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combat_feats

Combat Feat Descriptions

AGILE MANOEUVRES

You've learned to use your quickness in place of brute force when performing combat manoeuvres.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Manoeuvre attack (see Combat) instead of your Strength bonus.

Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Manoeuvre attack.

ARCANE STRIKE

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. At Caster level 6, this bonus increases to +2.

BLEEDING ATTACK

(ROGUISH TALENT)

Your precise attacks open veins.

Prerequisite: Sneak Attack, 16+ skill points

Benefit: You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 2d6 equals 2 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. As with all Wound damage, bleeding forces the target to make a Fortitude save to avoid knock out. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

BLIND FIGHT

You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Defence, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to Defence. The speed reduction for darkness and poor visibility also applies.

CATCH OFF-GUARD

Foes are surprised by your skilled use of unorthodox and improvised weapons.

Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

CLEAVE

You can strike two adjacent foes with a single swing.

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

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat.

When your base attack bonus reaches +6, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action.

When you use this feat, you take a –2 penalty to your Defence until your next turn.

COMBAT EXPERTISE

You can increase your defence at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat manoeuvre checks to gain a +2 dodge bonus to your Defence. When your base attack bonus reaches +4, the penalty increases by –1 and the dodge bonus increases by +2. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.


COMBAT REFLEXES

You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

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 you to use the Opportunist feat more than once per round.


CRIPPLING STRIKE

(ROGUISH TALENT)

Your precise attacks can cripple your targets.

Prerequisite: Improved Sneak Attack, 32+ skill points, 2 or more Roguish Talent feats

Benefit: You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.


CRITICAL FOCUS

You are trained in the art of causing pain.

Prerequisite: Base attack bonus +6, Epic

Benefit: You receive a +4 circumstance bonus on attack rolls made as the result of critical hit options, such as Attacks of Opportunity and Combat Manoeuvre Attacks from critical hits.


DAMAGE REDUCTION

You are tougher than most.

Prerequisite: Endurance, Diehard

Benefit: You gain DR 1/-, that is, you ignore 1 point of Wound damage from melee and ranged weapons.


DEFENSIVE COMBAT TRAINING

You excel at defending yourself from all manner of combat manoeuvres.

Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Manoeuvre Defence (see Combat).


DEFLECT ARROWS

You can knock arrows and other projectiles off course, preventing them from hitting you.

Prerequisite: Dex 13, Improved Unarmed Strike.

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.


DIEHARD

You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance.

Benefit: You gain a +4 bonus to saving throws to remain conscious when you take Wound damage.

Additionally, when your Wound Point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional Wound Points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative Wound Points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat to remain conscious below 0 Wounds Points, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative Wound Points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative Wound Points is unconscious and dying.


DISRUPTIVE

Your training makes it difficult for enemy casters to safely cast spells near you.

Prerequisite: 6th-level warrior.

Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.


DISTRACTION

(ROGUISH TALENT)

You can confuse enemies, putting them off guard.

Prerequisite: Bluff 4 ranks or 1 + class skill bonus, Charisma 13+

Benefit: As a standard action, you may make a Bluff check to attempt to Feint a number of characters within 30 feet. You may attempt to distract 1 target, plus 1 per 2 character levels.

Normal: You can only Feint characters that you are in melee combat with.

ALTERNATE VERSION - WIP

Benefit: You may use the Feint manoeuvre against a number of creatures within 30 ft equal to 1 plus 1 per 2 levels. These creatures are distracted by you until your next turn, and lose their dexterity bonus to defence against anyone else's attacks during that time.


DODGE

(ROGUISH TALENT)

Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your Defence. A condition that makes you lose your Dex bonus to Defence also makes you lose the benefits of this feat.

When your perception skill reaches 4 ranks, your heroic defence bonus reaches +2, and you are wearing no armour, light or medium armour, you cannot be caught flat footed, even if the attacker is invisible. You still lose your Dexterity bonus to Defence if immobilized. You still lose your Dexterity bonus to Defence if an opponent successfully uses the feint action against you.


EVASION

(ROGUISH TALENT)

Your quick reflexes can get you completely out of harms way.

Prerequisite: Dexterity 15+, Base Reflex save +3

Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you may instead move as a free action to the nearest safe spot outside the area of effect and take no damage (if you stay in place, you take half damage on a successful save, as normal). This movement does not provoke attacks of opportunity. You may use evasion to move in this manner no more than your movement rate in any one round. Evasion can be used only if you are wearing light armour or no armour. If you are helpless, or unable to move freely, you do not gain the benefit of evasion.


EXTRA RAGE

You can use your rage ability more than normal.

Prerequisite: Rage.

Benefit: You can rage for 6 additional rounds per day.

Special: You can gain Extra Rage multiple times. Its effects stack.


FAR SHOT

You are more accurate at longer ranges.

Prerequisite: Point-Blank Shot.

Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

You may apply the bonuses from the point blank shot feat, and ranged Sneak attacks (including Improved Sneak attack and Greater sneak attack) to attacks up to 60 ft range.

Normal: You suffer a –2 penalty per full range increment between you and your target. Point blank shot and sneak attack bonuses are only applied up to 30 ft range.


FAVOURED ENEMY

You are adept at the hunting and slaying of a chosen foe.

Prerequisite: Survival 4 ranks or 1 + class bonus

Benefit: Select a creature type from the Favoured Enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of your selected type.

Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures.

If you choose humanoids or outsiders as a favoured enemy, you must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favoured enemy, your bonuses do not stack; you simply use whichever bonus is higher.

Table: Favoured Enemies
AberrationHumanoid (dwarf)Magical beastOutsider (good)
Animal Humanoid (elf)Monstrous humanoidOutsider (lawful)
ConstructHumanoid (goblinoid)OozeOutsider (native)
DragonHumanoid (gnoll)Outsider (air)Outsider (water)
ElementalHumanoid (halfling)Outsider (chaotic)Plant
FeyHumanoid (human)Outsider (earth)Undead
GiantHumanoid (orc)Outsider (evil)Vermin
Humanoid (aquatic)Humanoid (reptilian)Outsider (fire)

You may spend a move action to grant half your favoured enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to your Wisdom modifier (minimum 1). This bonus does not stack with any favoured enemy bonuses possessed by your allies; they use whichever bonus is higher.

When your survival skill reaches 8 ranks, you may denote one target within line of sight as your quarry. Whenever you are following the tracks of this quarry, you can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack and damage rolls made against your quarry.

You can have no more than one quarry at a time and the creature's type must correspond to one of your favoured enemy types. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that his quarry is dead, you can select a new quarry after waiting 1 hour.

Special: You may take this feat more than once. Each time, you must select an additional favoured enemy.


GORGONS FIST

With one well-placed blow, you leave your target reeling.

Prerequisite: Improved Unarmed Strike, base attack bonus +6.

Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from critical hits, or magic). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.


GREAT FORTITUDE

You are resistant to poisons, diseases, and other maladies.

Benefit: You get a +2 bonus on all Fortitude saving throws.


GREATER DAMAGE REDUCTION

You are the toughest of heroes.

Prerequisite: Endurance, Diehard, Damage reduction, Improved damage reduction

Benefit: You ignore an additional 1 point of damage from melee and ranged weapons (DR 3/— total).


GREATER SHIELD FOCUS

You are skilled at deflecting blows with your shield.

Prerequisite: Shield Focus, Shield Proficiency, base attack bonus +4, Epic.

Benefit: Increase the Defence bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.


GREATER SNEAK ATTACK

Your surprise attacks have the deadliest precision.

Prerequisite: Stealth 8 ranks or 5 + class bonus, Sneak Attack, Improved Sneak Attack

Benefit: As sneak Attack, but the bonus damage increases to +3d6.


IMPROVED BULL RUSH

You are skilled at pushing your foes around.

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

Benefit: You do not provoke an attack of opportunity from your opponent when performing a bull rush combat manoeuvre. In addition, you receive a +4 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to bull rush you.

You have a reduced chance of being hit by attacks of opportunity provoked by your movement during a bull rush. If you move with your opponent, the chance that your opponent is hit by attacks of opportunity instead of you is increased to 50%, but attacks of opportunity targetting your opponent only hit you 10% of the time.

When your base attack bonus reaches +6, the CMD bonus granted by this feat increase to +4, and whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you). Additionally you are able to knock back opponents without moving with them.

Normal: You provoke an attack of opportunity from your opponent if you fail a bull rush combat manoeuvre. The chance of being accidentally hit by an attack of opportunity is 25% for both parties. You must move with bull rushed creatures to move them more than the base 5 feet.


IMPROVED CRITICAL

Attacks made with your chosen weapon are quite deadly.

Prerequisite: Proficient with weapon, base attack bonus +6, Epic.

Benefit: When using the weapon you selected, your threat range increases by 1.

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

This effect doesn't stack with any other effect that expands the threat range of a weapon.


IMPROVED DAMAGE REDUCTION

You are exceptionally tough.

Prerequisite: Endurance, Diehard, Damage reduction

Benefit: You ignore an additional 1 point of damage from melee and ranged weapons (DR 2/— total).


IMPROVED DISARM

You are skilled at knocking weapons from a foe's grasp.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity if you fail a disarm combat manoeuvre. In addition, you receive a +4 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to disarm you.

When your base attack bonus reaches +4, the CMD bonus granted by this feat increases to +4, and whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Normal: You provoke an attack of opportunity if you fail a disarm combat manoeuvre. Disarmed weapons and gear land at the feet of the disarmed creature.


IMPROVED DODGE

(ROGUISH TALENT)

Your uncanny combat sense means you can no longer be flanked.

Prerequisite: Wearing no armour, light or medium armour, Perception +4 or more, Dodge, base attack bonus 5+

Benefit: You cannot be flanked. This defence denies opponents the ability to sneak attack the you by flanking, unless the attacker has at least four more levels or hit dice than you.

When your heroic defence bonus reaches +6, if you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.


IMPROVED EVASION

(ROGUISH TALENT)

Your increasingly quick reflexes always get you at least part way out of trouble.

Prerequisite: Evasion, 40+ skill points, 2 or more Roguish Talent feats

Benefit: This works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. If you stay in place you take one quarter damage on a successful save. If you are helpless, you do not gain the benefit of improved evasion.


IMPROVED FAVOURED ENEMY

Your skill at hunting your chosen foe increases.

Prerequisite: Favoured Enemy, character level 3

Benefit: Add +2 to any one of your existing Favoured Enemy bonuses.

Special: You can take this feat more than once. Each time, you must select a new Favoured Enemy to improve.


IMPROVED FEINT

You are skilled at fooling your opponents in combat.

Prerequisite: Int 13, Combat Expertise.

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

When your base attack bonus reaches +4, using feint causes your opponent to lose his Dexterity bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.

Normal: Feinting in combat is a standard action. A creature you feint loses its Dexterity bonus against your next attack.


IMPROVED GRAPPLE

You are skilled at grappling opponents.

Prerequisite: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity if you fail a grapple combat manoeuvre. In addition, you receive a +4 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to grapple you.

Normal: You provoke an attack of opportunity if you fail a grapple combat manoeuvre.


IMPROVED GREAT FORTITUDE

You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.

Prerequisite: Great Fortitude.

Benefit: 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

Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.


IMPROVED IRON WILL

Your clarity of thought allows you to resist mental attacks.

Prerequisite: Iron Will.

Benefit: 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

You have a knack for avoiding danger all around you.

Prerequisite: Lightning Reflexes.

Benefit: 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 OVERRUN

You are skilled at running down your foes.

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

Benefit: You do not provoke an attack of opportunity if you fail an overrun combat manoeuvre. In addition, you receive a +4 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

When your base attack bonus reaches +6, the CMD bonus granted by this feat increases to +4, and whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.

Normal: You provoke an attack of opportunity if you fail an overrun combat manoeuvre. Creatures knocked prone by your overrun do not provoke an attack of opportunity.


IMPROVED PRECISE SHOT

Your ranged attacks ignore anything but total concealment and cover.

Prerequisite: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +6, Epic.

Benefit: Your ranged attacks ignore the Defence 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.

Normal: See the normal rules on the effects of cover and concealment in Combat.


IMPROVED SHIELD BASH

You can protect yourself with your shield, even if you use it to attack.

Prerequisite: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your Defence. You gain the benefits of the Two-weapon Fighting feat when using a shield and another weapon to fight.

Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to Defence until his next turn (see Equipment).


IMPROVED SNEAK ATTACK

Your surprise attacks are increasingly deadly.

Prerequisite: Stealth 6 ranks or 3 + class bonus, Sneak Attack

Benefit: As Sneak Attack, but the bonus damage increases to +2d6.


IMPROVED SUNDER

You are skilled at damaging your foes' weapons and armour.

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

Benefit: You do not provoke an attack of opportunity if you fail a sunder combat manoeuvre. In addition, you receive a +4 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to sunder your gear.

When your base attack bonus reaches +6, the CMD bonus granted by this feat increases to +4, and whenever you sunder to destroy a weapon, shield, or suit of armour, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 Wound Point.

Normal: You provoke an attack of opportunity if you fail a sunder combat manoeuvre.


IMPROVED TRIP

You are skilled at sending your opponents to the ground.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity if you a trip combat manoeuvre. In addition, you receive a +4 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to trip you.

When your base attack bonus reaches +4, the CMD bonus granted by this feat increases to +4, and whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Normal: You provoke an attack of opportunity if you fail a trip combat manoeuvre. Creatures do not provoke attacks of opportunity from being tripped.


IMPROVED TWO-WEAPON FIGHTING

You are skilled at fighting with two weapons.

Prerequisite: Dex 17, Two-Weapon Fighting, character level 6.

Benefit: 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.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.


IMPROVED UNARMED STRIKE

You are skilled at fighting while unarmed.

Benefit: 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 deal damage as though you were one size category larger. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. When using armour weapons such as the gauntlet, spiked gauntlet, and spiked armour, you deal damage with those weapons as though they were one size category larger.

When your base attack bonus reaches +6, you may make a staggering attack against slowed opponents. As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from critical hits, or magic). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.


IMPROVISED WEAPON MASTERY

You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.

Prerequisite: Catch Off-Guard or Throw Anything, base attack bonus +6, Epic.

Benefit: 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.


IRON WILL

You are more resistant to mental effects.

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


LIGHTNING REFLEXES

You have faster reflexes than normal.

Benefit: You get a +2 bonus on all Reflex saving throws.


LUNGE

You can strike foes that would normally be out of reach.

Prerequisite: Base attack bonus +6.

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Defence until your next turn. You must decide to use this ability before any attacks are made.


MOBILITY

You can easily move through a dangerous melee.

Prerequisite: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Defence against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Defence (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Additionally, if an opponent making an attack of opportunity misses you because of your +4 bonus from the Mobility feat (that is, if your Defence roll beats their Attack roll by 4 or more), you may take a free 5 foot step in to any adjacent free space.


MOUNTED ARCHERY

You are skilled at making ranged attacks while mounted.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.


MOUNTED COMBAT

You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.


OPPORTUNIST

(ROGUISH TALENT)

You take advantage of other’s misfortune.

Prerequisite: 48+ skill points, 2 or more Roguish Talent feats

Benefit: You can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even if you have the Combat Reflexes feat you can't use the opportunist ability more than once per round.


PENETRATING STRIKE

Your attacks are capable of penetrating the defences of some creatures.

Prerequisite: Weapon Focus, base attack bonus +6, Epic.

Benefit: Choose one type of weapon that you have already selected for Weapon Focus. Your attacks with the selected weapon ignore up to 5 points of damage reduction. Against damage reduction without a type (such as DR 10/—), you must use a full attack action to make a single attack with this benefit.


POINT BLANK SHOT

You are especially accurate when making ranged attacks against close targets.

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

Within this range, you can choose to forego this bonus on ranged attack rolls to gain a +2 precision bonus on ranged damage rolls.

When your base attack bonus reaches +4, you may choose to take a –1 penalty to increase the bonus to damage 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 cannot deal Wound Point damage.


POWER ATTACK

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisite: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat manoeuvre checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, 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 cannot deal Wound Point damage.


PRECISE SHOT

You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

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

You can choose to take a -1 penalty on ranged attack rolls to gain a +2 precision bonus on ranged damage rolls.

When your base attack bonus reaches +4, you may choose to take a –2 penalty to increase the bonus to damage 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 cannot deal Wound Point damage.


QUARRY

You can truly focus on the hunting of your target.

Prerequisite: Survival 8 ranks or 5 + class bonus, Favoured Enemy

Benefit: As a standard action, you denote one target within line of sight as your quarry. Whenever you are following the tracks of this quarry, you can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed.

You can have no more than one quarry at a time and the creature's type must correspond to one of your favoured enemy types. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that his quarry is dead, you can select a new quarry after waiting 1 hour.


QUICK DRAW

You can draw weapons faster than most.

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 who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.


RAGE

You use anger to recklessly boost your fighting prowess.

Prerequisite: Base Attack Bonus 1+

Benefit: You can call upon inner reserves of strength and ferocity, granting additional combat prowess. You can rage for a number of rounds per day equal to 4 + your Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, you gain a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, you a –2 penalty to Defence. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

You may end your rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, possibly placing you in peril of death.


RAPID RELOAD

You can reload crossbows quickly.

Prerequisite: Weapon Proficiency (crossbow type chosen).

Benefit: Choose a type of crossbow (hand, light, or heavy). The time required for you to reload your chosen type of crossbow 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.

If you have selected this feat for 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.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.


RAPID SHOT

You can make an additional ranged attack.

Prerequisite: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can attack one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

When your base attack bonus reaches +4, your first attack of a full-attack action releases two pieces of ammunition (arrows, shuriken, and the like) at one target. If the attack hits, both arrows hit and deal damage to the same target. Damage bonuses from your ability scores apply to each arrow, as do other damage bonuses, such as a favoured enemy bonus. Apply precision-based damage (such as sneak attack) only once for this attack. Damage reduction and resistances apply separately to each arrow.

At base attack bonus +4 or higher, you may move, make a ranged attack, and move again on your turn. As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.


RIDE BY ATTACK

While mounted and charging, you can move, strike at a foe, and then continue moving.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.


SHIELD FOCUS

You are skilled at deflecting blows with your shield.

Prerequisite: Shield Proficiency, base attack bonus +1.

Benefit: Increase the Defence bonus granted by any shield you are using by 1.


SHIELD PROFICIENCY

You are trained in how to properly use a shield.

Benefit: You may interpose a shield that you are proficient with against an attack that would deal you damage (see Combat).

When you use a shield (except a tower shield), the shield's armour check penalty only applies to Strength- and Dexterity-based skills.

Normal: You may not interpose a shield against an attack. When you are using a shield with which you are not proficient, you take the shield's armour check penalty on attack rolls and on all skill checks that involve moving.

Special: Warriors automatically have Shield Proficiency as a bonus feat. They need not select it.


SHIELD SLAM

In the right position, your shield can be used to send opponents flying.

Prerequisite: Improved Shield Bash, Shield Proficiency, base attack bonus +4.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat manoeuvre check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.


SHORT HAFT STYLE

You can swap your grip on your reach weapon without penalty.

Prerequisite: Proficiency with weapon, base attack bonus +1

Benefit: Select one reach weapon. You may use that reach weapon against adjacent foes as if you were proficient with it. You may change your grip as a free action.

Normal: You are not proficient with reach weapons used to attack adjacent targets, and can only swap grip as a swift action.

Special: You make take this feat multiple times. Each time it applies to a new weapon.


SHOT ON THE RUN

You can move, fire a ranged weapon, and move again before your foes can react.

Prerequisite: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon.


SIMPLE WEAPON PROFICIENCY

You are trained in the use of basic weapons.

Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.


SNATCH ARROWS

Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.

Prerequisite: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.


SNEAK ATTACK

You can use surprise to deliver precise and deadly attacks.

Prerequisite: Stealth 4 ranks or 1 + class bonus

Benefit: Deal 1d6 extra damage in certain circumstances.

If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time her target would be denied a Dexterity bonus to defence (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is a +1d6 precision bonus to damage.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

You can sneak attack only creatures with discernible anatomies — oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


SPIRITED CHARGE

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisite: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).


SPRING ATTACK

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisite: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.


STAND STILL

You can stop foes that try to move past you.

Prerequisite: Combat Reflexes.

Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat manoeuvre check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.


STEP UP

You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.


STRIKE BACK

You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.

Prerequisite: Base attack bonus +6, Epic.

Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.


STUNNING FIST

You know just where to strike to temporarily stun a foe.

Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +6.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to Defence, and takes a –2 penalty to Defence. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.


THROW ANYTHING

You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.


TOUGHNESS

You have enhanced physical stamina.

Benefit: You gain +3 Wound Points. For every Vitality Die you possess beyond 3, you gain +1 Vitality point. This vitality bonus is granted each level - if you have more than 3 Vitality Dice, you gain +1 Vitality Points whenever you gain a Vitality Die.


TRAMPLE

While mounted, you can ride down opponents and trample them under your mount.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: 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.


TWO WEAPON DEFENCE

You are skilled at defending yourself while dual-wielding.

Prerequisite: Dex 15, Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your Defence.

When you are fighting defensively or using the total defence action, this shield bonus increases to +2. Like a shield, you may choose to let an attack that matches your Defence check Sunder your weapon instead of hitting you.


TWO WEAPON FIGHTING

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: 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. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.


UNSEAT

You are skilled at unseating your mounted opponents.

Prerequisite: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.

Benefits: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.


WEAPON FINESSE

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.


WEAPON EXPERT

Your expertise with your chosen weapon type grows.

Prerequisite: Weapon Focus, Weapon Skill, base attack bonus +3

Benefit: Select one weapon that you have applied Weapon Skill to. You gain a +1d6 enhancement bonus on damage rolls, and a +1 enhancement bonus to hit and bypass damage reduction with that 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.


WEAPON FOCUS

You are more highly trained in the use of one type of weapon.

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

Benefit: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you can use ranged touch spells and abilities) as your weapon for the purposes of this feat. 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.


WEAPON MASTER

You have mastered the use of a certain weapon type.

Prerequisite: Weapon Focus, Weapon Skill, Weapon Expert, base attack bonus +5

Benefit: Select one weapon that you have applied Weapon Expert to. You gain a +1d8 enhancement bonus on damage rolls with that weapon.

When your base attack bonus reaches +6, you may shatter the defences of scared opponents. Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

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.


WEAPON SKILL

You are skilled in the use of a certain weapon type.

Prerequisite: Weapon Focus, base attack bonus +1

Benefit: Select one weapon that you have applied Weapon Focus to. You gain a +1d4 enhancement bonus on damage rolls with that weapon.

While wielding the weapon in which you have Weapon Skill, you gain a +4 competence bonus to Intimidate checks made to demoralise opponents in combat.

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.


WHIRLING FRENZY

You unleash a frenzy of violence, becoming harder to hit.

Prerequisite: Base attack bonus 1+

Benefit: You can enter a whirling frenzy for a number of rounds per day equal to 4 + your Constitution modifier. Temporary increases to Constitution, such as those gained from the rage feat or magical effects, do not increase the total number of rounds that you can frenzy per day. You can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

You temporarily gain a +4 bonus to Strength and a +2 dodge bonus to Defence and Reflex saves. While in a whirling frenzy, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

While in a frenzy, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

You may end your frenzy as a free action. You are fatigued after your frenzy for a number of rounds equal to 2 times the number of rounds spent in the whirling frenzy. You cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If you fall unconscious, your frenzy immediately ends.


WHIRLWIND ATTACK

You can strike out at every foe within reach.

Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

Devastating sweep: If at least five adjacent squares to you are occupied, and you are not using weapon finesse, you may attempt to drive opponents back. As a standard action, you may swing your weapon in a sweep around you. Any characters within 5 feet of you have the option of immediately taking a 5-foot step away from you as a free action, so as to be out of range. You gain an attack against any characters that do not choose to move away, at your highest base attack bonus.

Special: When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.


Feats

six20 System

combat_feats.txt · Last modified: 2016/04/20 16:09 (external edit)