Rules-Feat: Combat Feats
Combat Feats (see also tactical feats)
Feat Requirements BenefitsAttacks of Opportunity
- Combat Reflexes DEX 13 Gain DEX add AoO in a round(unlimited at epic). Take AoO when FF.
- Defensive Sweep BA +15 foe adjacent & does not move at end of turn AoO from you.
- Karmic Strike combat expertise, dodge -4 AC: AoO vs any foe that hits with melee.
- Robilar’s Gambit combat reflexes, BA +12: Foes +4 to hit & damage vs you (+3 if you are knight), their attacks provoke AoO.
- Shall Not Pass combat reflexes: AoO vs foes moving through threatened stops their movement.
- Supernatural Instincts Combat reflexes: Foes provoke AoO with supernatural abilities.
- Bull Rush Strike Imp. Bull Rush, BA +9: w/confirmed critical, also free bull rush.
- Greater Bull rush Impr Bull rush, BA +6: Bull rushed foes provoke AoO for move, +2 CMB to bull rush.
- Improved Bull Rush STR 13, power attack: W/ bull rush no AoO and gain +4 bonus to CMB.
- Powerful Charge medium+, BA +1 W/charge, extra damage-size, med 1d8, large 2d6, huge 3d6 (+1 sizeatepic)
- 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.
- Blinding Critical BA +15, Imp. Crit W/ Crit blinded permanent, fort DC 10 + BA for only 1 round.
- Bleeding Critical BA +11, Imp. Crit W/ Crit W/ slash/Piercing also deals 2d6 bleeding/R until healed or STR Rs.
- Bull Rush Strike Imp. Bull Rush, BA +9 w/confirmed critical, also free bull rush.
- Critical Mastery two critical feats, fight 14 Apply two critical feats at one time. +4 to confirm
- Deafening Critical BA +8, Imp. Crit W/Crit foe is deaf perm, fort DC 10 + BA for only 1R.
- Fatiguing Critical BA +10, imp crit W/critical hit foe fatigued, BA 15 = exhausted.
- Improved Critical BA +8 Choose a weapon, the critical range is doubled.
- Sickening Critical BA +11, Imp. Crit W/ a critical hit, your opponent is sickened for 1 minute.
- Staggering Critical BA +12, Imp. Crit W/ crit staggered 1d4+1Rs, fort save 1 R, BA 18 stunned instead.
- Sundering Strike PA, Imp sunder, BA 9 w/confirmed critical hit, make free sunder attempt using confirmation roll.
- Tiring Critical BA +10, Imp. Crit w/ crit, fatigued 1 minute.
- Tripping Strike Imp. Trip, BA +9 W/ confirmed crit, free trip attempt.
- Agile Maneuvers - You use your DEX instead of STR for purposes of CMB
- Combat Expertise Int 13 or DEX 13 W/ attack, penalty (up to -5 until epic) to attacks to gain same to AC.
- Deadly Defense DEX 13 FD or CE> -2 & light armor-no shield +1d6 w/WF weapon, 2d6-12th, 3d6-Epic
- Defensive Combat Training - W/ Combat Maneuver Defense, use your Hit Dice instead of base attack.
- Deflect Arrows Dex 13, IUS w/1 arm free, 1/R ranged weapon that would hit misses, Monk/epic +use/R
- 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
- Greater Disarm Improved disarm, BA +6 w/disarm weapon 15 feet away in a random direction.,+2 CMB disarm.
- Improved Disarm combat expertise your attempt to disarm no AoO and gain +4 CMB
- Agile Maneuvers - You use your DEX instead of STR for purposes of CMB
- 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.
- 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.
- Greater Feint Improved Feint, BA +6: w/feint, foe provokes AoO your allies, retains DEX, +2 CMB to feint.
- Improved Feint Combat Expertise: bluff check to feint in combat as a move action instead of standard.
- Improved Grapple: Dex 13, IUS: Grappling does no provoke AoO, +4 on CMB for grappling.
- Agile Maneuvers - You use your DEX instead of STR for purposes of CMB
- Arcane Strike 3rd arcane spells, BA +4 as free, sac spell into melee, 1R +to hit = SL, + damage = 1d4xSL
- Blind Fighting - W/ melee reroll 1 miss -concealment, no advantages for invisible
- Cleave Power attack, 1/R foe drops, +attack same BA, BA+10 make multiple, +5’ step if spring attack.
- Defensive Combat Training - W/ Combat Maneuver Defense, use your Hit Dice instead of base attack.
- Deflect Arrows Dex 13, IUS w/1 arm free, 1/R ranged weapon that would hit misses, Monk/epic +use/R
- Disruptive Spell Breaker Fighter 6 DC to cast def. +4, fighter 10 failing concentration provokes.
- Dungeon Crasher BA +2, IBR AC +2 vs traps, +5 STR break obstacles, bull rush into solid 4d6+STR x2.
- Dungeon Crasher Mastery Dungeon Crasher , BA +6 +4 AC vs traps, +10 STR to break obstacles, bull rush-wall 8d6 + STR x2.
- Guard the Caster BA+1, spellcraft 1 Melee touch to prevent AoO vs. allied caster, multiple with combat reflex,
- Lunge BA +6 As swift, +5’ reach, -2 AC USNT.
- Power Attack STR 13 start of turn, take penalty to hit, add to damage, x2 if THW.
- Prone Attack Dex 15, BA 2, tumble 4 no – for prone attacks, if hit regain feet no AoO, no bonuses to attk you.
- Quick Draw BA +1 Draw weapon or item as free action.
- Spring Attack Mobility, BA +4 Move, attack, move, attacked foe does not get AoO.
- Vital Strike BA +6 Standard melee, roll damage dice twice, BA 12 x3, BA 18 x4.
- Weapon Finesse Dex 13 when using a finesse-able weapon, use DEX not STR for melee attack rolls
- Whip Master Whip Prof, BA +3 No AoO, threaten adjacent, usable vs. armor 4 or under.
- Whirlwind Attack CE, spring attack, As full round, make a single melee attack against every foe within reach.
- 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
- Mounted Archery Ride 1, Mounted Combat Reduced penalties with ranged from mount. BA 12 reduce penalties further
- Mounted Combat Ride 1 1/R mount hit, ride check vs attack roll to negate, Epic mount gets dodge
- Ride-By Attack Ride 1, Mounted Combat W/ mount, move attack and move again. Epic mount gets your mobility
- Spirited Charge Ride 1, ride by attack. W/mount & charge, deal double damage, x3 with lance Overrun Feats:
- Charge Through Imp Overrun, PA, BA+1 w/charge, may also overrun one other opponent.
- Improved Overrun Str 13, power attack W/ overrun foes can’t avoid, +4 on CMB check to knock them prone.
- Greater Overrun Improved Overrun, BA +6 Foes avoiding your overrun or knocked prone provoke AoO, +2 CMB
- Formation Expert BA +6
- 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.
- Hold the Line BA +6,
- 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.
- Pole Arm Soldier BA +6,
- 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
- Aquatic Shot point blank shot Use ranged weapons underwater / reduced penalties. Thrown piercing
- 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.
- Deadly Aim Dex 13, Point blank shot, Ranged attack w/projectile weapon -1 to hit & +1 to damage up to ¼.
- Far Shot Point blank shot W/projectile ranged weapons range increases by ½, with thrown x2
- Many Shot dex 17, rapid shot, BA +6 As standard, fire 2 arrows, single foe 30’ at -4, every 5 BA +1 arrow.
- Penetrating Shot STR 15, PBS, BA +10. Single ranged w/projectile as standard, targets along 60’ line, separate rolls.
- Point Blank Shot - +1 on attack and damage with ranged weapons in within 30’.
- Precise Shot Point blank shot Ranged firing into combat no -4 penalty. Epic/ranger ignore cover/conceal
- 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.
- Rapid Reload - Choose crossbow type, time to load reduced 1 step.
- Rapid Shot Dex 13, Point blank Shot +1 attack w/ranged weapon as FR at -2, Fight/Ranger/Epic no -.
- Ranged Weapon Mastery WF, WS, BA +8 Choose damage type, w/range weapon, +2 attacks & damage, range +20’
- Shot on the Run Mobility, PBS, BA +4 Move before and after making a ranged weapon attack.
- Zen Archery WIS 13, BA +1 Use your WIS instead of DEX when making ranged attack rolls.
- 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.
- 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.
- Low Profile Dex 12, Small +1 dodge to AC vs. range at Lv 6 +1 reflex, atLv 12 both are +2
- Exotic Weapon Prof. Base attack +1, You are proficiency with an exotic weapon from the list for your region.
- Greater Weapon Focus weapon focus, BA 8 +1 bonus to attack rolls with selected weapon
- Great. Weapon Specialization Gr WF, Weap Spec. fighter 12 Gain +2 damage with selected weapon, stacks with weapon specialization.
- Martial Weapon Proficiency - choose a martial weapon, you are proficient.
- Melee Weapon Mastery WF, WS, BA +8 choose damage type, w/melee weapon, +2 attacks & damage,
- Ranged Weapon Mastery WF, WS, BA +8 choose damage type, w/range weapon, +2 attacks & damage, range +20’
- Weapon Focus Prof w/ chosen weapon choose a weapon gain +1 on attack rolls.
- Weapon Specialization WF, fighter level 4 with chosen weapon gain +2 to damage.
- Weapon Supremacy Gr. WF, Gr. weapon specialization, Weapon Mastery, Fighter LV 18: W/chosen weapon +4 to resist disarm, wield in a grapple w/o - or 1st making grapple check. W/ FA +5 to any single attack after 1st . 1/R you take 10 on an attack roll. +1 bonus to AC
- Greater Sunder Improved sunder, BA +6 After sunder, excess damage hits foe, +2 CMB to sunder.
- Improved Sunder STR 13, Power attack No AoO, +4 to sunder attempts.
- Sundering Strike PA, Imp sunder, BA 9 w/confirmed critical hit, make free sunder attempt using confirmation roll.
- Brutal Throw - STR not DEX to thrown weapon attacks, can use power attack with thrown.
- Throw Anything DEX 15, BA +2 Throw an melee as if thrown weapon, range increment 10’
- Shuriken Mastery Proficiency with shuriken Standard throw 3 shuriken at once, same target +1 dam, if separate -2 to hit
- Improved Trip combat expertise W/ Trips, no AoO, +4 on CMB, make follow up attack.
- Tripping Strike Imp. Trip, BA +9 W/ confirmed crit, free trip attempt. Two Weapon Fighting Feats:
- Ambidexterity Dex 15 w/ dual weapons or double weapon add full STR to all attacks
- Oversized Two Weapon Fighting STR 13, 2WF w/ 1H weapon in off hand, penalties as a light weapon in your off hand.
- Two Weapon Defense dex 15, 2WF w/ TWF /double weapon, gain +1 shield to AC, +2 atBA 6, +3atBA 11,
- Two Weapon Fighting Dex 15 reduce TWF penalties -2 & secondary by -6, Scales with BA,
- Two Weapon Pounce Dex 15, 2WF, BA +6 charge with 2 weapons, attack w/both, retain -2 AC but lose +2 charge.
- Two Weapon Rend Dex 15, 2WF, BA +11, w/ 2 weapons gain rend for 1d6+ 1 ½ STR, 1/R per foe.
- Barique Wrestling/Cirdonian Wrestling. STR 13+, Improved Grapple,
- Arm Lock: 1/E per foe, grapple to deal 4 STR
- Leg Lock: 1/E per foe, Grapple to halve movement
- Concussive Attack: 1/E per foe, grapple give -4 on INT and WIS checks and 25% spell failure.
- 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 Life 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.
- Extra Stunning Stunning fist, BA +2 Each time taken, +3 stunning fists per day, multiples stack
- Falling Sun Attack SF, 1 setting sun strike. Use SS strike + SF in one attack to give +1 DC to both.
- Fists of Iron IUS, SF, BA+2 Use 1 SF, all unarmed +1d4 USNT, CL 10 +1d8, CL 15 +1d10,
- High Kick Style IUS, Stunning Fist, BA+3
- 1. 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 -
- Improved Unarmed Strike - Considered armed with unarmed strikes, deal lethal or nonlethal w
- 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.
- Parashahna- The Red Moon Style: DEX 13, Psionic power points, Improved unarmed strike
- Focus of Mind: 1/E when melee touch with power or unarmed strike with psionic focus, +2 on attack roll
- Savage Focus: 1/R when you critically hit with unarmed strike, regain psionic focus as free
- Regained Power: 1/E when one of your manifested powers is dispelled regain power points
- Stunning Fist Dex 13, WIS 13, IUS, BA +8 1/D per 4 CL, 1/R use Fort DC 10 +1/2 CL +WIS or stun 1 R.
- 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.
- Superior Unarmed Strike base attack +3, IUS IUS damage +4 LV if monk or 1-3 1d4, 4-7 1d6, 8-11 1d8, 12-15 1d10, 16-20 2d6,
- Versatile Unarmed Strike IUS Swift change unarmed to piercing or slashing, atepic unarmed silver or Cold iron.
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