Rules- Feats: Tactical Feats
Tactical Feats
Feat Requirements Benefits
- Awesome Smite power attack, smite attack, BA +6
- Demolishing Smite: w/ PA & smite ignore DR (except DR/- or DR/epic) up to 2x CHA.
- Overwhelming Smite: w/ PA &smite also trip attack w/o AoO and no chance to be tripped in return.
- Seeking Smite: w/PA & Smite ignore miss chance. You must still have a magic weapon to hit an incorporeal creature.
- Blood-Spiked Charger STR 13, proficient & WF spiked armor & spiked shield, power attack, base attack +6.
- Spiked Avalanche: w/ charging w/ spiked shield & spiked armor but no weapon & attack, damage = twice STR.
- Spiked Rebuke: w/ fight def, w/ spiked shield if blow would hit w/o shield, it misses next turn +2 to hit w/shield
- Spiked Slam: as FR slam w/ spiked shield, enter SQ provoke AoO, attack x2 STR+1d6 (1d4 small, 1d8 large, etc).
- Cavalry Charger mounted combat, spirited charge, trample, BA +6
- Unhorse: When mounted & charging a mounted foe, if hits free bull rush attempt- foe moved & his mount stays
- Leaping Charge: W/ mounted & charge foe 1 size smaller then mount, ride, DC 10 +2 dam, DC 20 +4fail-no attack, 5+ fail, fall
- Fell Trample: You can make overrun attempts against more then one foe, mounted gets hoof attacks against each.
- Clarion Commander white raven defense, BA +6, two white raven maneuvers.
- Following Up: after hitting w/ melee DC 20 diplomacy as move, if hit again on next turn, target provokes AoO from ally
- Perpetual Flank: DC 20 intimidate as standard, succeed & melee hit on next turn, you & allies treat foe as flanked 1 m
- Pile On: aid another grant ally bonus next attack vs. foe both threaten. If ally hits immediate AoO against that target.
- Combat Cloak Expert DEX 15, INT 13, Combat expertise, dodge, BA +6
- Cloak Defense: w/ fight def your cloak gives +1 shield bonus, total defense +2 shield to AC.
- Cloaked Strike: on 1st round move adjacent w/ no weapons bluff vs. sense motive, move to draw, success lose DEX or shield to AC (your choice).
- Whirling Cloak: as move after hitting foe in melee, make melee touch attack, foe no AoO Vs. an ally you choice.
- Combat Brute power attack, improved sunder, BA +6
- Advancing Blow: after successful bull rush, next round +1 attack & damage rolls for each square you pushed them back.
- Sundering Cleave: After destroying a foes weapon or shield, make immediate attack at same base attack against that foe.
- Momentum Swing: The round after charging using PA w/-5 or worse, bonus to damage is x1 ½ or x3 if 2-Handed weapon
- Combat Panache Bluff 8, intimidate 8, perform 8
- Fortuitous Tumble: turn after hitting melee, move action, bluff vs sense motive, designate diff target for foes next attack.
- Play Dead: 1/E as immediate after hit 10+ damage drop prone & bluff vs sense motive, opponents assume dead. If attack him same round, no AOO rising from prone and no DEX to AC. You can use this once per encounter.
- Sneering Glower: after dealing damage use intimidate as move action, if successful penalty to attacks = CHA.
- Confound the Big Folk underfoot combat, tumble 10, small or smaller size
- Knee Striker: round after move into & stay in SQ of foe 2+ sizes, all attacks flat footed & +4 on confirmation
- Underfoot Defense: rounds after first remain in sq foe 2+ sizes & fight def, total def or CE melee or ranged attack targeting you other then the creatures whose square are in, 50% to strike at that target instead.
- Unsteady Footing: on round after move into space of creature at least 2 sizes larger, as standard make a trip attempt, no AoO, target gets no size modifier bonuses. If you fail the opponent does not get to try to trip you.
- Crossbowman BA +6, rapid reload, weapon focus crossbow (any),
- Crossbow Sniper: Add DEX to damage if sneak attack, skirmish, or sudden strike with crossbow. Range you can make such attacks with a crossbow increases by +30’.
- Butt Slam: You suffer no penalties when using the butt of your crossbow as a weapon (as a club 1d4 medium). Apply feats.
- Focused Shot: If you spend a full round readying your attack and studying your opponent, your critical hit multiplier is +1.
- Death Blow: Perform coup de grace as a standard action
- Brutality: instead of a coup de grace cause permanent damage to foe
- Mortifying Attack: after coup de grace or death attack, all foes in 60 will save or be shaken
- Killer Instinct: +1 DCs of coup de grace or death attacks
- Distant Horizon BA +6, INT 13, 2 setting sun maneuvers, falling sun attack.
- Continued Path: if you move foe at least 5’ w/ bull rush/setting sun strike next turn +4 CM checks vs that enemy.
- Turn the Tables: if enemy charges & misses/can’t complete, on next turn, charge that enemy even if not 5’ or straight line.
- Lasting Weak Spot: hit foe you flank with 2+ melee attacks in a round. On next turn, as standard, melee attack at -2, if you hit, +1 damage from every melee attack that hits it for one minute.
- Einhander tumble 6, BA +6.
- Narrow Profile: gain additional +2 dodge bonus to AC when fighting defensive or complete defense.
- Off-Hand Balance: after successful strike foe, you gain +2 on tumble checks to avoid AoO from that foe.
- Off-Hand Swap: on 1st round, full attack and strike foe at least twice, on next round special feint as free action using SoH.
- Elemental Strike Style IUS, SF, BA +3
- Heart of Stone: 1/E, as free use 1 stunning fist use to gain DR 3/- for 1R/3 character levels, stacks with other DR>
- Palm of Fire: 1/E, as freeuse 1 stunning fist, all unarmed strikes deal 1/CL fire, adjacent take 1/2CL.
- Air Fist: 1/E, free, use 1 stunning fist use, add initiative modifier to all unarmed damage USoYNT .
- Thunder Clap: 1/E as swift Use 1 Stunning fist use, all your attacks USoYNT deal +1 sonic damage/CL, fort save or deaf.
- Water Fist: 1/E as swift, Use 1 Stunning fist use, all your attacks USoYNT initiate a bull rush.
- Enlightened Mind Style IUS, Stunning Fist, BA+3
- Freezing the Lie Blood: Use stunning fist use, if hit, no damage, fort save or paralyzed 1d4+1 Rs.
- Falling Star Strike: Use stunning fist, deal normal damage, fort save or blind USoYNT.
- Spirit Strike: Use stunning fist, all of your attacks USOYNT are ghost touch.
- Weakening Touch: Use stunning fist, your attack deals no damage but gives -6 penalty to Strength for 1 M.
- Elusive Target dodge, mobility, BA +6,
- Negate Power Attack: Foes get no power attack bonus against you, but still take the penalty to hit.
- Diverting Defense: When flanked foe, 1st attack of round automatically misses-may hit other flanker, the ally is flat footed.
- Cause Over Reach: provoke an AoO from moving out square & foe misses, make free trip attempt
- Faith Unswerving BA +6, devoted bulwark, two devoted spirit maneuvers.
- Keep up the Pressure: If hit w/ charge, as immediate before start of your next turn, move immediately after that foe.
- Take One for the Team: After hit foe w/ melee attack, as immediate, block melee attack made by that opponent if targets ally. 1d20 + your AC, if greater then attack roll, the attack hits you instead (even if it would not normally have hit you).
- One Last Strike: When subject spell, attack or ability reduced you to 0 HPs or less, as immediate move 5 & single melee attack w/ +5 to hit & + character level to damage, is a strenuous action. Regardless of outcome you still take the damage.
- Lock Shields: If you and an ally on each side of you has a readied shield, you gain +1 to AC.
- Step Into The Breach: If ally within single move falls & every square between is filled with allies, immediately move into allies square.
- Wall of Polearms: w/pole arm or spear and allies on each side wielding the same weapon, you gain +2 on attack rolls with that weapon.
- Giant Bane: Medium or small size, Tumble 5, BA +6
- Duck Underneath: w/ total defense vs 2 sizes larger gain additional +4 dodge, if that foe misses, on your next turn, as free action tumble DC 15 move any unoccupied square opposite side of the foe. If fail, you don’t move.
- Death From Above: After Duck Underneath maneuver, as standard single attack-flat footed & +4 on the attack roll.
- Climb Aboard: Move adjacent to foe 2 sizes larger, next round DC 10 climb to climb onto creature they are -4 to hit you.
- Gloom Razor hide 9, shadow blade, base attack +6, 2 shadow hand maneuvers.
- Lingering Gloom: If foe misses due to concealment, next turn hide vs spot as swift, gain invisibility vs foe UEYNT
- Moving Shadows: If deal damage to foe w/ melee & move at least 10, on next turn, treat as FF 1st first melee that round.
- Shadow Slip: After melee hitting flanked foe, on next turn DC 20 tumble as free move any square adj to that foe w/o AoO.
- High Kick Style IUS, Stunning Fist, BA+3
- Flying Kick: Your unarmed strikes deal +1d12 damage on a charge. at12th +2d12
- Snap Kick: when making a full attack with unarmed strikes, make extra attack at full BA at -2 and deal ½ STR
- Roundabout Kick: with a confirmed unarmed strike critical hit, make immediate another attack at same BA.
- Roundhouse Kick: if unarmed strike against flat footed opponent, normal damage, plus fort save or daze. Improved /o -
- Hold Fast: You may make an attack of opportunity against a charging opponent who enters your threatened area.
- Reactive Striker: If an opponent charges you and misses you, you may make an attack of opportunity against that foe.
- Defend as One: If ally adjacent to you, both gain +2 CMD, if two allies adjacent to you, you all gain +4 to CMD.
- Master Grappler BA +6, Improved Grapple, Improved unarmed strike,
- Choke hold: If maintain a pin for 1 full round, with next grapple check, foe makes fort save (STR) or stun 1d4+1 rounds.
- Earth’s Embrace: You gain the constrict special ability, dealing 1d12+STR with a successful check to maintain a grapple.
- Greater Grapple: You gain a +2 bonus to grapple checks for each size category larger your opponent is.
- Ninjutsu DEX 13, Sneak attack or sudden strike 1d6,
- Strike and Step Away: 1/R after hitting flat footed foe, make an immediate extra 5’ step.
- Flurry from the Darkness: 1/E, as standard make a full attack against vs. foe flat footed against at least your first attack.
- Dead before you know it: 1/E, you may choose to have an opponent you have struck while they are flat footed, not realize they were struck until the start of their next turn
- Down and Dirty Fighting: If foe falls, trips, or drops by other, they provoke AoO from you.
- Reckless Offense: You may choose to take a -4 to AC to gain +2 on attacks and damage until the start of you next turn.
- Rotten Trick: 1/E after successful combat maneuver, make an attack of opportunity against that foe.
- Wall of Pole-arms: if allies on one side wielding the same weapon you do, you and that ally gain circumstance +2 on damage and CM rolls with that weapon. If ally on each side, you and those allies gain +2 on attack rolls with that weapon
- Short Haft: spend a swift action switching your weapon back and forth between reach and non-reach
- Maneuver Master: with hafted weapon +2 on CM to trip, sunder, or disarm, and to CMD against sunder and disarm
- Professional Archer BA +6, weapon focus bow (any), point blank shot,
- Deadeye Shot: Ready an action to fire arrow at foe if attacked by an ally, if so, foe is flat footed against your first attack.
- Arrow stab and Shot: As FR, stab with arrow (1d3) and fire arrow, if stab hit, that foe can’t AoO you.
- Defensive Archery: You gain a +4 dodge bonus to AC against attacks of opportunity provoked by making range attacks.
- Raptor School WIS 13, Jump 5, BA +6
- Eagle’s Swoop: charge/jump down 10’ on foe- jump check-free action, DC 15 +2 dam, DC 25 +4 dam. If fail, miss target, if fail 5+ fall prone
- Falcon’s Feather: w/cloak, standard-feint, BA instead of bluff, if successful target is FF for next attack
- Hawk’s Eye: 1 FR observing a foe, next melee +2 to hit and damage per round spent observing the foe to a max of +6.
- Reckless Charger Base attack +3, jump 8, power attack,
- Hurling charge: You may throw a weapon as a part of a charge.
- Reckless Charge: You may choose to gain +4 to hit and -4 to AC with a charge instead of +/-2.
- Leap Attack: with a jump of more than 10’, power attack bonus x2, x3 w/ 2HW.
- Roofwalker balance 5, jump 5, dodge, mobility
- Fleet of Foot: move full speed across precarious surfaces without penalty to balance checks.
- Graceful Drop: if you succeed on a jump check to avoid taking damage when falling, you ignore the 1st 20’ instead of 10.
- Master of the Roof: you gain +1 dodge bonus to AC against any foe at a different elevation from you.
- Down you Go!: +2 on CB to trip or bull rush when on precarious foot/difficult terrain
- Shock Trooper Improved bull rush, power attack, BA +6
- Directed Bull Rush: when bull rushing w/charge each sq. you push back also push that foe one square to right or left.
- Domino Rush: Bull rush foe into the square of another foe, make free trip attack against each, can’t be tripped in return.
- Heedless Charge: charge w/power attack w/ -5 or worse, assign any portion of penalty penalty to AC up to your BA.
- Sun School Flurry of Blows, BA +4
- Inexorable Progress of Dawn: if hit a foe 1st 2 flurry of blows, you move them back 5 and may move 5’.
- Blinding Sun of Noon: After stunning an opponent two rounds in a row, they are then confused for 1d4 rounds after.
- Flash of Sunset: if move adjacent to foe w/ instantaneous ability or spell, make single attack-highest BA even if not usually allowed.
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