Agility feats focus on defensive abilities and those that increase speed and AC via dodge bonuses. Sample feats include Combat Reflexes, Dodge, Quick Draw, and Spring Attack. Fighters may select Agility feats as bonus feats.
Benefit: You get a +2 bonus on all Jump and Tumble checks, and extra +1 for every 2 agility feats you have.
Benefit: You get a +2 bonus on all Balance and Escape Artist checks, and extra +1 for every 2 agility feats you have.
You can steal objects and hide them in interdimensional pockets.
Prerequisites: Sleight of Hand 25 Ranks.
Benefit: Each time this feat is taken you increase the maximum size category of an object you can steal and conceal. Objects stolen in this manner enter a supernatural space similar to a maze spell. With enough of these feats an enterprising rogue could steal an entire person, a building or perhaps even the moon. This is a supernatural ability.
Example: A medium sized rogue who has taken this feat four times could grab a large sized creature, such as a horse, and hide it about its person.
Normal: Typically you can lift and conceal about your person something three size categories smaller than you.
Example: A medium sized rogue could normally steal something of diminutive size or smaller and conceal it on his person. Each time this feat is gained that limit increases by one size category.
Special: This feat can be taken multiple times and its effects stack. Each time it is taken the size of objects you can steal increases by one size category.
Prerequisites: Dex 15+.
Benefit: You may ignore 1 point of penalty for wielding two weapons for every 2 agility feats you have. This stacks with the benefits from Two-Weapon Fighting, but may not reduce your penalty to less than 0.
You can increase your dexterity when raging instead of your strength.
Prerequisites: Dex 25, Rage 5/day.
Benefit: When you rage, you channel your fury and adrenaline into your speed rather than your strength. You can choose to increase your Dexterity instead of your Strength while raging. Any bonuses to Constitution while raging are unaffected by this feat.
Normal: Typically raging characters gain a bonus to Strength and Constitution while raging.
See Power feats.
Prerequisite: Dex 25, any 5 agility feats.
Benefit: You can act as if hasted for 3 rounds per day for every 2 agility feats you have. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.
Prerequisites: Dex 25, base attack bonus +21, Improved Initiative.
Benefit: You can take full attack action as a standard action.
If you have 9 epic agility feats, you can take full attack action as a move action, but you can take it only once per round.
You can fall any distance without harm.
Prerequisites: Dex 25, Dodge, Spring Attack, Tumble 28 ranks.
Benefit: You can fall any distance and land without harm.
Normal: Normally you take 1d6 damage for every ten feet you fall.
Prerequisites: Dex 15, Base Reflex Save +3.
Benefit: Once per round while taking a move action, you gain a climb speed of 10 feet for every 2 agility feats you have, to a maximum of your land speed. (Immediately after moving you lose this climb speed and may need to make a climb check to stay on the surface.)
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Each opening that allows an attack of opportunity can only be exploited once per character, though.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Benefit: While in light or no armor (and encumbrance), your speed increases by 10 ft. and extra 5 ft. for every 2 agility feats you have and your running speed is base speed x5, instead of x4, which stacks with the Run feat.
Prerequisites: Dex 15, Base Reflex Save +9, Dodge, any 4 other agility feats.
Benefit: Once per round, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex save (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll - if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, evasion does not apply to the defensive roll.
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, and extra +1 for every 2 agility feats you have. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
You strike faster than the eye can see.
Prerequisites: Dex 25, Pre-emptive Strike, Quick Draw.
Benefit: You can make two attacks as a standard action. The second attack has a -5 BAB penalty (as per an iterative attack), even if with an off-hand weapon. If you have at least 10 epic feats, you may take a third attack as a standard action, with a -10 penalty.
Normal: Typically, as part of a standard action you can only make a single attack.
You can use your surroundings to increase your armor class.
Prerequisites: Dex 25.
Benefit: You can use any adjacent furniture, obstacles or household utensils to grant you a +4 shield bonus. This bonus increases by +1 for every 3 epic feats you have.
Prerequisites: Dex 25, base Reflex save +13, Evasion, Lightning Reflexes.
Once per encounter as an immediate action, you may make an attack that would normally hit you miss instead. You must use this ability before the damage is rolled. You gain an additional use of this ability per encounter for every 5 agility and epic feats you have.
Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
Benefit: If you pass within 5 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it.
Prerequisite: Dex 15, Base Reflex save +4, Lightning Reflexes, 1 other agility feat.
Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
If you have 9 agility feats and Base Reflex save +8, you take only half damage on a failed save.
See Power feats.
See Weaponry feats.
Prerequisites: Dex 25, Base Attack Bonus +16, Base Reflex save +7, Dodge, Mobility.
Benefit: Whenever you take damage from a melee attack, you can move backwards using its force. You immediately move 5 ft. for every 20 damage you suffered, but no more than 20 ft. You land prone in your new spot. For every 5 ft. you choose to move back, you suffer 3 less damage.
If you have 3 epic agility feats, you land in your new spot in a standing position.
You are quick and nimble.
Prerequisites: Lightning Reflexes.
Benefit: Your poor Reflex saving throw progression becomes a good Reflex saving throw progression.
Benefit: You get a +2 bonus on initiative checks, and extra +1 for every 2 agility feats you have.
Improved Two-Weapon Fighting
See Weaponry feats.
Benefit: Treat your Dodge, Mobility, and Take Cover feats as if you had 3 agility feats more.
Special: You can take this feat more than once. Its effects stack.
Jab and Slash
[Agility, Power, Weaponry]
See Power feats.
Benefits: You gain a +1 bonus on Reflex saves, and extra +1 for every 2 agility feats you have.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +2 dodge bonus, and an extra +1 for every agility feat you have to Armor Class against attacks of opportunity.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Prerequisites: Base reflex save +3.
Benefit: You no longer suffer the penalty to AC for charging.
If you have 3 agility feats, you don't have to charge in a straight line, but each square you move into must not be farther from the target than the previous one.
If you have 6 agility feats, you can charge through difficult terrain (including squares occupied by your allies).
If you have 9 agility feats, certain weapons (such as tridents) readied against you do not deal double damage when you charge.
Benefit: When you and up to 1 of your allies, plus another one per 2 agility and command feats you have, with this feat are rolling initiative you may all choose to use any member of the pack’s initiative result instead of the rolled result. A member of the pack must be targeted with this feat by all other members of the pack to be included in the pack.
You are so fast you can attack before your opponent even knows they are in a fight.
Prerequisites: Base Attack Bonus +15, Dex 25, Improved Initiative, Quick Draw.
Benefit: During your first round in an encounter you can make one additional attack against any enemy that has not yet had a turn as long as you make at least one attack against the opponent. This extra attack is made at your highest attack bonus.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character that has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow is able to fire arrows).
If you have 4 agility feats, you can make a melee attack immediately after drawing a weapon as a free action and the target of that attack is flat-footed against it. You can use this ability once per encounter.
Benefit: The time required for you to reload crossbows is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity, but you gain +1 dodge bonus to AC for every 2 agility feats against those attacks.
If you have a hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
If your Dexterity is 13 or more, you can reload crossbows with one free hand and one free leg. If your Dexterity is 15 or more, you can reload crossbows with just one hand.
Shot On The Run
Prerequisite: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed.
You can steal in the second dimension.
Prerequisites: Dex 25, Sleight of Hand 30 Ranks.
Benefit: You can steal two-dimensional traits from objects, such as text from a page, the color from the eyes of a princess or the stripes of a tiger. Against an unwilling target you must make a successful touch attack. This is a supernatural ability.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Prerequisites: Dex 23, Base Reflex save +13, Dodge.
Benefit: You cannot be attacked by opponents using weapons (including natural weapons) with the reach quality if you are in the extreme square of that reach.
If you have 9 epic agility feats, you cannot be attacked with reach weapons if you are not in an adjacent square to the attacking creature.
Prerequisites: Dex 13, Dodge.
Benefit: You gain +1 dodge bonus, and extra +1 for every 2 agility feats you have, to AC against ranged attacks made against you from 31 or more ft.
Prerequisites: Dex 15, Acrobatic, Agile.
Benefits: Balance, Escape Artist, Jump, and Tumble are now all class skills; you gain a competence bonus equal to half your Dexterity modifier to all Jump checks.
If you have 4 agility feats, you can withdraw as a standard action.
See Weaponry feats.
See Weaponry feats.
Prerequisites: Dex 13, Base Reflex save +3, Dodge, 1 other agility feat.
Benefit: You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
If you have 4 agility feats and Base Reflex save +8, you cannot be flanked.
See Command feats.