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A General feat is, ignoring other subtypes, a completely normal feat. No special rules dictate who can and cannot take these feats; therefore, if a feat is (for example), General and Background, a character can take it with his Background Feat slot, or at higher levels.
Feats marked with [Fighter] are feats that are available for Fighters to take with their bonus feats. Any other class or prestige class that can take feats from the Fighter's list are able to take feats with this type as well. Any feat that refers to a [Fighter] feat refers to a feat that explicitly has this tag, or notes in its Special text that it can be taken by a Fighter as a bonus feat.
Your understanding with your weapon of choice is such that it's fairly an extension of your body.
Prerequisites: Greater Weapon Focus, Greater Weapon Specialisation, Base Attack Bonus +12 or better.
Benefit: Choose one type of weapon, such as greataxe, for which you have already selected the Greater Weapon Focus and Greater Weapon Specialisation feats. You gain a +1 bonus to damage rolls with this weapon for each 4 points of Base Attack Bonus you have (therefore, a fighter with a Base Attack Bonus of +9 receives a +2 to damage).
Special: You may select this feat multiple times. Each time you do, you must choose a different weapon with which you have weapon focus.
You are able to exploit your enemy's mistakes in combat.
Prerequisites: Dodge, Combat Reflexes, Dex 13.
Benefit: Once per round for each two points of base attack bonus you have, if your dodge target makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity with a light melee or monk weapon against that opponent. Resolve and apply the effects from both attacks simultaneously.
You excel at any demonstration of physical might.
Prerequisite: Str 15.
Benefit: You double your Strength modifier when calculating the total bonus modifier for strength based skills.
You're better at using a particular type of armour. Perhaps you're familiar with the idiosyncrasies of your armour, or perhaps you've learned how to move in it more adeptly to avoid blows.
Benefit: Select one type of armour with which you are proficient. While wearing this type of armour, you gain an additional +2 dodge bonus to your AC.
Special: This feat may be taken multiple times. Each time, you must select a different type of armour.
You're a combat lynchpin, holding your opponents at bay. You don't need brawn to best your opponents, as you choose to let your opponents make mistakes that you can capitalise on.
Prerequisite: Combat Reflexes, Receiving Strike, BAB +8
Benefit: You add your intelligence bonus (if positive) to the number of attacks of opportunity you can make in a turn. You also gain a bonus on attack rolls equal to your intelligence bonus (if positive) on attacks of opportunity you make.
The way you use your weapon is almost art - it can defeat an opponent before you're even done drawing it.
Prerequisite: Base Attack Bonus +9, Quick Draw.
Benefit: Once per day per each three points of base attack bonus you have, as you draw your weapon, you may make a blinding attack that targets a single opponent within thirty feet of you as a standard action. The target must make a Fortitude save (DC 10 + 1/2 your character level + your Dexterity modifier). If they fail, they are stunned for a round, and dazzled for 1d6 rounds thereafter.
You're willing to sacrifice anything to drive home damage - even your own life. Your attacks are made with such ferocity that they exhaust and injure you, sapping your ability to take hits.
Prerequisites: Improved Toughness, Power Attack, Base Attack +6, Con 15.
Benefit: On your action, before making attack rolls for a round, you may sacrifice a number of hit points no greater than your Base Attack Bonus. Until the beginning of your next turn, whenever you make a melee attack, for each two hit points sacrificed this way, you gain a +1 bonus to hit and damage.
Some archers have the luxury of making their shots unmolested. Some archers aren't as good as you are.
Prerequisites: Evading Shot, Base Attack Bonus +9.
Benefit: You do not incur any attacks of opportunity for using a ranged weapon.
The force of your soul is such that it overwhelms defences.
Prerequisite: Soul's Force, Base Attack Bonus +9, Cha 13+, Weapon Specialisation, Weapon Focus.
Benefit: Your Soul's Force projectiles are treated as ranged touch attacks.
Your unarmed blows, courtesy of practice and training, are even more devastating than they were before.
Prerequisites: Improved Unarmed Strike, base attack bonus +8.
Benefit: When you score a critical hit on an opponent with an unarmed strike, you deal triple damage.
Normal: An unarmed strike critical hit deals double damage.
Your movements in battle are unpredictable and hard to anticipate, as you dance across the battlefield with grace and ease.
Prerequisites: ** Dodge, Improved Dodge, Base Attack Bonus +6, Cha 13+.
Benefit:** When in light or no armour, you gain a dodge bonus to your AC equal to your Charisma modifier.
By acting first, you're able to set the pace and flow of battle. Your combat style punishes those who are less swift to react than yourself.
Prerequisites: Improved Initiative, Base Attack Bonus +1.
Benefit: You gain a +2 competence bonus to attack rolls made against opponents with an initiative total at least 1 lower than your own.
There is disarming, and there is disarming with style. Disarming your foe as punctuation to striking them anyway fits that category - as does leaving them bereft of their arms and hitting them with it.
Prerequisites: ** Improved Disarm, Base Attack Bonus 6+.
Benefit:** Whenever you use an attack to successfully disarm an opponent, you may make an immediate attack against that foe at the same attack bonus. You may use the weapon with which you made the disarm attempt, or, if you had an offhand free when you made the disarm and chose to catch the disarmed weapon, you may make the attack with your foe's (former) weapon.
You are talented at the dispelling of magical effects.
Prerequisite: Skill Focus (Spellcraft).
Benefit: You gain a +4 to Dispel checks.
Your domains as an Adherent are broader than normal. You sacrifice some specialisation, but you in turn are a more visible proponent of your ideals
Prerequisites: Adherent level 3+.
Benefit: Choose an additional domain offered by your god or appropriate to your ideals. You may choose Adherent domain abilities from this domain in addition to your other two.
Your alignment pervades your Soul projectiles.
Prerequisites: Soul's Force, Cha 13+, Nonneutral Alignment.
Benefit: Your projectiles inflict an additional +2d6 damage corresponding to your alignment (Chaotic, Lawful, Holy, or Unholy). The damage is identical to the damage dealt by a weapon with the same magical property.
Special: This feat may be taken multiple times. Each time it applies to a different aspect of a character's alignment.
While some are unpredictable, your movements are downright impossible to track across the battlefield.
Prerequisites: Deceptive Grace, Perform 9+ ranks, Mobility.
Benefit: When in light armour or no armour, you may make a perform check as a standard action. Until the beginning of your next turn, whenever you are attacked, your attacker's attack roll must equal or exceed your AC or that Perform check, whichever is higher.
You have an elemental affinity that shows in your energy projectiles.
Prerequisite: Soul's Force.
Benefit: You can make the base damage of your soul projectiles fire, cold, acid, sonic, or electric damage, and deal an additional +1d6 damage of this element type.
Special: You may gain this feat multiple times. Each time it is taken, you may select a new element and again an additional +1d6 damage of the appropriate energy type. The base damage of the projectile is divided equally between the energy types (rounding down).
You are able to make every last hit count.
Prerequisite: Two-Weapon fighting, Base Attack Bonus +6, Str 15+.
Benefit: You gain your full strength bonus to damage rolls with your off hand.
You can focus your attentions on an opponent to avoid providing the same openings in combat.
Prerequisites: Dodge, PointBlank Shot, Precise Shot, Base Attack Bonus +6.
Benefit: You do not provoke an attack of opportunity from your dodge target for firing a bow while in someone's threatened area.
Your form of combat involves a lot of getting out of the way - moving so you're harder to hit, or maybe to just exploit an opponent's openings. Whatever the reason, you're hard to hit, and it gets harder the further away you are.
Prerequisites: Dodge, Base Attack Bonus +1, Dex 13.
Benefit: You receive a +2 dodge bonus to your AC against ranged attacks and attacks from reach weapons.
Find the Flaw
No armour is perfect. Manmade armour is renowned for having weak points at the joints, and even the tough, stony hides of trolls and the thick, rubbery protections of beholders has some point where it tears, breaks, or shatters - and you have the training or the talent to find these places.
Prerequisites: Base Attack Bonus +3, Wis 11+.
Benefit: You gain a +2 to hit against an opponent who has any Armour or Natural Armour bonus to his or her Armour Class. This bonus cannot exceed your opponent's combined Armour and Natural Armour bonus to Armour Class. If you attack an opponent and miss, you are able to discern by how much your attack roll failed.
Special: You may take this feat multiple times. Its effects stack.
You are able to rise to your feet swiftly.
Prerequisite: Tumble 5+ ranks.
Benefit: You may get up from prone as a free action.
Full Mounted Attack
You are able to land more telling blows, more often, despite your mount's movement in combat.
Prerequisites: Weapon Focus, Weapon Specialisation, Mounted Combat, RideBy attack, Base Attack Bonus +12, Ride 15 ranks.
Benefit: You are able to make a full attack while mounted, even if your mount moves more than 5 feet in the round.
Your physical prowess in grapples is enough to overwhelm most natural advantages.
Prerequisite: Base Attack Bonus +9.
Benefit: You are considered one size category larger for the purpose of grappling.
Greater Iron Will
You have an exceptionally stronger will than normal.
Prerequisite: Iron Will.
Benefit: You receive an additional +4 to all Will saves. This stacks with Iron will.
You can direct your projectiles to travel along the ground, tripping your opponents.
Prerequisite: Soul's Force.
Benefit: When you fire a Soul Projectile, you may choose to make your attack travel along the ground. It cannot affect airborne targets, but if it strikes an opponent, you may make a Trip attempt against the opponent, using your Charisma instead of your Strength. If you fail to trip your opponent, they do not get to attempt a trip against you. However, the foe can attempt a reflex save (DC 10 + 1/2 your level + your Charisma modifier) to only take half damage from the blow itself.
You employ a variety of techniques in an attempt to force damage through to your opponent, not the least of involves capitalising on your own mistakes. You'll often sacrifice accuracy for more chances to hit your opponent.
Prerequisites: Base Attack +6.
Benefit: Once per round, when performing a full attack action, if you attempt to attack an opponent and miss, you gain an additional attack against that enemy. This attack is at the same attack bonus, but all your attacks (including the extra attack) is made at a -5 penalty.
You're comfortable moving and fighting in heavy armour; while some are confined overmuch by the weight and restricted movement heavy armour offers, you're more than able to compensate.
Prerequisites: Base Attack Bonus +1, Con 13+.
Benefit: You suffer no penalties to movement for wearing Heavy Armour. The maximum dexterity bonus of the armour you're wearing increases by 1 when you're wearing heavy armour, and the armour check penalty is decreased by 1.
Your talent and understanding of a race gives you insights into how best damage it with the force of your soul.
Prerequisites: Soul's Force, Cha 13+, Favoured Enemy class feature.
Benefit: Choose a favoured enemy. Your projectiles now inflict an additional +2d6 Bane damage against that favoured enemy. This damage is not subject to regeneration or damage reduction.
Special: This feat may be taken multiple times. Each time, it applies to a new favoured enemy.
Impassive and Impressive
You're an impassive and terrifying force; reasoning with you is difficult, and you're best able to take an oblique approach to discussion to brute your way past awkward situations.
Prerequisite: Intimidate 7 ranks, Base Attack Bonus +5.
Benefit: You receive a +4 competence bonus to Intimidate checks. You may use Intimidate in place of Bluff or Diplomacy checks.
Improved Combat Casting
Your spellcasting technique simply does not grant your opponents the same openings other spellcasters might.
Prerequisites: Combat Casting, Concentration 10 ranks, Base attack bonus +5.
Benefit: You do not provoke attacks of opportunity for casting spells in melee.
You are even better at avoiding blows.
Prerequisites: Dexterity 13, Dodge, base attack bonus +6.
Benefit: You gain a +1 Dodge bonus to AC and a +1 Competence bonus to Reflex saves.
You're hardier and tougher than most.
Benefit: You gain an additional hit point for each hit dice you have, and each hit dice you gain thereafter. For example, a 9th level fighter with a constitution of 14 who has 66 hit points who takes this feat immediately gains 9 hit points, going up to 75. At 10th level, he gains 1d0 hit points, plus his constitution modifier (+2), and an additional point for having this feat.
Special: This feat may be taken multiple times. Its effects stack.
Improved Unarmed Strike
Be it through martial arts instruction, primal savagery, or a life of brawling in bars, you are skilled in fighting unarmed.
Prerequisite: Base Attack Bonus +0.
Benefit: Your unarmed strikes deal 1d6 damage, and may be used to deal real damage at no penalty. You are always considered armed.
Special: This feat may be taken multiple times. Each time it is taken, the Base Attack Bonus requirement increases by +4, and increases the character's unarmed damage dice by one step, up to 2d8.
Note: This replaces the feat in the Player's Handbook.
Improved Whirlwind Attack
Your capacity to strike opponents when surrounded is nothing short of prodigious.
Prerequisites: Whirlwind Attack, Base Attack Bonus +11.
Benefit: When using a Whirlwind attack, you may attack every foe in your threatened area.
Normal: When using a Whirlwind attack, you may only attack foes within five feet of you, regardless of your threatened area.
Your ability to strike true to the heart of an enemy proves that intellect can be the equal of raw power.
Prerequisites: Precise Strike (*2), Weapon Finesse, Base Attack Bonus +6.
Benefit: You gain a bonus on damage rolls made with a weapon to which you can apply your Weapon Finesse equal to your Intelligence modifier.
Special: Sneak Attack gained through class features rather than through the Precise Strike feat do not allow you to qualify for this feat.
You're a tough customer to hurt. You may be calloused and thickskinned, or perhaps accumulated scar tissue has made your vitals harder to hit. Maybe you're just plainout tough. Whatever the reason, it's harder for opponents to land telling blows against you.
Prerequisites: BAB +0, Con 13+.
Benefit: Your natural armour bonus increases by +1. If you didn't already have a natural armour bonus, this feat gives you one.
Special: This feat can be taken multiple times. Its effects stack. Each time this feat is taken, its Base Attack Bonus requirement increases by +3.
Rather than let it overwhelm you, you can overwhelm magic yourself.
Prerequisites: Iron Will, Greater Iron Will, Spellknow, Spellbreak, Unbending, Spellstrike, Improved Initiative, Dispelling Skill.
Benefit: You gain Spell Resistance equal to 11 + your character level. This stacks with other classbased SR, but not with items or racial SR, as it is the result of training.
Your mightiest strikes unbalance your foes in combat.
Prerequisites: Base Attack Bonus +5, Power Attack, Str 15+.
Benefit: When you deal more than 10 points of damage with a single blow, you may make a trip attempt against your opponent as a free action.
Special: This feat cannot be used in conjunction with Improved Trip.
You are truly skilled with your weapon, and can land attacks that bite to
Prerequisites: Ki Damage, Base Attack Bonus +12, Weapon Focus, Improved Critical, and Weapon Specialisation with the same weapon.
Benefit: Your critical threat with the weapon with which you have Weapon Focus, Improved Critical, and Weapon Specialisation doubles, or increases by 2, whichever is less.
Special: This feat may be taken multiple times. Each time it is taken, it applies to a new weapon with which you have Weapon Focus, Improved Critical, and Weapon Specialisation.
Your focus with your weapon is such that it is an extension of your body. Your very soul courses through it - and you can make it sing.
Prerequisites: Weapon Focus, Base Attack Bonus +6.
Benefit: Once per day per every 3 Base Attack Bonus you have, on a successful attack, you may choose to deal maximum weapon damage, rather than roll damage. This ability cannot be used on a successful critical hit, and can only be used with a weapon with which you have Weapon Focus.
You're a true master of the whirlwind attack.
Prerequisites: Base Attack Bonus +16, Combat Reflexes, Ki Damage, Ki Critical, Whirlwind Attack.
Benefit: You may make a whirlwind attack as a standard action, and may therefore combine it with Spring Attack and Strike Once, Bleed Twice (or other, similar feats). You may only perform one Whirlwind Attack a round.
You're able to perform attacks that exploit the momentum that comes with throwing yourself bodily through the air.
Prerequisites: Jump 5 ranks, Base Attack Bonus +1, Dex 13.
Benefit: Whenever you charge, if you incorporate a successful jump of 10 feet or more, you gain an additional +4 bonus to hit your opponent.
You can climb with a great deal of ease and swiftness.
Prerequisites: Climb 15 ranks.
Benefit: You can ignore any check penalties applied for accelerated climbing, or rapid climbing.
You've refined your fighting style to the point where you've learned one of the best lessons. Never forget what you already know.
Prerequisites: Power Attack, Find the Flaw, Base Attack Bonus 11+, Str 13.
Benefit: Whenever you miss an opponent in a round where you've declared the use of Power Attack, you may forgo all bonus damage from Power Attack until the beginning of your next turn. If you do, you don't suffer the penalty to your To Hit. This applies to the attack that just missed as well (and therefore, that attack may hit).
Your style of combat provokes openings. Perhaps you're a fullbodied fighter, and a blow to the head is followed by a strike at the knee, or maybe your blows are so heavy they knock shields and armour aside. As long as you can focus yourself on an opponent, you can create your own openings to exploit.
Prerequisites: Base Attack Bonus +8, Str 13.
Benefit: Whenever you successfully strike an opponent in melee, you gain a bonus to your next attack roll this round equal to the amount by which your attack exceeded your opponent's AC. If your attack doesn't deal damage (it is, for example, reduced to 0 by damage reduction, or you are fighting a creature immune to your strikes), you still gain the bonus to hit.
Example: Gyrghus the Dwarf has this feat, and an attack pattern of +12/+7. He makes a full attack against an opponent with an AC of 18, and his first attack roll is a 15, giving him a result of 27. Since he beat his opponent's AC by 9, he gains a bonus of +9 to his second attack (making it a +16, rather than a +7).
Your skills with a bow are such that your critical hits can inflict truly devastating injuries.
Prerequisites: Base Attack Bonus +9, Precise Shot, Weapon Focus, Improved Critical, and Weapon Specialisation (any bow or crossbow), Unhindered Aim, Superlative Range.
Benefit: Once a round, on a confirmed critical hit with a ranged weapon with which you have Weapon focus, Improved Critical and Weapon Specialisation, you may increase the critical multiplier of the weapon by +1 before rolling damage. Therefore, a Longbow (normally x3 on a crit), would deal x4 damage on a critical hit.
Special: This feat may be taken multiple times. Each time it is taken, the Base Attack Bonus requirement rises by +5. Each time this feat is taken, you may increase your critical multiplier by an additional +1 (making a longbow x5, for example).
You know the ins and outs of the skulduggery of poison.
Prerequisite: Craft (Poisonmaking) 4 ranks.
Benefit: You never run the risk of poisoning yourself when poisoning a weapon, and gain a +2 competence bonus on all Craft (Poisonmaking) checks.
You can make exceptionally powerful shots at the expense of accuracy, striking at smaller chinks in the armour that protect more vulnerable areas.
Prerequisites: Point Blank Shot, Precise Shot, Base Attack Bonus +6, Dex 13+.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Your style of combat is defensive and methodical. You can bide your time and protect yourself more ably than most.
Benefit: You gain an additional +1 dodge bonus to Armour Class when fighting defensively, and an additional +4 dodge bonus to Armour Class when making a total defense action.
You've learned how to catch an opponent when he is unable to defend himself effectively from your attacks. You might strike deep, wounding blows that strike vital areas, or your attacks might cause deep, jagged wounds if your opponent can't ward you from doing so.
Prerequisites: Base Attack Bonus +0, Dex 13.
Benefit: You gain the Sneak Attack ability as a rogue. Your Sneak Attacks deal +1d6 damage, and follow all the rules for Sneak Attack normally.
Special: You may take this feat multiple times. Its effects stack. Each time you do, the Base Attack Bonus requirement increases by 4. If you have Sneak Attack from some source other than this feat, the Base Attack Bonus requirement increases by 4 for each d6 of Sneak Attack you have.
When knocked down, you can take your foes with you.
Prerequisite: Prone Fighting, Str 13, Dex 13.
Benefit: When you are knocked prone by a foe who is in your threatened area, they must make a Reflex saving throw against a DC of 10 + half your level + your strength modifier or be knocked prone.
Your ability to set the pace of combat has improved, to the point where an opponent could risk death simply by not paying enough attention.
Prerequisites: Dictating Strike, Improved Initiative, Base Attack Bonus 9+, Dex 13+.
Benefit: If your initiative is at least 10 points higher than your opponent's, you may make an additional attack against them at your highest attack bonus.
You may anticipate attacks from all sides and strike out against them.
Prerequisites: Dodge, Combat Reflexes.
Benefit: Foes provoke an attack of opportunity from you for entering your threatened area. You gain a +2 bonus on attacks of opportunity made against your dodge target.
Normal: Foes only provoke an attack of opportunity for leaving your threatened area.
You're not just able to defend yourself, you've made defending yourself into an aggressive art itself.
Prerequisites: Prepared, Base Attack Bonus +11.
Benefit: Whenever you're fighting defensively, the first attack made against you in a round provokes an attack of opportunity from you. When you're making a total defense, all attacks made against you in the round provoke attacks of opportunity, and you can make attacks of opportunity while making a total defense, at a -4 penalty.
When in a rage, nothing stops you - not chains, nor bars, nor doors.
Prerequisites: Str 21, Power Attack, Sunder, Destructive Rage.
Benefit: While in a rage, you ignore the hardness of any objects you strike.
Unlike many other Binders, who call upon Vestiges, you're instead a follower of the Erhymnist Church, and you, instead, bind and give power to vessels from this church, the Saints of Erhymn.
Prerequisites: Binder level 1+
Benefit: You no longer summon Vestiges, instead calling upon Saints. The Saints available to you are identical in Bind Checks, and mechanical abilities as any Vestiges, but you can't suppress their signs. Instead, all signs are replaced by a nimbus of glowing light around your head and eyes. You gain a +2 bonus on Diplomacy checks and Knowledge (Religion) checks when the subject matter is positively related to the Erhymnist Church.
Your Binder level is 1 higher for the purpose of binding Saints.
You've mastered the technique of forcing your opponent to deal with a threat that doesn't even exist, making them overextend into your potentially crippling followup attacks.
Prerequisites: Combat Expertise, Disarming Expertise, Improved Disarm, Bluff 6 ranks, Base Attack Bonus +10, Int 13.
Benefit: If you successfully feint in combat, and attack the opponent you feinted while they are denied their dexterity bonus to AC, your attack is automatically a critical threat.
Defeating a foe gives you a surge of strength and helps you push on.
Prerequisite: Base Attack Bonus +5, Con 13.
Benefit: Whenever you fall a foe in combat, you gain 5 temporary hit points.
You can draw and fire a bow (or other ranged weapon) with stunning speed.
Prerequisites: Quick Draw, Point Blank Shot, Precise Shot.
Benefit: If you draw and fire your bow (or other ranged weapon) and strike a flatfooted opponent, that opponent must make a Fortitude saving throw (DC 10 + half your level + your wisdom modifier) or be stunned for one round.
Your training has included the projecting of force beyond your body. This can be one of many things - a blast of air, an extension of soul energy, a ball of incandescent fire, or a blade composed of vacuum.
Prerequisites: Base Attack Bonus +1, Cha 13.
Benefit: You may fire a ranged blast from yourself that deals 1d4 damage + your Charisma modifier. These blasts may be fired a maximum of 30 feet and have no range increment. Choose bludgeoning, slashing, or piercing when you first take this feat - the attack deals that kind of damage. Attack rolls made with these blasts are as normal attacks. Weapon Focus and Specialisation may be taken with these projectiles separately.
Soul's Force projectiles improve in damage as your base attack bonus does. For every 3 points of base attack bonus you have, the damage dice of your projectiles increases by one step (1d6, then 1d8, then 2d6, then 2d8, then 4d6).
Note: In some campaigns, this ability may be inappropriate as an Extraordinary ability. If so, this ability is considered a Supernatural ability.
You're more apt to use a particular school of magic.
Prerequisites: Caster level 2nd.
Benefit: Choose a school of magic. Spells you cast of that school are cast as if your caster level were one level higher.
Your knowledge of magic lets you break its bonds as readily as you would a stout branch.
Prerequisites: Base Will save +2, Iron Will, Greater Iron Will, Spellcraft 4 ranks.
Benefit: Once per round, you may attempt to dispel a spell on a foe you have struck in melee that round. You make an opposed check against the highest level spell active on the target's caster level + 5, and add your Base Attack Bonus to your roll. If you win, the highestlevel spell active on your opponent is dispelled. You may only unravel one spell a round this way, and it is always the highestlevel spell active. This is considered a dispel check.
You know a bit about magic - mostly, how to avoid it.
Prerequisites: Base Fortitude Save +6, Spellcraft skill.
Benefit: You receive a +2 bonus to all saves against spells. This bonus does not apply to saves against spelllike abilities.
To you, magic is almost a concrete thing, to be deflected with the ease you could a sword blow, or pushed aside as one would a shield.
Prerequisites: Base Attack Bonus +12, Base Fortitude Save +8, Spellcraft skill, Spellknow, Spellbreak, Unbending, Improved Initiative.
Benefit: You may, once a round, counter a spell targeting you as if making a counterspell. You do not need to ready an action to do this, but it does use your use of the Spellbreak feat for the round. To counter the spell, you make an opposed check, using the spell's caster level and your own base attack bonus to determine the result. If you succeed, the spell is countered.
Strike Once, Bleed Twice
You are an accomplished master of striking fast and well.
Prerequisites: Base Attack Bonus +14, Whirlwind Attack, Spring Attack.
Benefit: You may make two attacks at a -2 penalty as a standard action, instead of one. In addition to that penalty, your second attack roll suffers a -5 penalty. If you're using two weapons, you may make an attack with each of your weapons at your normal attack bonuses for each weapon.
You're adept at concealing weaponry, and in the use of that weaponry in close quarters.
Prerequisites: Quick Draw, Bluff 5 ranks, Base Attack Bonus +1, Dex 13.
Benefit: You gain a +8 competence bonus to conceal light weapons about your person. Furthermore, once per combat per opponent, in any round where you appear unarmed and Quick Draw a successfully concealed weapon, your foe is denied his or her dexterity bonus to Armour Class, and, if your attack is successful, you deal an additional +1d6 damage.
Special: Foes with an animal or lower intelligence aren't denied their dexterity bonus to Armour Class, and you gain no bonus damage against foes immune to critical hits. You don't gain this bonus to damage if your opponent is for some reason not denied his or her dexterity bonus (such as due to the Uncanny Dodge ability).
The Sudden Surge
Your movements are swifter than the eye.
Prerequisites: Dash, Tumble 5+ ranks.
Benefit: You may move five feet of movement a round as a free action.
You can react even more quickly than normal in a fight.
Prerequisite: Improved Initiative.
Benefit: You receive a +4 bonus to your initiative. This stacks with Improved Initiative.
Your skill with a ranged weapon is such that what is considered 'close range' is a bit further than most would expect.
Prerequisites: Base Attack Bonus +6, Far Shot, Precise Shot, Weapon Focus (Any bow or crossbow).
Benefit: Your range increments with a ranged weapon with which you have Weapon Focus increase by +10 feet per +2 Base Attack Bonus (applied after modifiers). Thus, a 16th level fighter with the Far Shot feat would have a 260foot range increment with a heavy crossbow (120x1.5+80).
You're able to follow through on your attacks to great effect, striking down multiple foes in a single strike - and occasionally cutting a path of carnage through a battlefield.
Prerequisites: Cleave, Power Attack, Base Attack Bonus +10.
Benefit: Once per round for each five points of base attack bonus you have, you may make five feet of your movement for the turn before taking a cleave attack. You may not move more than your normal movement for the round using this feat.
You know the real truth of archery - a single shot to the right spot can do more than a thousand arrows aimed carelessly.
Prerequisites: Point Blank Shot, Precise Shot, Weapon Focus (Any Bow or Crossbow), Piercing Shot, Base Attack Bonus +16.
Benefit: You may Take Aim, as a fullround action that provokes an attack of opportunity. You must designate your target before declaring this action, and unless you are hiding or concealed in some way, your target is obviously aware of this. Provided your target does not move more than 5 feet after you declare this action, you may then make a single attack as a standard action that is automatically a critical threat.
The adage that too many cooks spoil the broth applies even moreso than some would expect in combat. You know how to exploit multiple foes attacking you, using your enemies for cover and letting their momentum work for you.
Prerequisites: Base Attack Bonus +4.
Benefit: For each opponent in melee with you beyond the first, you gain a +1 dodge bonus to AC. For each third opponent in melee with you, you gain a +1 circumstance bonus to damage rolls.
You can rend opponents when fighting with two weapons.
Prerequisites: Dex 15+, Base Attack Bonus +9, Two-Weapon fighting, Improved Two-weapon fighting.
Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times
your strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.
You refuse to let magic manipulate you.
Prerequisites: Spellknow, Iron Will.
Benefit: Three times a day, you may reroll a will save, and take the better of the two rolls.
You move with such speed on the battlefield, you are almost unseen.
Prerequisite: Dodge, Mobility, Spring Attack, Dash, The Sudden Surge, Base Attack Bonus +12.
Benefit: You may move up to your base movement once a round in such a swift movement that you appear to disappear. You must move your full movement, and you must move in a straight line. Any foes you face are flatfooted unless they succeed at a Sense Motive check (DC 10 + 1/2 your level + Your Dexterity modifier) to anticipate where you will stop. This may be used in conjunction with a charge, or with a spring attack.
The flow of battle is something you have learned to master - a storm in which you can navigate with ease.
Prerequisites: Base Attack Bonus +6, Concentration 3 ranks, Dodge.
Benefit: You may ready an action as a free action, rather than as a move-equivalent action. You cannot perform more than a full round's worth of actions, however. Therefore, you can ready an action to take a 5' step and full attack, or ready an action to move and make a single attack, or ready an action to take a double move, or so on.
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Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2006-2008 unless otherwise noted. -