Index of Feats by Name Letters - T

Name Prerequisites Benefit
Tactical Advantage Base attack bonus +5, favored enemy.  
Tactile Trapsmith    
Talented Overchannel. To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. 
Tattoo Focus Specialized in a school of magic, human (Thay) or planetouched (Thay).  
Tattoo Magic Craft (calligraphy) or Craft (painting) skill, spellcaster level 3rd+.  
Tempting Fate Character level 6th, any luck feat.  
Tenacious Magic Spellcraft 15 ranks. Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally. 
Tenacious Shadow Magic Shadow Weave Magic.  
Terrain Specialist Track, wild empathy.  
Terrifying Rage Intimidate 25 ranks, rage 5/day While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat. 
Test Subject    
Theurgic Bond Ability to gain a familiar, ability to gain an animal companion.  
Theurgic Creationist Any item creation feat, able to cast spells from two different spell lists.  
Theurgic Empathy Bardic music ability, druid level 1st or ranger level 1st.  
Theurgic Mount Ability to gain a paladin special mount, ability to cast arcane spells.  
Theurgic Specialist Specialist wizard level 3rd, any other spellcasting class level 1st.  
Thicken Mucus Aboleth, Con 22, Enlarge Mucus Cloud.  
Third Time's The Charm Character level 3rd, any luck feat, access to the Luck domain.  
Thrall Bred Humanoid, Con 13.  
Thrall to Demon Chaotic evil alignment.  
Three Mountains Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub).  
Throat Punch Improved Unarmed Strike, sneak attack +3d6.  
Throw Anything Dex 15, proficiency with weapon, base attack bonus +2.  
Thug Centaur (the Plateau of Thay), dwarf (Underdark [Northdark] or Waterdeep), gnoll (the Plateau of Thay), grimlock (Underdark [Reeshov]), human (the Dragon Coast, the Moonsea, the Nelanther Isles, Unther, the Vast, or the Vilhon Reach), orc (Amn, Thesk, or Underdark [Northdark]), or planetouched (Impiltur, the Silver Marches, Unther, or the Western Heartlands).  
Thunder Twin Dwarf (the Galena Mountains, the Great Rift, the Smoking Mountains, the Spine of the World, the Sword Coast, Turmish, Underdark [Old Shanatar], or Waterdeep).  
Thundering Rage Str 25, rage 5/day. Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities. 
Tireless Dwarf (the Galena Mountains, the Sword Coast, or Underdark [Old Shanatar]), human (the Hordelands, the Ride, Thindol, or Vaasa), lizardfolk (Surkh), orc (the Hordelands), or wemic (the Shaar).  
Tomb-Born Fortitude Nongood alignment, Tomb-Tainted Soul.  
Tomb-Born Resilience Nongood alignment, Tomb Tainted Soul.  
Tomb-Born Vitality Nongood alignment, Tomb-Tainted Soul.  
Tomb-Tainted Soul Nongood alignment.  
Toothed Blow Str 13, Improved Unarmed Strike.  
Tormented Knight Scion of Sorrow, base attack bonus +4.  
Touch of Benevolence Any evil alignment.  
Touch of Golden Ice Con 13.  
Touch of Madness Devotion to the Cult of the Dragon Below, ability to cast a spell, manifest a psionic power, or use a spell-like ability that confuses its target.  
Touch Spell   This is the opposite of the Reach Spell feat. The use of this feat is to allow more spells to be placed into a weapon of spell storing, penetrate spell turning, allow sneak attack damage, or other uses for single targeted spells and touch range spells. A touch Dispel Magic spell would not get turned. Rays and effect spells are not normally turned anyway, but are also unable to be applied to spell storing weapons. The range of the spell becomes Touch* with an appropriate Target line. The target line becomes "Creature or Object Touched" with any limitations the old spell had, such as if the old targets could only be creatures, then object is not listed. Also if the old target was limited to living creatures or humanoids, it would still have this limitation. If the base spell could target more than one creature, the spell retains the count, which are used as separate touches. If the base spell does not specify a number, you may touch up to 1 subject per caster level. As with other touch spells, the charge or charges harmlessly dissipate if you cast another spell and you can hold your charges until you use them. You can touch up to 6 allies in a round as a full round action. This feat does not affect area and personal range spells. A Touched spell uses a spell slot of the spell's normal level. 
Touch Spell Specialization Weapon Focus (touch spell), caster level 4th.  
Toughness   You gain +3 hit points. 
Improved Toughness Base Fortitude save bonus +2.  
Tower Shield Proficiency Shield Proficiency. You can use a tower shield and suffer only the standard penalties. 
Toxic Mucus Aboleth, Con 22, Enlarge Mucus Cloud, Thicken Mucus.  
Track   To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Survival DC
Surface Survival
Very soft ground
Firm ground
Soft ground
Hard ground
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.
Survival DC Modifier
Every three creatures in the group being tracked
Size of creature or creatures being tracked:1
Every 24 hours since the trail was made
Every hour of rain since the trail was made
Fresh snow cover since the trail was made
Poor visibility:2
Overcast or moonless night
Fog or precipitation
Tracked party hides trail (and moves at half speed)
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. 
Trample Ride 1 rank, Mounted Combat. When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. 
Transdimensional Spell    
Trap Sense Search 25 ranks, Spot 25 ranks, trapfinding class ability. If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it. 
Treetopper Elf (the Chondalwood, the High Forest, or the Yuirwood), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), or human (Aglarond).  
Improved Trip Int 13, Combat Expertise. You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. 
Trivial Performer Bardic music.  
Trophy Hunter Favored enemy ability.  
True Believer Must choose a single deity to worship. Must be within one step of that god's alignment.  
Tunnel Rat Escape Artist 4 ranks.  
Improved Turn Resistance Undead type  
Quicken Turning Ability to turn or rebuke undead.  
Improved Turning Ability to turn or rebuke creatures. You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. 
Twin Power   To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. 
Twin Spell Any metamagic feat.  
Twin Sword Style Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), proficient with martial weapons.  
Two-Weapon Defense Dex 15, Two-Weapon Fighting. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. 
Greater Two-Weapon Defense Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11.  
Improved Two-Weapon Defense Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6.  
Two-Weapon Fighting Dex 15. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. 
Greater Two-Weapon Fighting Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. You get a third attack with your off-hand weapon, albeit at a -10 penalty. 
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. 
Two-Weapon Rend Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.