Non-Specific Combat Feats Quicklist

NamePrerequisiteBenefitImp. BenefitMst. Benefit
Advanced Damage ThresholdConstitution Score: 13 and Base Attack Bonus +3Increase damage threshold by +5.You increase your damage threshold by +5. Once per Encounter, as a Reaction, you may treat your Damage Threshold as double its value; this lasts until the start of your next Turn.You increase your damage threshold by +5. Once per Encounter (+ a number of times equal to your Constitution Modifier) as a Reaction, you may treat your Damage Threshold as double its value; this lasts until the start of your next Turn. Once per Round, as a Reaction, you may impose Disadvantage on Damage Rolls made above your Threshold.
Advance DefenseBase Attack Bonus: +1You gain a +1 on all Defenses and +10 on Devastating Injury Defense.You gain a +3 on all Defenses and +25 on Devastating Injury Defense. Once per Encounter, you may choose which Defense an Attack rolls against.You gain a +5 on all Defenses and+50 on Devastating Injury Defense. Once per Round, you may choose which Defense an Attack rolls against. Once Per Encounter, you may impose Disadvantage on an Attack Roll that surpasses your defense.
Armor ProficiencyNoneYou can wear Light Armor without the untrained penalty (-5 with Disadvantage on all Rolls). Additionally, you benefit from all of the armor's special Equipment (if any).You can wear Medium Armor without the untrained penalty (-10 with Disadvantage on all Rolls). Additionally, you benefit from all of the armor's special Equipment (if any).You can wear Heavy Armor without the untrained penalty (-15 with Disadvantage on all Rolls). Additionally, you benefit from all of the armor's special Equipment (if any).
Armored FashionistaNoneWhen wearing clothing with no Armor, you gain a +2 to your General Damage Resistance and +3 to your Damage Threshold.When wearing clothing with no Armor, you gain a +4 to your General Damage Resistance, +6 to your Damage Threshold, and each day you gain +5 temp Hit Points.When wearing clothing with no Armor, you gain a +6 to your General Damage Resistance, +9 to your Damage Threshold, each day you gain +10 temp Hit Points, and +20 Shield Rating.
Coordinated AttackBase Attack Bonus +2You are automatically successful when using Aid Another to aid an ally's attack or suppress an enemy if the target is adjacent to you or within your weapon's optimal range.You are automatically successful when using Aid Another to aid an ally's attack or suppress an enemy if the target is adjacent to you or within your weapon's optimal range. Your ally also gains Advantage on their Attack roll and an Aid Another Attack bonus.You are automatically successful when using Aid Another to aid an ally's attack or suppress an enemy if the target is adjacent to you or within your weapon's optimal range. Your ally also gains Advantage on their Attack roll, increased Critical Threat Range by 1, and an Aid Another Attack bonus.
Combat ExpertiseIntelligence Score 13 & Training in Knowledge (Tactics)Spend a Standard Action to subtract from your Attack Bonus to split up and add the same number across your Defenses. These changes last until the start of your next turn.Spend a Move Action to subtract from your Attack Bonus to split up and add the same number across your Defenses. You may upgrade the action to a Standard Action and add your Intelligence Modifier to your Damage Resistance. These changes last until the start of your next turn.Spend a Swift Action to subtract from your Attack Bonus to split up and add the same number across your Defenses. You may upgrade the action to a Move Action to add your Intelligence Modifier to your Damage Resistance and reduce a Target's attack roll by the same amount. These changes last until the start of your next turn.
Combat ReflexesNoneYou may make a number of additional Attacks of Opportunity equal to your Dexterity modifier in between your turns. You can still only make one attack of opportunity against a particular target in between your turns. You may also make Attacks of Opportunity while Flat-footed.You may make a number of additional Attacks of Opportunity equal to your Dexterity modifier in between your turns. You can still only make one attack of opportunity against a particular target in between your turns. You may also make Attacks of Opportunity while Flat-footed. If you are not surprised during a Surprise Round, you may act as normal.Attacks of Opportunity no longer count as a Reaction. Also, you may make a number of additional Attacks of Opportunity equal to your Dexterity modifier in between your turns. You may also make Attacks of Opportunity while Flat-footed or Staggered. If you are not surprised during a Surprise Round, you may act as normal. You may Take 10 on Initative checks.
DodgeCombat Reflexes, Fleet-Footed, Mobility, & Trained in Acrobatics.Once per Round, when targeted for a Ranged attack roll, you may make an Acrobatics check to oppose the target's attack roll. If the result of your check meets or exceeds their attack roll, you negate the attack and, as a reaction, make a 5-foot step. Special: You cannot use this feat while Flat-Footed or while wearing Armor.Once per Round, when targeted for any attack roll, you may make an Acrobatics check to oppose the target's attack roll. If the result of your check meets or exceeds their attack roll, you negate the attack and, as a reaction, make a 5-foot step. The Dodge feat counts as 1 use. Special: You cannot use this attack while Flat-Footed or while wearing Armor.Once per Round, when targeted for any attack roll you may make an Acrobatics check to oppose the target's attack roll. If the result of your check meets or exceeds their attack roll you dodge the attack and, as a reaction, make a 5-foot step. If your result fails to meet their attack roll you only take half damage. You may take this feat multiple times, each time you do, you gain an additional use of the feat per round. The Dodge and Improved Dodge feats count as 2 uses. Special: You cannot use this attack while Flat-Footed or while wearing Armor.
Dual Weapon FighterStrength / Dexterity Score: 13 & Base Attack Bonus +1When you make an extra attack with a second weapon or the other side of a double weapon as a full-attack action, you take a -5 penalty (instead of a -10 with Disadvantage) on your Attack Rolls until the end of your turn.

Special: You only gain the benefits of this feat when you are wielding a weapon(s) with which you are proficient.
When you make an extra attack with a second weapon or the other side of a double weapon as a full-attack action, you take no second weapon / double weapon penalties (instead of a -5) on your Attack Rolls until the end of your turn. Once per Encounter, you may make an Attack of Opportunity with both weapons or both sides of a double weapon.

Special: You only gain the benefits of this feat when you are wielding a weapon(s) with which you are proficient.
When you make an extra attack with a second weapon or the other side of a double weapon as a full-attack action, you take a +3 (instead of no Penalties) on your Attack Rolls until the end of your turn. Once per Encounter, you may make an ability attack with both weapons / both ends of a double weapon. Once per Round, you may make an Attack of Opportunity with both weapons or both sides of a double weapon.

Special: You only gain the benefits of this feat when you are wielding a weapon(s) with which you are proficient.
DurabilityConstitution Score: 14 & Trained in Endurance SkillAdd +5 to your base Damage Threshold and gain immunity to Massive Damage.Gain immunity to Massive & Catastrophic Damage. Whenever you have to make an Endurance check you may roll with Advantage.Gain immunity to Massive, Catastrophic, & Fatal Damage and immunity to Critical Hits & Devastating Injuries. Whenever you have to make an Endurance check you may roll with Advantage.
Echani Unarmed TrainingConstitution & Dexterity 13**, Martial Arts I**, & Advanced Combat Maneuvers**

**Prerequisites can be ignored if the creature is Echani.
You may add your Constitution Modifier to Unarmed Damage rolls. As a Move Action, when making an Unarmed Attack, you may make a Combat Maneuver in addition to your normal attack (if it is successful).

Special Note: If you roll a critical hit while making an Unarmed Attack, you may choose to deal a Devastating Critical Injury to your target instead of Critical Damage. If you already have the Devastating Criticals feat you gain a +10 to your roll.
Once per Encounter, as a Move Action, you may make an additional number of Unarmed Attacks/Combat Maneuvers equal to your Dexterity Modifier; if you've already attacked this turn. ex. If you're a level 6 character who can make two attacks during their Standard Action. With Improved Echani Unarmed Training, you may spend your Move Action to make additional attacks equal to your Dexterity Modifier.

Special Note: If you roll a critical hit while making an Unarmed Attack, you may choose to deal a Devastating Critical Injury to your target instead of Critical Damage. If you already have the Devastating Criticals feat you gain a +20 to your roll.
see Echani Unarmed Training for details.
Extra Second WindTrained in the Endurance SkillYou can catch a Second Wind one additional time per day, but you can still only catch a second wind once per encounter.You can catch a Second Wind one additional time per day, but you can still only catch a second wind once per encounter.You can catch a Second Wind one additional time per day, but you can still only catch a second wind once per encounter.
Exotic Item ProficiencyBAB +1You gain the ability to use an Exotic Item's Proficiency Perk on one Exotic Item of your choosing. You can take this feat multiple times, each time you gain the ability to use the Item Proficiency Perk on a new Exotic Item.You gain the ability to use an Exotic Item's Focus Perk on one Exotic Item of your choosing. You can take this feat multiple times, each time you gain the ability to use the Item Focus Perk on a new Exotic Item.You gain the ability to use an Exotic Item's Force Point Perk on one Exotic Item of your choosing. You can take this feat multiple times, each time you gain the ability to use the Force Point Perk on a new Exotic Item.
MobilityDexterity 13 & DodgeYou get a +5 Dodge bonus to your Defense against Attacks of Opportunity.The bonus provided by Mobility is increased to +5. After using any Ability to dodge an attack, you may use half your movement as a reaction to escape. This movement does not provoke Attacks of Opportunity.

Special: If you have Combat Reflexes, you may use this feat an additional number of times equal to half of your Attacks of Opportunity in a round.
The bonus provided by Mobility is increased to +5. After using any Ability to dodge an attack, you may use half your movement as a reaction to escape; or you may spend an Attack of Opportunity to impose Disadvantage on the next attack made against you. If that attack misses, you may use the mobility feat again. Special: If you have Combat Reflexes, you may dodge an additional number of Attacks of Opportunity equal to half of your Attacks of Opportunity in a round.
Mounted CombatNoneYou can make a DC 20 Pilot/Ride check as a Swift Action to spur your Vehicle/Mount to move faster than its normal speed. If the check fails, your Vehicle/Mount's Speed does not increase and it moves -1 step on the Condition Track. If the check succeeds, your Vehicle/Mount's Speed increases by 2 squares until the start of your next turn. You cannot Take 10 on this check. Your Vehicle/Mount must succeed on a DC 25 Endurance check before each subsequent use of this Feat in the same encounter. On a success: you may make your pilot/ride check as normal. On a failure, your vehicle/mount moves -1 step on the condition track before you make your pilot/ride check. Additionally, Once per Encounter, as a Reaction, when you are piloting a Vehicle or riding a Mount, you can negate a weapon hit against either you or the Mount by making a successful Pilot/Ride check. The DC of the Skill Check is equal to the result of the attack roll you want to negate.see Mounted Combat for details.see Mounted Combat for details.
Robe EnthusiastTrained in Use the ForceWhile wearing a Robe you may now benefit from its Bonuses and any Clothing Perks it may have.You may now benefit from the Bonuses Legendary Robes provide, and the Legendary Perks it has.You may now benefit from the Bonuses Exotic Robes provides and the Exotic Perks it has.

Special Note: While wearing any Robe you gain +2 Force Points. With an extra +1 for Legendary Robes and a +2 for Exotic Robes.
Running AttackDexterirty Score: 13 & Fleet Footed When making an attack with a melee or ranged weapon, you may move both before and after the attack, provided that your distance moved is not greater than your speed.When making an Attack or Combat Maneuver with a melee or ranged weapon, you may move both before and after the attack/maneuver, provided that your distance moved is not greater than your speed. The attack(s) made in between your movement gain a +3 circumstance bonus.

If you used a combat maneuver that would impede your own movement, then it is either treated as Difficult Terrain or fully halts your movement.
When making an Attack or Combat Maneuver with a melee or ranged weapon, you may move both before and after the attack/maneuver, provided that your distance moved is not greater than your speed. The attack(s) made in between your movement gain a +5 circumstance bonus. Each successful Attack/Maneuver grants an additional square of movement.

If you used a combat maneuver that would impede your own movement, then it is either treated as Difficult Terrain or fully halts your movement.
Weapon FocusProficient with selected or weapon group.Choose one Weapon Type, from a Group you are Proficient in. The damage you deal with these weapon types ignores 3 points of the target's Damage Resistance & Damage Threshold.The damage you deal with these weapon types ignores 5 points of the target's Damage Resistance & Damage Threshold. Combat Feats that apply to the chosen weapon type are reduced by an action.The damage you deal with these weapon types ignores 7 points of the target's Damage Resistance & Damage Threshold. Combat Feats that apply to the chosen weapon type are reduced by an action. Once per Encounter (plus a number of times equal to your Dexterity Modifier if ranged or Strength Modifier if melee), you may make a Full-round attack with the chosen weapon as a Standard Attack.


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