Rules- Feats: Tactical Feats in Aertrea | World Anvil
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Rules- Feats: Tactical Feats

Tactical Feats

Feat Requirements Benefits
  • Awesome Smite power attack, smite attack, BA +6
  1. Demolishing Smite: w/ PA & smite ignore DR (except DR/- or DR/epic) up to 2x CHA.
  2. Overwhelming Smite: w/ PA &smite also trip attack w/o AoO and no chance to be tripped in return.
  3. 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.
  1. Spiked Avalanche: w/ charging w/ spiked shield & spiked armor but no weapon & attack, damage = twice STR.
  2. Spiked Rebuke: w/ fight def, w/ spiked shield if blow would hit w/o shield, it misses next turn +2 to hit w/shield
  3. 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
  1. Unhorse: When mounted & charging a mounted foe, if hits free bull rush attempt- foe moved & his mount stays
  2. Leaping Charge: W/ mounted & charge foe 1 size smaller then mount, ride, DC 10 +2 dam, DC 20 +4fail-no attack, 5+ fail, fall
  3. 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.
  1. Following Up: after hitting w/ melee DC 20 diplomacy as move, if hit again on next turn, target provokes AoO from ally
  2. Perpetual Flank: DC 20 intimidate as standard, succeed & melee hit on next turn, you & allies treat foe as flanked 1 m
  3. 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
  1. Cloak Defense: w/ fight def your cloak gives +1 shield bonus, total defense +2 shield to AC.
  2. 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).
  3. 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
  1. Advancing Blow: after successful bull rush, next round +1 attack & damage rolls for each square you pushed them back.
  2. Sundering Cleave: After destroying a foes weapon or shield, make immediate attack at same base attack against that foe.
  3. 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
  1. Fortuitous Tumble: turn after hitting melee, move action, bluff vs sense motive, designate diff target for foes next attack.
  2. 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.
  3. 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
  1. Knee Striker: round after move into & stay in SQ of foe 2+ sizes, all attacks flat footed & +4 on confirmation
  2. 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.
  3. 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),
  1. 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’.
  2. Butt Slam: You suffer no penalties when using the butt of your crossbow as a weapon (as a club 1d4 medium). Apply feats.
  3. Focused Shot: If you spend a full round readying your attack and studying your opponent, your critical hit multiplier is +1.
  • Deathbringer BA+4
  1. Death Blow: Perform coup de grace as a standard action
  2. Brutality: instead of a coup de grace cause permanent damage to foe
  3. Mortifying Attack: after coup de grace or death attack, all foes in 60 will save or be shaken
  4. Killer Instinct: +1 DCs of coup de grace or death attacks
  • Distant Horizon BA +6, INT 13, 2 setting sun maneuvers, falling sun attack.
  1. Continued Path: if you move foe at least 5’ w/ bull rush/setting sun strike next turn +4 CM checks vs that enemy.
  2. Turn the Tables: if enemy charges & misses/can’t complete, on next turn, charge that enemy even if not 5’ or straight line.
  3. 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.
  1. Narrow Profile: gain additional +2 dodge bonus to AC when fighting defensive or complete defense.
  2. Off-Hand Balance: after successful strike foe, you gain +2 on tumble checks to avoid AoO from that foe.
  3. 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
  1. 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>
  2. Palm of Fire: 1/E, as freeuse 1 stunning fist, all unarmed strikes deal 1/CL fire, adjacent take 1/2CL.
  3. Air Fist: 1/E, free, use 1 stunning fist use, add initiative modifier to all unarmed damage USoYNT .
  4. Thunder Clap: 1/E as swift Use 1 Stunning fist use, all your attacks USoYNT deal +1 sonic damage/CL, fort save or deaf.
  5. 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
  1. Freezing the Lie Blood: Use stunning fist use, if hit, no damage, fort save or paralyzed 1d4+1 Rs.
  2. Falling Star Strike: Use stunning fist, deal normal damage, fort save or blind USoYNT.
  3. Spirit Strike: Use stunning fist, all of your attacks USOYNT are ghost touch.
  4. 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,
  1. Negate Power Attack: Foes get no power attack bonus against you, but still take the penalty to hit.
  2. Diverting Defense: When flanked foe, 1st attack of round automatically misses-may hit other flanker, the ally is flat footed.
  3. 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.
  1. Keep up the Pressure: If hit w/ charge, as immediate before start of your next turn, move immediately after that foe.
  2. 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).
  3. 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.
  • Formation Expert BA +6
  1. Lock Shields: If you and an ally on each side of you has a readied shield, you gain +1 to AC.
  2. Step Into The Breach: If ally within single move falls & every square between is filled with allies, immediately move into allies square.
  3. 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
  1. 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.
  2. Death From Above: After Duck Underneath maneuver, as standard single attack-flat footed & +4 on the attack roll.
  3. 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.
  1. Lingering Gloom: If foe misses due to concealment, next turn hide vs spot as swift, gain invisibility vs foe UEYNT
  2. Moving Shadows: If deal damage to foe w/ melee & move at least 10, on next turn, treat as FF 1st first melee that round.
  3. 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
  1. Flying Kick: Your unarmed strikes deal +1d12 damage on a charge. at12th +2d12
  2. Snap Kick: when making a full attack with unarmed strikes, make extra attack at full BA at -2 and deal ½ STR
  3. Roundabout Kick: with a confirmed unarmed strike critical hit, make immediate another attack at same BA.
  4. Roundhouse Kick: if unarmed strike against flat footed opponent, normal damage, plus fort save or daze. Improved /o -
  • Hold the Line BA +6,
  1. Hold Fast: You may make an attack of opportunity against a charging opponent who enters your threatened area.
  2. Reactive Striker: If an opponent charges you and misses you, you may make an attack of opportunity against that foe.
  3. 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,
  1. Choke hold: If maintain a pin for 1 full round, with next grapple check, foe makes fort save (STR) or stun 1d4+1 rounds.
  2. Earth’s Embrace: You gain the constrict special ability, dealing 1d12+STR with a successful check to maintain a grapple.
  3. 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,
  1. Strike and Step Away: 1/R after hitting flat footed foe, make an immediate extra 5’ step.
  2. Flurry from the Darkness: 1/E, as standard make a full attack against vs. foe flat footed against at least your first attack.
  3. 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
  • Pit Fighter BA+2
  1. Down and Dirty Fighting: If foe falls, trips, or drops by other, they provoke AoO from you.
  2. 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.
  3. Rotten Trick: 1/E after successful combat maneuver, make an attack of opportunity against that foe.
  • Pole Arm Soldier BA +6,
  1. 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
  2. Short Haft: spend a swift action switching your weapon back and forth between reach and non-reach
  3. 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,
  1. 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.
  2. Arrow stab and Shot: As FR, stab with arrow (1d3) and fire arrow, if stab hit, that foe can’t AoO you.
  3. 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
  1. 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
  2. Falcon’s Feather: w/cloak, standard-feint, BA instead of bluff, if successful target is FF for next attack
  3. 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,
  1. Hurling charge: You may throw a weapon as a part of a charge.
  2. Reckless Charge: You may choose to gain +4 to hit and -4 to AC with a charge instead of +/-2.
  3. Leap Attack: with a jump of more than 10’, power attack bonus x2, x3 w/ 2HW.
  • Roofwalker balance 5, jump 5, dodge, mobility
  1. Fleet of Foot: move full speed across precarious surfaces without penalty to balance checks.
  2. Graceful Drop: if you succeed on a jump check to avoid taking damage when falling, you ignore the 1st 20’ instead of 10.
  3. Master of the Roof: you gain +1 dodge bonus to AC against any foe at a different elevation from you.
  4. 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
  1. Directed Bull Rush: when bull rushing w/charge each sq. you push back also push that foe one square to right or left.
  2. Domino Rush: Bull rush foe into the square of another foe, make free trip attack against each, can’t be tripped in return.
  3. 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
  1. Inexorable Progress of Dawn: if hit a foe 1st 2 flurry of blows, you move them back 5 and may move 5’.
  2. Blinding Sun of Noon: After stunning an opponent two rounds in a row, they are then confused for 1d4 rounds after.
  3. 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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