Benefit(s)
While taking a move action to gather power, you can move up to half your base speed, and while taking 1 full round to gather power, you can move up to half your speed on the turn you begin the full round of gathering power.

Special:
This movement provokes attacks of opportunity, and you can’t use Acrobatics checks or other abilities to attempt to negate them, as you’re concentrating on gathering power (nor can you use Acrobatics to balance, jump, or do anything else that requires a skill check). It’s harder to concentrate on gathering power while using this feat; if you take damage during or after gathering power and before using a kinetic blast that releases it (including from an attack of opportunity provoked by the movement), the concentration check DC to avoid losing the gathered power increases by twice the blast’s effective spell level.

Source: www.d20pfsrd.com/feats/general-feats/mobile-gathering/





Feats/3rd Party Feats

Accelerated Gathering

Prerequisites:
Gather power class feature
Kineticist 5th.

Benefit(s)
When you use your gather power, you can also spend a standard action to reduce the total burn cost of a blast wild talent used on your next turn by 2. At 11th level you can spend a standard action to reduce the total burn cost of a wild talent used on your next turn by 3. Gathering power in this way ends your turn immediately. You cannot gather power on your next round as a move action to further reduce burn cost.


Source: libraryofmetzofitz.fandom.com/wiki/Accelerated_Gathering





Feats/General Feats

Elemental Overload
As you become suffused with power, you become more and more like an elemental.

Prerequisites:
kineticist level 15th
Elemental overflow class feature.

Benefit(s)
Whenever you have accepted at least 4 points of burn, the chance to ignore the effects of a critical hit or sneak attack increases by an additional 10%. This chance increases by an additional 5% for every 2 points of burn you accept after that. This chance can’t exceed 100%.

Normal:
Whenever you have accepted at least 3 points of burn, your chance to ignore the effects of a critical hit or sneak attack equals 5% × your current number of points of burn.

Source: www.d20pfsrd.com/feats/general-feats/elemental-overload/





Feats/General Feats

Gather Might
You can feed your body when you gather power.

Prerequisites:
kineticist level 8th
Gather power class feature

Benefit(s)
When you gather power, instead of reducing the burn cost of a blast wild talent, you can send elemental energy flowing through your body to gain a +2 alchemical bonus to Strength, Dexterity, and Constitution until the end of your turn for each point of burn reduction your gather power would grant (to a maximum of +10 when spending a full round plus a move action to gather power with the supercharge class feature).

Source: www.d20pfsrd.com/feats/general-feats/gather-might/





Feats/General Feats

Enduring Might
When you gather your might, it lasts long enough to improve your defenses and attacks of opportunity.

Prerequisites:
Gather Might feat kineticist level 8th
Gather power class feature

Benefit(s)
When you use Gather Might, the ability score bonuses last until the beginning of your next turn.

Source: www.d20pfsrd.com/feats/general-feats/enduring-might/





Feats/General Feats

Extra Wild Talent
You gain an additional wild talent

Prerequisites:
Kineticist level 6th.

Benefit(s)
You gain a wild talent that’s at least 2 levels lower than the highest-level wild talent you can currently use. You can select an infusion or a non-infusion wild talent, but not a blast or defense wild talent. If you have the expanded element class feature, you can select a wild talent from any of your elements that’s at least 2 levels lower than the highest-level wild talent from your primary element that you can currently use.

Special:
You can take this feat multiple times. Each time, you must choose a different wild talent.

Source: www.d20pfsrd.com/feats/general-feats/extra-wild-talent/