Index of Feats by Name Letters - I

Name Prerequisites Benefit
Improved Bull Rush

Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

 
Improved Channel

Channel energy class feature.

Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

 
Improved Counterspell  

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

 
Improved Critical

Proficient with weapon, base attack bonus +8.

When using the weapon you selected, your threat range is doubled.

 
Improved Disarm

Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

 
Improved Familiar

Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

FamiliarAlignmentArcane Spellcaster Level
Celestial hawk1Neutral good3rd
Dire ratNeutral3rd
Fiendish viper2Neutral evil3rd
Elemental, Small (any type)Neutral5th
StirgeNeutral5th
Homunculus3Any7th
ImpLawful evil7th
Mephit (any type)Neutral7th
PseudodragonNeutral good7th
QuasitChaotic evil7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus.

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

 
Improved Feint

Int 13, Combat Expertise.

You can make a Bluff check to feint in combat as a move action.

 
Improved Grapple

Dex 13, Improved Unarmed Strike.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

 
Improved Great Fortitude

Great Fortitude.

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

 
Improved Initiative  

You get a +4 bonus on initiative checks.

 
Improved Iron Will

Iron Will.

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.

 
Improved Lightning Reflexes

Lightning Reflexes.

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

 
Improved Natural Armor Natural armor, Con 13. The creature's natural armor bonus increases by +1.  
Improved Natural Attack Natural weapon, base attack bonus +4. Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.  
Improved Overrun

Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

 
Improved Precise Shot

Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

 
Improved Shield Bash

Shield Proficiency.

When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

 
Improved Sunder

Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

 
Improved Trip

Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

 
Improved Two-Weapon Fighting

Dex 17, Two-Weapon Fighting, base attack bonus +6.

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

 
Improved Unarmed Strike  

You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

 
Improved Vital Strike

Vital Strike, base attack bonus +11.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack three times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

 
Improvised Weapon Mastery

Catch Off-Guard or Throw Anything, base attack bonus +8.

You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

 
Intimidating Prowess  

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

 
Iron Will  

You get a +2 bonus on all Will saving throws.