Melee Combat Feat Quicklist

NamePrerequisiteBenefitImp. BenefitMst. Benefit
Accelerated StrikeStrength or Dexterity Score: +14 & Base Attack Bonus +3Once per Encounter, make a Full-Round Attack as a Standard Action.Once per Encounter + (a number of times equal to your Strength/Dexterity modifier), make a Full-Round Attack as a Standard action.
Once per Day, after a Full-Round Attack, you may as a Reaction, make a Normal Attack.

Special Note: You may only use this feat Once per Round.

Special Note: Uses of this feat during Surprise Rounds, don't count towards Encounter/Day total uses.
Once per Round, make a Full-Round Attack as a Standard action or Attack of Opportunity.
Once per Encounter, after an Full-Round Attack or Special Attack, you may as a Reaction, make a Normal Attack.
Once per Day, you may reduce the Attack cost required by an attack by 1.

Special Note: You may only use this feat Once per Round.

Special Note: Uses of this feat during Surprise Rounds, don't count towards Encounter/Day total uses.
Acrobatic CounterDodge & Trained in AcrobaticsIf you succeed in Acrobatics check to, Tumble in order to avoid an Attack, you gain a +3 Circumstance bonus on the next roll against that Target. Special note: The check must occur before the start of your next turn.If you succeed in Acrobatics check to, Tumble in order to avoid an Attack, you gain a +5 Circumstance bonus on the next roll against that Target, or as a Reaction, you may impose the Flat-Footed condition on your Target until the start of their next turn. Special note: The check must occur before the start of your next turn.If you succeed in Acrobatics check to, Tumble in order to avoid an Attack, you gain a +5 Circumstance bonus with Advantage on the next roll against that Target; as a Reaction, you may impose the Off Balance condition on your Target until the start of their next turn; or you may make an Attack of Opportunity with a Flanking bonus. Special note: The check must occur before the start of your next turn.
Advanced Combat Maneuver TrainingBase Attack Bonus: +2Benefit 1: When you take this feat you gain the ability to use the Advanced Combat Maneuvers; Grapple (Crush, Drag, Pin, Slam, Strike, Submission, Throw, & Tie Up Steal; and Trip. And when you fail a Combat Maneuver check you are no longer at risk of taking an Attack of Opportunity.

Benefit 2: Once per Encounter, you may Take10 on your Combat Maneuver check.
Benefit 1: When you take this feat, you gain a +5 Discipline bonus to your Combat Maneuver Defense.

Benefit 2: Once per Encounter, you may impose Disadvantage on an Attacker's Combat Maneuver.
Benefit 1: When you take this feat, you gain a +5 Discipline bonus to your Combat Maneuver Attack Bonus.

Benefit 2: Once per Encounter, you may grant Advantage on your Combat Maneuver.
Blind-FighterTrained in PerceptionWhen making Attack Rolls in Low-Light conditions you can ignore related penalties.When making Melee Attack rolls in No-Light conditions you can halve related penalties.When making Melee Attack rolls in Low or No-Light conditions you can gain Advantage on all of your attack rolls.
Calamitous StrikeStrength Score: 16, Base Attack Bonus +3, & Proficiency with the weapon being usedOnce per encounter, while in an Offensive Combat Focus, take a -5 to your Defenses until the start of your next turn to deal +2 die of damage on your attacks. This effect does not stack on itself.Twice per encounter, while in any non-Defensive Combat Focus, take a -5 to your Defenses until the start of your next turn to deal +2 die of damage on your attacks. This effect does not stack on itself.Once per round, take a -5 to your Defenses until the start of your next turn to deal +2 die of damage on your attacks. This effect does not stack on itself.
CleaveStrength 13 & Power AttackOnce per round, if you deal enough damage with a melee attack to reduce your target's hit points to 0, you may, as a Reaction, make an extra melee attack against another target within your reach. Special: The extra attack is with the same weapon and the roll is made with the same attack bonus as the attack that dropped the previous opponent.Twice per round, if you deal enough damage with a melee attack to reduce your target's hit points to 0, you may, as a Reaction, make an extra melee attack against another target within your reach. Each enemy killed by this attack, during this round, grants a stacking +1 on your next attack roll. Special: The extra attack is with the same weapon and the roll is made with the same attack bonus as the attack that dropped the previous opponent (with the exception of the bonus provided by this feat)If you deal enough damage with a melee attack to reduce your target's hit points to 0, you may, as a Reaction, make an extra melee attack against another target within your reach. Each enemy killed by this attack, during this round, grants a stacking +1 on your next attack & damage roll. Special: The extra attack is with the same weapon and the roll is made with the same attack bonus as the attack that dropped the previous opponent (with the exception of the bonus provided by this feat)
Crush SpecialistAdvanced Combat Maneuver Training, Base Attack Bonus +1, Strength 13.While you have an opponent Grappled or Pinned, and use Crush against them, you may either use your full Unarmed damage for your crush attack or your crush attack moves your grappled opponent -1 down the Condition Track forgoing damage.While you have an opponent Grappled or Pinned, and use Crush against them, you may either multiply your Unarmed damage roll by 1.5 for your crush attack or your crush attack moves your grappled opponent, or a limb of theirs, -1 down the Condition Track forgoing damage.While you have an opponent Grappled or Pinned, and use Crush against them, you may either; multiply your Unarmed damage roll by 2 for your crush attack; your crush attack moves your grappled opponent , or a limb of theirs, -2 down the Condition Track forgoing damage; or you may inflict a Devastating Injury (rolled with 2d20s) forgoing damage.
DuelingWeapon Focus: with equipped One-handed Weapon & Strength or Dexterity Score: 14+While wielding a One-handed Weapon, with another hand(s) free, you gain; +3 to Attack rolls, +2 to Damage, & +1 Critical Threat Range.While wielding a One-handed Weapon, with another hand(s) free, you gain; +3 to Attack rolls, +2 to Damage, +1 Critical Threat Range, and may ignore 2 points of Damage Resistance.

Once per Encounter, when targeted for an attack within your Unarmed Attack reach, you may impose disadvantage on the attacker's roll.
While wielding a One-handed Weapon, you gain; +4 to Attack rolls, +3 to Damage, +2 Critical Threat Range, may ignore 4 points of Damage Resistance, and may attack an additional time per Standard Action with a Multi-Attack penalty.

Once per Round, when targeted for an attack within your Unarmed Attack reach, you may impose disadvantage on the attacker's roll.
Once per Encounter, you may make any attack or maneuver while Dueling with Advantage.
FlurryStrength or dexterity score: 15+ & Base Attack Bonus 6+When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
Light melee weapons: you may take a -5 Penalty to your General Defense and Attack Rolls to make 2 extra attacks as a Full-Round Action. The extra attack rolls suffer from Multi-attack penalties. This penalty and the Defense penalty applies until the start of your next turn.
Variable melee weapons & One-handed Lightsabers: you may take a -5 Penalty to your General Defense and Attack Rolls to make 1 extra attack as a Full-Round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty and the Defense penalty applies until the start of your next turn.
Special note: This feat cannot be used in any Defensive Combat Focus.
When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
Light melee weapons: you may take a -3 Penalty to your General Defense or Attack Rolls to make 2 extra attacks as a Full-Round Action. The extra attack rolls suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
Variable melee weapons & One-handed Lightsabers: you may take a -5 Penalty to your General Defense or Attack Rolls to make 1 extra attack as a Full-Round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
Reach melee weapons & Two-handed Lightsabers: you may take a -5 Penalty to your General Defense and Attack Rolls to make 1 extra attack as a Full-round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty and the defense penalty applies until the state of your next turn.
Special note: This feat cannot be used in any Defensive Combat Focus.
When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
Light melee weapons: you may take a -3 Penalty to your General Defense or Attack Rolls to make 3 extra attacks as a Full-Round Action. Every extra attacks, after the first, suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
Variable melee weapons & One-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 2 extra attacks as a Full-Round Action. Your extra attacks, after the first, suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
Reach melee weapons & Two-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 1 extra attack as a Full-round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty or the defense penalty applies until the state of your next turn.
Special note: This feat cannot be used in any Defensive Combat Focus. While in a Offensive Combat Focus you may ignore the penalty imposed by this feat, unless using a Reach Weapon or Two-Handed melee weapon or Lightsaber.
Martial ArtsNoneYou no longer provoke Attacks of Opportunity when making Unarmed Attacks. Additionally, the damage die used by your Unarmed Strikes is increased by one step.You no longer provoke Attacks of Opportunity when making Unarmed Attacks. The damage die used by your Unarmed Strikes is increased by one step. Additionally, once per Encounter, after making a Full-Round Attack, you may make an additional Unarmed Attack.You no longer provoke Attacks of Opportunity or Reactions when making Unarmed Attacks. The damage die used by your Unarmed Strikes is increased by two steps. Additionally, twice per Encounter, after making a Full-Round Attack, you may make an additional Unarmed Attack.
Melee DefenseDexterity Score: 14 & Intelligence Score: 13When you're engaged in melee combat with an enemy, you gain a +1 Insight bonus to all Defenses for each enemy you're engaged in melee combat with. Once per Encounter, you may take Disadvantage on your next Attack Roll to impose Disadvantage on an enemy you're engaged in melee combat with.When you're engaged in melee combat with an enemy, you gain a +2 Insight bonus to all Defenses for each enemy you're engaged in melee combat with. Once per Encounter, as a Free Action, you may take Disadvantage on your next Attack Roll to impose Disadvantage on an enemy you're engaged in melee combat with. You can no longer be Flanked.When you're engaged in melee combat with an enemy, you gain a +3 Insight bonus to all Defenses for each enemy you're engaged in melee combat with. Twice per Encounter, as a Reaction to having an Attack declared against you, you may take Disadvantage on your next Attack Roll to impose Disadvantage on an enemy you're engaged in melee combat with. Once per Session, as a Reaction to being targeted for an attack, you may double this bonus to your Defense against that attack. You can no longer be Flanked, or made Flat-Footed from Melee Attacks & Combat Maneuvers.
Mighty SwingStrength Score: 13Once per encounter, before making a melee attack, you may spend a Swift Action to deal half damage and knock your target backward two squares.Once per encounter, before making a melee attack, you may spend a Swift Action to deal half damage and knock your target backward three squares & move them -1 down The Condition Track.Once per Round, while making a melee attack, you may spend a Swift Action to deal half damage and knock your target backward four squares, move them -1 down The Condition Track, & they are Flat-Footed.
Pin SpecialistAdvanced Combat Maneuver Training, Base Attack Bonus +1, & Strength/Dexterity Score 12.When you have a target Pinned, you are no longer considered Flat-Footed.When you have a target Pinned, you are no longer considered Flat-Footed. You gain a +5 circumstance bonus to your CMD against attempts to break your Pin.When you have a target Pinned, you are no longer considered Flat-Footed. You gain a +5 circumstance bonus to your CMD against attempts to break your Pin. You can make an attempt to Pin a target without Grappling them first, doing so will incur a -5 penalty to your CMAB for this roll.
Pin-Point StrikeAimed Strike Once per Encounter, after Aiming your attack, you may spend 3 free actions to halve your target's Damage Resistance for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat does not stack with any other 'after aiming' feat.
Twice per Encounter, after Aiming your attack, you may spend 3 free actions to halve your target's Damage Resistance & Threshold for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat does not stack with any other 'after aiming' feat.
Twice +(your Strength or Dexterity modifier) per Encounter; after Aiming your attack, you may spend 2 free actions to halve your target's Damage Resistance, Threshold, and Shield Rating for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat stacks with 1 other 'after aiming' feat.
Power AttackStrength Score: 13 & Base Attack Bonus +3Once per Round, on your next attack, you may subtract points from your Attack roll modifier and add it to your Damage modifier.Once per Round, on your next attack, you may subtract points from your Attack roll modifier and add it to your Damage modifier.

Benefit 2: Once per Round, on your next attack, you may subtract points from your General Defense and ignore that much of your Target's Damage Resistance.
Once per Round, on your next attack, you may subtract points from your Attack roll modifier and add 1.5 times that to your Damage modifier.

Benefit 2: Once per Round, on your next attack, you may subtract points from your General Defense and ignore 1.5 times that much of your Target's Damage Resistance.

Benefit 3: Once per Encounter after a successful Power Attack, as a Reaction, you may inflict a Devastating Injury (rolling 2d20s) on the target you hit.
Quick-StepDexterity Score: 14 & Combat ReflexesYou may now take a 5ft Step as a Swift Action.You may now take a 5ft Step as 3 Free Action

Benefit 2: Once per Encounter, when targeted by a melee attack, you may make an Athletics or Acrobatics check to contest their attack roll. If you meet or exceed their roll, you may take a 5ft step that imposes Disadvantage on their attack.
You may now take a 5ft Step as 2 Free Actions

Benefit 2: Twice per Encounter, when targeted by a melee attack, you may make an Athletics or Acrobatics check to contest their attack roll. If you meet or exceed their roll, you may take a 5ft step that imposes Disadvantage on their attack and doubles your Dexterity modifier to your Defenses.
Rush RecklesslyMedium or Larger size, Base Attack Bonus +1When you Charge and end your charge out of Cover, your Attack roll & Damage Roll are made with Advantage.When you Charge and end your charge out of Cover, your Attack roll & Damage Roll are made with Advantage.

Benefit 2: When you move your full movement during your Charge, until the Start of Your Next Turn, you get a Damage Reduction stat equal to your Constitution Score (replacing your current DR)
Special: If your current Damage Resistance is higher than the one provided by this feat, you gain a bonus equal to your Constitution modifier.
When you Charge and end your charge out of Cover, your Attack roll & Damage Roll are made with Advantage.

Benefit 2: When you move your full movement during your Charge, until the Start of Your Next Turn, you get a Damage Reduction stat equal to your Constitution Score (replacing your current DR)
Special: If your current Damage Resistance is higher than the one provided by this feat, you gain a bonus equal to your Constitution modifier.

Benefit 3: Once per Encounter, while Charging you may ignore 1 (+ your Consitution modifier) number of Attacks of Opportunity.
Trip Specialist Advanced Combat Maneuver Training , Base Attack Bonus +3, & Dexterity 13.Benefit 1: If your Combat Manuever Attack Bonus check to Trip an opponent surpasses their Combat Manuever Defense by 5 or more, they are Disarmed when they fall prone.

Benefit 2: If you fail the CMAB check to Trip an opponent by 10 or more, you do not get knocked Prone.
Benefit 1: If your CMAB check to Trip an opponent surpasses their CMD by 5, they are Disarmed when they fall prone; if you surpass their CMD by 10 or more, they are also Flat-Footed until the start of your next turn. Special Note: If you fail this initial check by 10 or more, you do not get knocked Prone.

Benefit 2: If you fail the CMAB check to Trip an opponent by less than 5, you may, spend an Attack of Opportunity, to make a Grab attempt. Special Note: If you fail this follow-up Trip Maneuver by 10 or more, you will not fall Prone.
Benefit 1: If your CMAB check to Trip an opponent surpasses their CMD by 5, they are Disarmed when they fall prone; if you surpass their CMD by 10 or more, they are Flat-Footed for the next 2 turns; and if you surpass their CMD by 15 or more, they are also Staggered until the end of their turn. Special Note: If you fail this initial check by 10 or more, you do not get knocked Prone.

Benefit 2: If you fail the CMAB check to Trip an opponent, you may, spend an Attack of Opportunity, to make another Trip -or a Grab attempt. Special Note: If you fail this follow-up Trip or Grab Maneuver by 10 or more, you will not fall Prone.

Benefit 3: You make all checks to Trip your targets with Advantage.
Throw SpecialistAdvanced Combat Maneuver Training, Base Attack Bonus +3, & Strength / Dexterity 13.Benefit 1: You may now make Throws with just a Combat Maneuver check, opposed to having to make and maintain a Grapple first.

Benefit 2: If your Combat Maneuver check to throw an opponent surpasses their CMD by 5 or more, you may move them an additional square of distance.
Benefit 1: You may now make Throws with just a Combat Maneuver check, opposed to having to make and maintain a Grapple first. You may make Throws as Reaction Attacks or Attacks of Opportunity .

Benefit 2: If your Combat Maneuver check to throw an opponent surpasses their CMD by 5 or more, you may move them an additional square of distance. If your check surpasses their CMD by 10 or more, they land Prone in the square you throw them into.
Benefit 1: You may now make Throws with a Combat Maneuver check, opposed to having to make and maintain a Grapple first. You may make Throws as Reaction Attacks or Attacks of Opportunity .

Benefit 2: If your Combat Maneuver check to throw an opponent surpasses their CMD by 5 or more, you may move them an additional square of distance. If your check surpasses their CMD by 10 or more, they land Prone in the square you throw them into. If your check surpasses their CMD by 15 or more, they are also Disarmed when they land.

Benefit 3: All Throws are made with Advantage.
Weapon FinesseBAB +1When using a small & medium melee weapon or One-Handed Lightsabers, you may use your Dex modifier instead of your Str modifier on attack rolls.
Whirlwind AttackDex 13, Int 13, Melee Defense, & BAB +4As a full-round action you can make an area attack with your melee weapon, striking every opponent within your reach. This attack uses the area attack rules; you make one attack roll and apply the result to every target in range.


Comments

Please Login in order to comment!