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View Full Version : Improved Feats for fighters 3.5/PF (Would really like some Feedback)



Aeromyre
2010-06-21, 04:24 PM
DoodlesD and I, who are brothers, have decided we would make extra conditions for combat feats that Fighters take to make them on par with spell casters at higher levels. It was a whole days worth of work. We did every combat feat in the Pathfinder Core Rulebook with the exception of the critical hit tree. We felt that by the time you're able to use those feats, the monsters are very often immune to criticals.
But here is the list
Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
You’ve learned to use your quickness in place of brute force
when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Chapter 8) instead of your
Strength bonus.
Normal: You add your Strength bonus to your base attack
bonus and size bonus when determining your Combat
Maneuver Bonus.
Fighter Variant: Instead of just dexterity, fighters use
both dexterity and strength for their CMB.

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot
clearly perceive.
Benefit: In melee, every time you miss because of
concealment (see Chapter 8), you can reroll your miss
chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus
to Armor Class, and the attacker doesn’t get the usual +2
bonus for being invisible. The invisible attacker’s bonuses
do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move
at full speed while blinded.
Normal: Regular attack roll modifiers for invisible
attackers trying to hit you apply, and you lose your
Dexterity bonus to AC. The speed reduction for darkness
and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell.
Fighter Variant: In addition fighter’s chance of missing
due to concealment is halved.


Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and
improvised weapons.
Benefit: You do not suffer any penalties for using an
improvised melee weapon. Unarmed opponents are flatfooted
against any attacks you make with an improvised
melee weapon.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.
Fighter Variant: In addition enemies are considered flanked
By the fighter if not actively engaging the fighter, even if the
Wouldn’t normally be flanked.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee
attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack
bonus reaches +4, and every +4 thereafter, the penalty
increases by –1 and the dodge bonus increases by +1. You
can only choose to use this feat when you declare that you
are making an attack or a full-attack action with a melee
weapon. The effects of this feat last until your next turn.
Fighter Variant: Whenever the fighter uses the feat and
An attack misses him, he parries the blow. All attacks from
The opponent, are stopped, and he becomes flat footed.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition,
you receive a +2 bonus on checks made to disarm a foe. You
also receive a +2 bonus to your Combat Maneuver Defense
whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when
performing a disarm combat maneuver.
Fighter Variant: As a swift action when the fighter disarms
An opponent, he may make a new combat maneuver as a
Swift action.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Combat Expertise, Improved Disarm,
base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to
disarm a foe. This bonus stacks with the bonus granted
by Improved Disarm. Whenever you successfully disarm
an opponent, the weapon lands 15 feet away from its
previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of
the disarmed creature.
Fighter Variant: If the swift action after the disarm is successful,
The fighter gets a free full attack on the opponent.

Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat
as a move action.
Normal: Feinting in combat is a standard action.
Fighter Variant: Fighters can use their intimidate skill
in place of their bluff skill for this check. Also they may
use this ability to taunt an enemy with above animal
intelligence to attack him.

Greater Feint (Combat)
You are skilled at making foes overreact to your attacks.
Prerequisites: Combat Expertise, Improved Feint, base
attack bonus +6, Int 13.
Benefit: Whenever you use feint to cause an opponent
to lose his Dexterity bonus, he loses that bonus until the
beginning of your next turn, in addition to losing his
Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus
against your next attack.
Fighter Variant: The fighter can use his taunt to make all
Enemies of a certain type, at his discretion within a 30-foot radius.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when
performing a trip combat maneuver. In addition, you receive
a +2 bonus on checks made to trip a foe. You also receive a
+2 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you.
Normal: You provoke an attack of opportunity when
performing a trip combat maneuver.
Fighter Variant: When a successful trip is made the fighter
May make a trip attempt against another adjacent opponent.
Also the fighter ignores bonuses for additional legs.

Greater Trip (Combat)
You can make free attacks on foes that you knock down.
Prerequisites: Combat Expertise, Improved Trip, base
attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to trip a
foe. This bonus stacks with the bonus granted by Improved
Trip. Whenever you successfully trip an opponent, that
opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity
from being tripped.
Fighter Variant: When The fighter makes a successful trip
Attack he may make attempts against all opponents within reach.
When making trip attempts, he also ignores size modifiers
for larger creatures

Whirlwind Attack (Combat)
You can strike out at every foe within
reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can
give up your regular attacks and instead make one melee
attack at your highest base attack bonus against each
opponent within reach. You must make a separate attack
roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit
any bonus or extra attacks granted by other feats, spells,
or abilities.
Fighter Variant: The fighter actually forms an actual whirlwind
if he hits a creature, using 10+ BAB +Str for the DC to escape.
Whirlwind (Su) Some creatures can transform
themselves into whirlwinds and remain in that form for
up to 1 round for every 2 HD they have. If the creature has
a fly speed, it can continue to f ly at that same speed while
in whirlwind form, otherwise it gains a f ly speed equal
to its base land speed (average maneuverability) while in
whirlwind form.
The whirlwind is always 5 feet wide at its base, but its
height and width at the top vary from creature to creature
(minimum 10 feet high). A whirlwind’s width at its peak
is always equal to half of its height. The creature controls
the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of
opportunity, even if the creature enters the space another
creature occupies. Another creature might be caught in
the whirlwind if it touches or enters the whirlwind, or if
the whirlwind moves into or through a creature’s space.
A creature in whirlwind form cannot make its normal
attacks and does not threaten the area around it.
Creatures one or more size categories smaller than
the whirlwind might take damage when caught in the
whirlwind (generally damage equal to the monster’s
slam attack for a creature of its size) and may be lifted
into the air. An affected creature must succeed on a
Ref lex save (DC 10 + half monster’s HD + the monster’s
Strength modif ier) when it comes into contact with
the whirlwind or take damage as if it were hit by the
whirlwind creature’s slam attack. It must also succeed
on a second Ref lex save or be picked up bodily and held
suspended in the powerful winds, automatically taking
the indicated damage each round. A creature that can
f ly is allowed a Ref lex save each round to escape the
whirlwind. The creature still takes damage but can leave
if the save is successful.
Creatures trapped in the whirlwind cannot move
except to go where the whirlwind carries them or to
escape the whirlwind. Trapped creatures can otherwise
act normally, but must succeed on a Concentration check
(DC 15 + spell level) to cast a spell. Creatures caught in the
whirlwind take a –4 penalty to Dexterity and a –2 penalty
on attack rolls. The whirlwind can have only as many
creatures trapped inside at one time as will fit inside the
whirlwind’s volume. The whirlwind can eject any carried
creatures whenever it wishes as a free action, depositing
them in its space.
If the whirlwind’s base touches the ground, it creates
a swirling cloud of debris. This cloud is centered on the
creature and has a diameter equal to half the whirlwind’s
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment. Those caught
in the cloud of debris must succeed on a Concentration
check (DC 15 + spell level) to cast a spell.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage,
DC 15); Location: Special Attacks.
For each round surpassing his Str bonus he enters the next stage
In fatigue.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks
of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity
while f lat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while f lat-footed.
Special: The Combat Ref lexes feat does not allow a rogue
to use her opportunist ability more than once per round.
Fighter Variant: When making Attacks of Opportunity
the fighter uses his complete full attack.

Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Ref lexes.
Benefit: When a foe provokes an attack of opportunity
due to moving through your adjacent squares, you can make
a combat maneuver check as your attack of opportunity. If
successful, the enemy cannot move for the rest of his turn.
An enemy can still take the rest of his action, but cannot
move. This feat also applies to any creature that attempts to
move from a square that is adjacent to you if such movement
provokes an attack of opportunity.
Fighter Variant: When using stand still you may use any combat maneuver
And a free intimidates check to cause fear.

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by
pinpointing a foe’s weak spot, at the expense of making
the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all
ranged attack rolls to gain a +2 bonus on all ranged damage
rolls. When your base attack bonus reaches +4, and every
+4 thereafter, the penalty increases by –1 and the bonus
to damage increases by +2. You must choose to use this
feat before making an attack roll and its effects last until
your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage.
Fighter Variant: The Exchange rate for attack bonus for damage,
Becomes -1 attack for +3 damage.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to
safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by
+4 for all enemies that are within your threatened area.
This increase to casting spells defensively only applies if
you are aware of the enemy’s location and are capable of
taking an attack of opportunity. If you can only take one
attack of opportunity per round and have already used that
attack, this increase does not apply.
Fighter Variant: If the fighter has not used all of his attacks
Of opportunity, he can rush 10 feet to the spell caster preparing
A spell to take his attack of opportunity against him should
they provoke one.

Spellbreaker (Combat)
You can strike at enemy spellcasters who fail to cast
defensively when you threaten them.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail
their checks to cast spells defensively provoke attacks of
opportunity from you.
Normal: Enemies that fail to cast spells defensively do
not provoke attacks of opportunity.
Fighter Variant: If the fighter has not used all of his attacks of
opportunity, he can rush 20 feet to the spell caster preparing a spell
to take his attack of opportunity against him should they provoke one

Dodge (Combat)
Your training and ref lexes allow you to react swiftly to
avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A
condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Fighter Variant: Whenever an attack misses the fighter
He may make a 5 foot step, there is no limit on how many.


Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or
within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types
of bonuses.
Fighter Variant: The fighter may make a counter-attack
(simple) in addition to the ability to move 10 feat, whenever
An attack of opportunity misses against him. Counter attack
also adds to regular attacks, but movement is limited to 5 feet.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw
before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack
bonus +4.
Benefit: You can move up to your speed and make a
single melee attack without provoking any attacks of
opportunity from the target of your attack. You can move
both before and after the attack, but you must move at
least 10 feet before the attack and the total distance that
you move cannot be greater than your speed. You cannot
use this ability to attack a foe that is adjacent to you at the
start of your turn.
Normal: You cannot move before and after an attack.
Fighter Variant: You make a full attack, instead of a single attack
And you may still counter attack any attacks of opportunity.

Wind Stance (Combat)
Your erratic movements make it difficult for enemies to
pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain
20% concealment for 1 round against ranged attacks.
Fighter Variant: +5% per 5 feet moved over 10.

Lightning Stance (Combat)
The speed at which you move makes it nearly impossible
for opponents to strike you.
Prerequisites: Dex 17, Dodge, Wind Stance, base attack
bonus +11.
Benefit: If you take two actions to move or a withdraw
action in a turn, you gain 50% concealment for 1 round.
Fighter Variant: When you use this feat move normally
through rough terrain.

Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked
chain or whip. You understand how to use that type of
exotic weapon in combat, and can utilize any special tricks
or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple
times. Each time you take the feat, it applies to a new type
of exotic weapon.
Fighter Variant: Fighters gain Proficiency with all Exotic weapons.

Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when
unarmed—you do not provoke attacks of opportunity when
you attack foes while unarmed. Your unarmed strikes can
deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.
Fighter Variant: Fighters can make an unarmed strike
to stun with a Fort save with a DC of 10 + ½ Fighter level + Str

Deflect Arrows (Combat)
You can knock arrows and other projectiles off course,
preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding
nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you
may def lect it so that you take no damage from it. You
must be aware of the attack and not f lat-footed. Attempting
to def lect a ranged attack doesn’t count as an action.
Unusually massive ranged weapons (such as boulders or
ballista bolts) and ranged attacks generated by natural
attacks or spell effects can’t be def lected.
Fighter Variant: Fighters also get a +2 Deflection bonus
To AC.

Snatch Arrows (Combat)
Instead of knocking an arrow or ranged attack aside, you
can catch it in mid-f light.
Prerequisites: Dex 15, Def lect Arrows, Improved
Unarmed Strike.
Benefit: When using the Def lect Arrows feat you may
choose to catch the weapon instead of just def lecting it.
Thrown weapons can immediately be thrown back as an
attack against the original attacker (even though it isn’t
your turn) or kept for later use.
You must have at least one hand free (holding nothing)
to use this feat.
Fighter Variant: Fighters can also catch ranged magical attacks
With a reflex save equal to the regular will save of the attack.

Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity
when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. You
also receive a +2 bonus to your Combat Maneuver Defense
whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when
performing a grapple combat maneuver.
Fighter Variant: The DC to escape the fighter’s grapples
increases by half the fighter’s level


Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, Improved Unarmed
Strike, base attack bonus +6, Dex 13.
Benefit: You receive a +2 bonus on checks made to
grapple a foe. This bonus stacks with the bonus granted
by Improved Grapple. Once you have grappled a creature,
maintaining the grapple is a move action. This feat allows
you to make two grapple checks each round (to move,
harm, or pin your opponent), but you are not required to
make two checks. You only need to succeed at one of these
checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Fighter Variant: The DC to escape the fighter’s grapples is
Increased by his level. Also the fighter can put its opponent in
A chokehold, with a Fort save DC 10 + fighter level + Str +
number of rounds in the grapple.

Scorpion Style (Combat)
You can perform an unarmed strike that greatly hampers
your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single
unarmed attack as a standard action. If this unarmed
attack hits, you deal damage normally, and the target’s
base land speed is reduced to 5 feet for a number of
rounds equal to your Wisdom modifier unless it makes a
Fortitude saving throw (DC 10 + 1/2 your character level +
your Wis modifier).
Fighter Variant: The duration and save can be based on str
instead of wisdom. It stacks with the stunning from Improved
Unarmed Strike and allows a combat maneuver as a swift action.

Gorgon’s Fist (Combat)
With one well-placed blow, you leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion
Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed
melee attack against a foe whose speed is reduced (such as
from Scorpion Style). If the attack hits, you deal damage
normally and the target is staggered until the end of your
next turn unless it makes a Fortitude saving throw (DC 10
+ 1/2 your character level + your Wis modifier). This feat
has no effect on targets that are staggered.
Fighter Variant:Also based on str, the save is your total character level,
The duration of the staggered effect lasts 1d4 rounds. You may use a
Combat maneuver as a swift action.
normally rolled result.

Medusa’s Wrath (Combat)
You can take advantage of your opponent’s confusion,
delivering multiple blows.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist,
Scorpion Style, base attack bonus +11.
Benefit: Whenever you use the full-attack action and make
at least one unarmed strike, you can make two additional
unarmed strikes at your highest base attack bonus. These
bonus attacks must be made against a dazed, flat-footed,
paralyzed, staggered, stunned, or unconscious foe.
Fighter Variant: Allows unarmed strikes to surpass
Immunity to critical and stunning strikes.


Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
base attack bonus +8.
Benefit: You must declare that you are using this feat
before you make your attack roll (thus, a failed attack roll
ruins the attempt). Stunning Fist forces a foe damaged by
your unarmed attack to make a Fortitude saving throw
(DC 10 + 1/2 your character level + your Wis modifier), in
addition to dealing damage normally. A defender who fails
this saving throw is stunned for 1 round (until just before
your next turn). A stunned character can’t take actions, loses
any Dexterity bonus to AC, and takes a –2 penalty to AC.
You may attempt a stunning attack once per day for every
four levels you have attained (but see Special), and no more
than once per round. Constructs, oozes, plants, undead,
incorporeal creatures, and creatures immune to critical hits
cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat
at 1st level, even if he does not meet the prerequisites. A
monk may attempt a stunning attack a number of times
per day equal to his monk level, plus one more time per
day for every four levels he has in classes other than
monk.
Fighter Variant: Stunning fist ignores immunities for stunning effects
And critical hits.

Improvised Weapon Mastery (Combat)
You can turn nearly any object into a deadly weapon, from
a razor-sharp chair leg to a sack of f lour.
Prerequisites: Catch Off-Guard or Throw Anything,
base attack bonus +8.
Benefit: You do not suffer any penalties for using an
improvised weapon. Increase the amount of damage
dealt by the improvised weapon by one step (for
example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if
the improvised weapon is two-handed). The improvised
weapon has a critical threat range of 19–20, with a
critical multiplier of ×2.
Fighter Variant: If the fighter attacks in a surprise round
He has a Automatic 50% chance of scoring a critical hit
Regardless of roll and of immunities.

Intimidating Prowess (Combat)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill
checks in addition to your Charisma modifier.
Fighter Variant: A fighter can use intimidate as a move action

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks
by 5 feet until the end of your turn by taking a –2 penalty to
your AC until your next turn. You must decide to use this
ability before any attacks are made.
Fighter Variant: A fighter’s range for lunge is 10 feet.
Also CMs have a +2 chance of success

Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in
combat, you may attempt a Ride check (as an immediate
action) to negate the hit. The hit is negated if your Ride
check result is greater than the opponent’s attack roll.
Fighter Variant: Any Combat feats the fighter has also apply
To the mount.

Mounted Archery (Combat)
You are skilled at making ranged attacks while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged
weapon while mounted is halved: –2 instead of –4 if your
mount is taking a double move, and –4 instead of –8 if your
mount is running
Fighter Variant: No penalty for fighters and half penalty for
Running.

Ride-By Attack (Combat)
While mounted and charging, you can move, strike at a
foe, and then continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge
action, you may move and attack as if with a standard
charge and then move again (continuing the straight line
of the charge). Your total movement for the round can’t
exceed double your mounted speed. You and your mount
do not provoke an attack of opportunity from the opponent
that you attack.
Fighter Variant: You make a full attack instead of a single attack.

Spirited Charge (Combat)
Your mounted charge attacks deal a tremendous amount
of damage.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-
By Attack.
Benefit: When mounted and using the charge action,
you deal double damage with a melee weapon (or triple
damage with a lance).
Fighter Variant: Triple damage for melee weapons and
Quadruple for lances.

Trample (Combat)
While mounted, you can ride down opponents and trample
them under your mount.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent
while mounted, your target may not choose to avoid you.
Your mount may make one hoof attack against any target
you knock down, gaining the standard +4 bonus on attack
rolls against prone targets.
Fighter Variant: Mount makes a full Attack

Unseat (Combat)
You are skilled at unseating your mounted opponents.
Prerequisites: Str 13, Ride 1 rank, Mounted Combat,
Power Attack, Improved Bull Rush, base attack bonus +1.
Benefits: When charging an opponent while mounted
and wielding a lance, resolve the attack as normal. If it
hits, you may immediately make a free bull rush attempt
in addition to the normal damage. If successful, the
target is knocked off his horse and lands prone in a space
adjacent to his mount that is directly away from you.
Fighter Variant: Can unseat with any melee weapon
You can thrust with, if the bull rush succeeds, the
mount can make a full attack against the target.

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks
against close targets.
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.
Fighter Variant: An additional +1 attack and damage for
every 2 levels past 2, to a maximum of +10

Far Shot (Combat)
You are more accurate at longer ranges.
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range
increment between you and your target when using a
ranged weapon.
Normal: You suffer a –2 penalty per full range increment
between you and your target.
Fighter Variant: Doubles the range of Point Black Shot

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an
opponent engaged in melee without taking the standard
–4 penalty on your attack roll
Fighter Variant: Critical range is increased by 2.

Improved Precise Shot (Combat)
Your ranged attacks ignore anything but total concealment
and cover.
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot,
base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus
granted
to targets by anything less than total cover, and the
miss chance granted to targets by anything less than total
concealment. Total cover and total concealment
provide
their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and
concealment in Chapter 8.
Fighter Variant: The critical range is increased by 1 to
a total of 3 and he ignores critical immunity.

The document is too long to post in one post so look at the next one for the rest.

Aeromyre
2010-06-21, 04:27 PM
The second half
Pinpoint Targeting (Combat)
You can target the weak points in your opponent’s armor.
Prerequisites: Dex 19, Improved Precise Shot, Point-
Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged
attack. The target does not gain any armor, natural armor,
or shield bonuses to its Armor Class. You do not gain the
benefit of this feat if you move this round.
Fighter Variant: The fighter can make the rest of his full attack.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before
your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank
Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your
speed and make a single ranged attack at any point during
your movement.
Normal: You cannot move before and after an attack
with a ranged weapon.
Fighter Variant: The fighter uses his full attack

Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged
weapon, you can fire one additional time this round. All of
your attack rolls take a –2 penalty when using
Rapid Shot.
Fighter Variant: For every 3 levels past 1 (starting at 4)
You get an additional shot, but each shots modifier is
decreased by 1.

Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot,
base attack bonus +6.
Benefit: When making a full-attack action with a bow,
your first attack fires two arrows. If the attack hits, both
arrows hit. Apply precision-based damage (such as sneak
attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high
Strength bonus apply to each arrow, as do other damage
bonuses, such as a ranger’s favored enemy bonus. Damage
reduction and resistances apply separately to each arrow.
Fighter Variant: For every 3 levels past 1 (starting at 4)
You get an additional arrow.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by
sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all
melee attack rolls and combat maneuver checks to gain
a +2 bonus on all melee damage rolls. This bonus to
damage is increased by half (+50%) if you are making
an attack with a two-handed weapon, a one handed
weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modif ier on damage
rolls. This bonus to damage is halved (–50%) if you are
making an attack with an off-hand weapon or secondary
natural weapon. When your base attack bonus reaches
+4, and every 4 points thereafter, the penalty increases
by –1 and the bonus to damage increases by +2. You must
choose to use this feat before making an attack roll, and
its effects last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal
hit point damage.
Fighter Variant: The ratio of attack to damage exchange
is increased to -1 attack to +3 damage.

Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single
attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make
an additional attack (using your full base attack bonus)
against a foe that is adjacent to the first and also within
reach. You can only make one additional attack per round
with this feat. When you use this feat, you take a –2 penalty
to your Armor Class until your next turn.
Fighter Variant: You may take a 5 foot step to cleave.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack
bonus +4.
Benefit: As a standard action, you can make a single attack
at your full base attack bonus against a foe within reach. If you
hit, you deal damage normally and can make an additional
attack (using your full base attack bonus) against a foe that
is adjacent to the previous foe and also within reach. If you
hit, you can continue to make attacks against foes adjacent to
the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this
attack action. When you use this feat, you take a –2 penalty to
your Armor Class until your next turn.
Fighter Variant: You can take a 10 foot step per cleave and
can attack each target twice as one cleave.

Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity
when performing a bull rush combat maneuver. In
addition, you receive a +2 bonus on checks made to bull
rush a foe. You also receive a +2 bonus to your Combat
Maneuver Defense whenever an opponent tries to bull
rush you.
Normal: You provoke an attack of opportunity when
performing a bull rush combat maneuver.
Fighter Variant: While bull rushing the fighter gets
An extra attack while bull rushing.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, Power Attack, base
attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to bull
rush a foe. This bonus stacks with the bonus granted by
Improved Bull Rush. Whenever you bull rush an opponent,
his movement provokes attacks of opportunity from all of
your allies (but not you).
Normal: Creatures moved by bull rush do not provoke
attacks of opportunity.
Fighter Variant: Fighters get a full attack when rushing.

Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when
performing an overrun combat maneuver. In addition, you
receive a +2 bonus on checks made to overrrun a foe. You
also receive a +2 bonus to your Combat Maneuver Defense
whenever an opponent tries to overrun you. Targets of your
overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when
performing an overrun combat maneuver.
Fighter Variant: A successful overrun gets a free attack against
The target. Ignores penalties for multiple legs.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, Power Attack, base
attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to
overrun a foe. This bonus stacks with the bonus granted
by Improved Overrun. Whenever you overrun opponents,
they provoke attacks of opportunity if they are knocked
prone by your overrun.
Normal: Creatures knocked prone by your overrun do
not provoke an attack of opportunity.
Fighter Variant: The attack of opportunity becomes a full attack
Overrun becomes a move action.

Improved Sunder (Combat)
You are skilled at damaging your foes’ weapons and armor.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity
when performing a sunder combat maneuver. In
addition, you receive a +2 bonus on checks made to
sunder an item. You also receive a +2 bonus to your
Combat Maneuver Defense whenever an opponent tries
to sunder your gear.
Normal: You provoke an attack of opportunity when
performing a sunder combat maneuver.
Fighter Variant: You can sunder natural weapons and
natural armor.


Greater Sunder (Combat)
Your devastating strikes cleave through weapons and
armor and into their wielders, damaging both item and
wielder alike in a single terrific strike.
Prerequisites: Improved Sunder, Power Attack, base
attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to
sunder an item. This bonus stacks with the bonus granted
by Improved Sunder. Whenever you sunder to destroy
a weapon, shield, or suit of armor, any excess damage is
applied to the item’s wielder. No damage is transferred if
you decide to leave the item with 1 hit point.
Fighter Variant: Successful sunder is followed up with
a full attack.

Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead
of as a move action. You can draw a hidden weapon (see the
Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons
at his full normal rate of attacks (much like a character
with a bow).
Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a
move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you
can draw a hidden weapon as a standard action.
Fighter Variant: Free standard attack before initiative,
Provided you can attack.

Rapid Reload (Combat)
Choose a type of crossbow (hand, light, or heavy). You can
reload such weapons quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your
chosen type of crossbow is reduced to a free action (for
a hand or light crossbow) or a move action (for a heavy
crossbow). Reloading a crossbow still provokes an attack
of opportunity.
If you have selected this feat for hand crossbow or light
crossbow, you may fire that weapon as many times in a
full-attack action as you could attack if you were using
a bow.
Normal: A character without this feat needs a move
action to reload a hand or light crossbow, or a full-round
action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each
time you take the feat, it applies to a new type of crossbow.
Fighter Variant: This doesn’t provoke an attack of opportunity
This also works for heavy crossbows.

Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use
it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still
apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a
shield bash loses the shield’s shield bonus to AC until his
next turn (see Chapter 6).
Fighter Variant: Has a chance to stun target makes a fort
save DC 10 + ½ fighter’s level + str

Shield Slam (Combat)
In the right position, your shield can be used to send
opponents f lying.
Prerequisites: Improved Shield Bash, Shield Proficiency,
Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also
hit with a free bull rush attack, substituting your attack
roll for the combat maneuver check (see Chapter 8). This
bull rush does not provoke an attack of opportunity.
Opponents who cannot move back due to a wall or other
surface are knocked prone after moving the maximum
possible distance. You may choose to move with your target
if you are able to take a 5-foot step or to spend an action to
move this turn.
Fighter Variant: Fighters choose between CMB and Attack roll
And also get a free standard attack

Shield Master (Combat)
Your mastery of the shield allows you to fight with it
without hindrance.
Prerequisites: Improved Shield Bash, Shield
Proficiency, Shield Slam, Two-Weapon Fighting, base
attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls
made with a shield while you are wielding another weapon.
Add your shield’s shield bonus to attacks and damage rolls
made with the shield as if it was an enhancement bonus
Fighter Variant: A successful stunning shield bash is followed
Up by a full attack.

Shield Focus (Combat)
You are skilled at def lecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield
you are using by 1.
Fighter Variant: When using a shield you have 20%
Concealment.

Greater Shield Focus (Combat)
You are skilled at def lecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, base
attack bonus +1, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you
are using by 1. This bonus stacks with the bonus granted
by Shield Focus.
Fighter Variant: You have a 30% concealment when using a
Shield. You also get a counter attack against attacks missed
due to concealment.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a
5-foot step away from you, you may also make a 5-foot step
as an immediate action so long as you end up adjacent to
the foe that triggered this ability. If you take this step, you
cannot take a 5-foot step during your next turn. If you take
an action to move during your next turn, subtract 5 feet
from your total movement.
Fighter Variant: You may make a standard attack when using
This feat

Strike Back (Combat)
You can strike at foes that attack you using their superior
reach, by targeting their limbs or weapons as they come
at you.
Prerequisite: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack
against any foe that attacks you in melee, even if the foe is
outside of your reach.
Fighter Variant:If successfully used with a creature with reach
It is shortened to 5 feet, for a number of rounds equal to 1/2 fighter
Level + str

Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an
improvised ranged weapon. You receive a +1 circumstance
bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.
Fighter Variant: In addition enemies are considered flanked
By the fighter if not actively engaging the fighter, even if the
Wouldn’t normally be flanked.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you
possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever
you gain a Hit Die (such as when you gain a level).
Barbarian and Fighter Variant: +3 additional hit points per level

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your
hands. You can make one extra attack each round with the
secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Fighter Variant: Fighters can use and one handed weapon they
Are proficient with in their off hand as if it were a light weapon. Also,
Fighters take no penalties for primary weapon attacks.

Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with
greater power.
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made
with your off-hand weapon.
Normal: You normally add only half of your Strength
modifier to damage rolls made with a weapon wielded in
your off-hand.
Fighter Variant: When a Fighter hits with both main hand and off hand
Attacks, the target becomes stunned for the next round

Two-Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you
can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon
Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary
hand and your off-hand weapon, you deal an additional
1d10 points of damage plus 1-1/2 times your Strength
modifier. You can only deal this additional damage once
each round.
Fighter Variant: In addition to the stun, when a fighter uses this feat,
It causes bleeding damage equal to the amount of additional damage
caused by this feat for 1d4 rounds

Improved Two-Weapon Fighting (Combat)
You are skilled at fighting with two weapons.
Prerequisites: Dex 17, Two-Weapon Fighting, base attack
bonus +6.
Benefit: In addition to the standard single extra attack
you get with an off-hand weapon, you get a second attack
with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single
extra attack with an off-hand weapon.
Fighter Variant: Fighters lose the regular off hand penalty and
Can perform the second off hand attack at -2

Greater Two-Weapon Fighting (Combat)
You are incredibly skilled at fighting with two weapons at
the same time.
Prerequisites: Dex 19, Improved Two-Weapon Fighting,
Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand
weapon, albeit at a –10 penalty.
Fighter Variant: Fighters can perform he second off hand attack
Without penalty, and perform the third at -5

Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons
(not including natural weapons or unarmed strikes), you
gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total
defense action, this shield bonus increases to +2.
Fighter Variant: Instead of a +1 shield bonus, Fighters
Receive a +2 deflection bonus and are able to counterattack
Whenever enemies miss. When fighting defensively or using
The total defense action, this deflection bonus doubles

Vital Strike (Combat)
You make a single attack that deals significantly more
damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make
one attack at your highest base attack bonus that deals
additional damage. Roll the damage dice for the attack twice
and add the results together, but do not multiply damage
bonuses from Strength, weapon abilities (such as f laming),
or precision-based damage (such as sneak attack). This
bonus damage is not multiplied on a critical hit (although
other damage bonuses are multiplied normally).
Fighter Variant: If fighter’s execute a successful vital strike, they
Can follow up with a full attack starting with their second highest attack
Bonus
Improved Vital Strike (Combat)
You can make a single attack that deals a large amount
of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make
one attack at your highest base attack bonus that deals
additional damage. Roll the damage dice for the attack
three times and add the results together, but do not multiply
damage bonuses from Strength, weapon abilities (such as
f laming), or precision-based damage (such as sneak attack).
This bonus damage is not multiplied on a critical hit
(although other damage bonuses are multiplied normally).
Fighter Variant: Fighters now multiply their strength bonuses
When determining damage from a vital strike

Greater Vital Strike (Combat)
You can make a single attack that deals incredible damage.
Prerequisites: Improved Vital Strike, Vital Strike, base
attack bonus +16.
Benefit: When you use the attack action, you can
make one attack at your highest base attack bonus
that deals additional damage. Roll the damage dice
for the attack four times and add the results together,
but do not multiply damage bonuses from Strength,
weapon abilities (such as f laming), or precision-based
damage (such as sneak attack). This bonus damage is
not multiplied on a critical hit (although other damage
bonuses are multiplied normally).
Fighter Variant: Fighters now multiply all damage for
Critical hits and ignore immunity to critical hits when
Using a vital strike

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as
opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked
chain made for a creature of your size category, you may
use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor
check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons
Fighter Variant: Fighters Apply Both strength and
Dexterity when using these weapons.

Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed
strike or grapple (or ray, if you are a spellcaster) as your
weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base
attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make
using the selected weapon.
Fighter Variant: Fighters gain a +1 to attack rolls and
Damage with a particular weapon for every 2 fighter levels

Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the
selected weapon.
Benefit: While wielding the weapon in which you have
Weapon Focus, you can perform a bewildering show of
prowess as a full-round action. Make an Intimidate check to
demoralize all foes within 30 feet who can see your display.
Fighter Variant: Fighters can use Dazzling Display as a move Action

Shatter Defenses (Combat)
Your skill with your chosen weapon leaves opponents
unable to defend themselves if you strike them when their
defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base
attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent
hit by you this round is f lat-footed to your attacks until the
end of your next turn. This includes any additional attacks
you make this round.
Fighter Variant: After a successful attack on a shake, frightened, or
Panicked opponent, fighters can perform a combat maneuver as
A swift action.

Deadly Stroke (Combat)
With a well-placed strike, you can bring a swift and painful
end to most foes.
Prerequisites: Dazzling Display, Greater Weapon Focus,
Shatter Defenses, Weapon Focus, proficiency with the
selected weapon, base attack bonus
+11.
Benefit: As a standard action, make a single attack with
the weapon for which you have Greater Weapon Focus
against a stunned or f lat-footed opponent. If you hit,
you deal double the normal damage and the target takes 1
point of Constitution bleed (see Appendix 2). The additional
damage and bleed is not multiplied on a critical hit.
Fighter Variant: Fighters inflict an amount of constitution bleed
Damage equal to their Strength bonus per round.

Greater Weapon Focus (Combat)
Choose one type of weapon (including unarmed
strike or
grapple) for which you have already selected Weapon Focus.
You are a master at your chosen weapon.
Prerequisites: Proficiency with selected weapon,
Weapon Focus with selected weapon, base attack bonus +1,
8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using
the selected weapon. This bonus stacks with other bonuses
on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple
times. Its effects do not stack. Each time you take the feat,
it applies to a new type of weapon.
Fighter Variant: Fighters gain a +1 bonus to attack rolls and damage
With specific weapon for each fighter level

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of
some creatures. Choose one type of weapon that you have
already selected for Weapon Focus.
Prerequisites: Weapon Focus, base attack bonus +1, 12thlevel
fighter, proficiency with weapon.
Benefit: Your attacks with the selected weapon ignore up
to 5 points of damage reduction. This feat does not apply to
damage reduction without a type (such as DR 10/—).
Fighter Variant: Fighters ignore any kind of DR

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most foes. Choose a
weapon that you have selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16thlevel
fighter.
Benefit: Your attacks with the selected weapon ignore up
to 10 points of damage reduction. This amount is reduced
to 5 points for damage reduction without a type (such as
DR 10/—).
Fighter Variant: After a fighter hits a creature with DR with this
Feat, DR is ignored by all creates for 1d4 rounds + Str bonus

Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose
one type of weapon (including unarmed strike or grapple)
for which you have already selected the Weapon Focus feat.
You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon
Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
type of weapon.
Fighter Variant: Fighters add +2 damage on their specialized
Weapon for every 2 fighter levels

Greater Weapon Specialization (Combat)
Choose one type of weapon (including unarmed
strike or
grapple) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more
devastating than normal.
Prerequisites: Proficiency with selected weapon, Greater
Weapon Focus with selected weapon, Weapon Focus with
selected weapon, Weapon Specialization with selected
weapon, 12th-level fighter.
Benefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon. This bonus to damage
stacks with other damage roll bonuses, including any you
gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization
multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Fighter Variant: Fighters gain +2 damage on specialized
Weapons for every fighter level

Feel free to thank us, criticize us, or whatever, but keep in mind this is to level the fighter class with spellcasters who can cast wish spells and storms of destruction and the like.

Nero24200
2010-06-21, 04:58 PM
Would a 1-level dip grant these benifits? If so then it only encourages the idea that the fighter is a dip-class.

Greenish
2010-06-21, 05:00 PM
There is an actual homebrew forum (http://www.giantitp.com/forums/forumdisplay.php?f=15) here, too.

Aeromyre
2010-06-21, 05:07 PM
Would a 1-level dip grant these benifits? If so then it only encourages the idea that the fighter is a dip-class.

Only when they take feats as a fighter so if you took 1 level on an odd level and took your feat and your bonus feat as combat feats you would get the extra benefits



There is an actual homebrew forum (http://www.giantitp.com/forums/forumdisplay.php?f=15) here, too.

I realized that after i posted then didn't really care enough haha
It still technically falls into this section of the forum

DoodlesD
2010-06-21, 05:31 PM
Some of the enhancements to the feats are dependent of Fighter levels, like the upgrade to weapon focus and Toughness. If you continue to take fighter levels after taking the feat, the feat progresses. should you chance classes at any time, it won't progress anymore. Some of the feats were designed this way to give an edge to fighters to help make them a significant class again.

Aeromyre
2010-06-21, 05:53 PM
Some of the enhancements to the feats are dependent of Fighter levels, like the upgrade to weapon focus and Toughness. If you continue to take fighter levels after taking the feat, the feat progresses. should you chance classes at any time, it won't progress anymore. Some of the feats were designed this way to give an edge to fighters to help make them a significant class again.

I also forgot that 1 feat applies to Barbarians, It's toughness. I told Doodles that it would unbalance, Barbaians to let fighters get +3 Hp per level
if both barbaians and fighters had average hp rolls at level 20 it would be like this
Barbarians: 130
Fighters: 110
With the feat, not applying to barbarians:
Barbarians: 150
Fighters: 170
So the barbarians should have the fighter's perk looking like this:
Barbarians: 190
Fighters: 170

Aeromyre
2010-06-21, 08:24 PM
I also forgot that 1 feat applies to Barbarians, It's toughness. I told Doodles that it would unbalance, Barbaians to let fighters get +3 Hp per level
if both barbaians and fighters had average hp rolls at level 20 it would be like this
Barbarians: 130
Fighters: 110
With the feat, not applying to barbarians:
Barbarians: 150
Fighters: 170
So the barbarians should have the fighter's perk looking like this:
Barbarians: 190
Fighters: 170

We will soon post some extra barbarian feats, they won't need as much tweaking

Tinydwarfman
2010-06-22, 11:05 AM
First of all, I have to say this is a fabulous effort, and really revamps some sub-par feats. It is not enough for what you want though.

Unfortunately, a fighter, no matter how well chosen their feats are, will still never be able to compete with a wizard. I direct you to the Tier System (http://brilliantgameologists.com/boards/index.php?topic=5293.0). It is not a fighter's power that makes them low tier, it is their lack of versatility and inability to do anything outside of their chosen combat niche. I have skimmed over part one of your feats, and they look good, but they do nothing to remedy the inherent problem of linear fighters, quadratic wizards. A massive overhual is required to put the fighter anywhere close to tier 1 or 2. It has been done however, and the Warmarked (http://www.giantitp.com/forums/showthread.php?t=124700)is the prime example of a tier 2 fighter class.

tl;dr: Awesome stuff, good feat fixes, won't put fighters on par with casters.

EDIT: Alright, I looked through a lot of the feats, and I have to say, I think you're going in the wrong direction. Increasing the numerical bonuses that fighters get isn't going to do much except make every encounter a case of "does the fighter one shot the monster, or does it one-shot us?"
Expand upon versatility and utility, not power (except really bad feats like weapon focus and stuff, it's good there.) Example: Instead of further reducing the chance a fighter misses with blind fight, give him a short-range blindsense with some restrictions.

DoodlesD
2010-06-22, 12:19 PM
That's great =) input like that is exactly what we need to help improve the fighters abilities

While it may not be possible to get a fighter on par with wizards at higher levels, at least we can keep fighters in the running of the game. Fighters are the class of characters who become kings, lords, emperors, etc., so they need to be powerful enough to control mortal realms.

I agree that making fighters do more damage and such isn't the most optimal way to improve these feats. It is fairly difficult to come up with fighter variants that are not damage related for every single feat. If anyone has ideas like Tinydwarfman, please submit them. if we like the idea we can tweak the feats in different directions.

Tinydwarfman
2010-06-22, 04:31 PM
I’ve been interested in doing something this recently as well, so I’ve gone through and evaluated a lot of your feats. These are just suggestions, as I completely change some of them.

Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
Didn’t change much, and I would also add that a fighter may replace any STR-based DC they have with DEX. (for ToB stuff and non-core feats)

Blind-Fight (Combat)
Like I said before, I believe that something like 15 or 20 ft. Blindsense `would be more appropriate

Catch Off-Guard (Combat)
I very much like this, but it needs some clarification on how it works. It sounds like Island of Blades, would be perfect.

Combat Expertise (Combat)
WOAH! This is way too good. I would make it instead like a toned down version of the fighter’s Counterattack ACF. (note: the flatfooted isn’t bad, only the stopping all other attacks. Really kills TWF and the like.)

Improved/Greater Disarm (Combat)
I really like the idea of these. Greater Disarm is a bit too good, I would restrict it somewhat. Maybe full attack as if you had ¾ BAB?

Improved/Greater Feint (Combat)
I really like the idea behind these, but it could easily be its own feat. It also needs some mechanics. Is it just a normal intimidate roll? Do you get the bonus from the feat? What happens to a monster when you taunt it? Etc.

Improved Trip (Combat)
I like the trip adjacent thing, although it is already its own feat (Curling wave technique? Stormwrack)
The ignoring multiple legs thing is really powerful, and since trip is already the best combat maneuver, I don’t think it needs it. I would halve the bonus for multiple legs instead.

Greater Trip (Combat)
WOAH! I though Imp. Trip was good, but this is awesome. Tripping is already a decent battlefield control maneuver with some work, and this lets you trip everyone in reach?!? Too good. I may be biased from all the tripping builds I’ve seen and made, but this needs to be cut down majorly. I’d make it so you have to succeed on trip #2 to trip person #3, and the next target has to be within 5 feet of the previous one. Again, halve the bonus from size.

Whirlwind Attack (Combat)
Eh, I don’t really like this one, I just don’t know what else to change it to. Maybe let the fighter take a 5-foot step after every successful hit?

Combat Reflexes (Combat)
Eek, powerful. I’d say replace it with the ability to expend one of you AoO’s for the round to take an attack as an immediate action.

Stand Still (Combat)
Hmm, Stand Still was always a good niche feat… I don’t really want to change it. I’m also not sure I understand what you’re trying to do with it.

Deadly Aim (Combat)
Sure, why not. Bows need extra damage. Makes it on par with power attack.

Disruptive (Combat)
Ooh, I really like this. Flesh out mechanics a bit more. Also make it require an immediate action.

Spellbreaker (Combat)
Ok, I’d like something a bit different, but this is good.

Dodge (Combat)
Not my perfect envisioning of the feat, but ok. Cap the 5-foot steps at DEX bonus.
(I’d personally make it an immediate action to give a large dodge bonus to one or more attacks, but that’s just me)

Mobility (Combat)
I just don’t understand what you’re trying to do here. What exactly is a counterattack? Do you mean he takes a 10 foot step after he does it??
I also personally don’t think that mobility should give counterattacks. I would make dodge give you an immediate action dodge bonus, and make mobility the one that lets you 5ft. away after a dodge.

Spring Attack (Combat)
Good. Replaces two pointless feats.

Wind Stance (Combat)
Nice, but needs a cap of 50%.

Lightning Stance (Combat)
Also good.

Exotic Weapon Proficiency (Combat)
Should have always been this way. Or at least for a wide variety of weapons.

Improved Unarmed Strike (Combat)
Every attack is stunning? Really good… Not sure about this.

Deflect Arrows (Combat)
AC should only be against range. Would have rather liked that ability to use it more times per turn.

Snatch Arrows (Combat)
Great, but how do you catch a spell? Should only be deflection.


I'll do more later, at least finishing part 1 today. Give feedback on my feedback! :smallbiggrin:
Most of the stuff so far is pretty good, maybe I just read some of the not so good stuff from part 2...

Kaiyanwang
2010-06-22, 04:47 PM
IMO, full attacks on AOOs or overruns could result as too powerful in some campaing. test them carefully.

If turns out they are not overpowered, consider another risk: if each AOO becomes a full attack, you could slow down the game too much.

You could just add more dice of damage (a là Vital Strike) and/ or more damage (a là Power Attack). Alternatively, ONE more attack, but with the bigger bonus of the iteratives. (say, if your full attack is +11 /+6 /+1, turn out to be a +11/+11).

Said this, I LOVE feats scaling with levels.

Aeromyre
2010-06-22, 04:50 PM
I’ve been interested in doing something this recently as well, so I’ve gone through and evaluated a lot of your feats. These are just suggestions, as I completely change some of them.

Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
Didn’t change much, and I would also add that a fighter may replace any STR-based DC they have with DEX. (for ToB stuff and non-core feats)

Blind-Fight (Combat)
Like I said before, I believe that something like 15 or 20 ft. Blindsense `would be more appropriate

Catch Off-Guard (Combat)
I very much like this, but it needs some clarification on how it works. It sounds like Island of Blades, would be perfect.

Combat Expertise (Combat)
WOAH! This is way too good. I would make it instead like a toned down version of the fighter’s Counterattack ACF. (note: the flatfooted isn’t bad, only the stopping all other attacks. Really kills TWF and the like.)

Improved/Greater Disarm (Combat)
I really like the idea of these. Greater Disarm is a bit too good, I would restrict it somewhat. Maybe full attack as if you had ¾ BAB?

Improved/Greater Feint (Combat)
I really like the idea behind these, but it could easily be its own feat. It also needs some mechanics. Is it just a normal intimidate roll? Do you get the bonus from the feat? What happens to a monster when you taunt it? Etc.

Improved Trip (Combat)
I like the trip adjacent thing, although it is already its own feat (Curling wave technique? Stormwrack)
The ignoring multiple legs thing is really powerful, and since trip is already the best combat maneuver, I don’t think it needs it. I would halve the bonus for multiple legs instead.

Greater Trip (Combat)
WOAH! I though Imp. Trip was good, but this is awesome. Tripping is already a decent battlefield control maneuver with some work, and this lets you trip everyone in reach?!? Too good. I may be biased from all the tripping builds I’ve seen and made, but this needs to be cut down majorly. I’d make it so you have to succeed on trip #2 to trip person #3, and the next target has to be within 5 feet of the previous one. Again, halve the bonus from size.

Whirlwind Attack (Combat)
Eh, I don’t really like this one, I just don’t know what else to change it to. Maybe let the fighter take a 5-foot step after every successful hit?

Combat Reflexes (Combat)
Eek, powerful. I’d say replace it with the ability to expend one of you AoO’s for the round to take an attack as an immediate action.

Stand Still (Combat)
Hmm, Stand Still was always a good niche feat… I don’t really want to change it. I’m also not sure I understand what you’re trying to do with it.

Deadly Aim (Combat)
Sure, why not. Bows need extra damage. Makes it on par with power attack.

Disruptive (Combat)
Ooh, I really like this. Flesh out mechanics a bit more. Also make it require an immediate action.

Spellbreaker (Combat)
Ok, I’d like something a bit different, but this is good.

Dodge (Combat)
Not my perfect envisioning of the feat, but ok. Cap the 5-foot steps at DEX bonus.
(I’d personally make it an immediate action to give a large dodge bonus to one or more attacks, but that’s just me)

Mobility (Combat)
I just don’t understand what you’re trying to do here. What exactly is a counterattack? Do you mean he takes a 10 foot step after he does it??
I also personally don’t think that mobility should give counterattacks. I would make dodge give you an immediate action dodge bonus, and make mobility the one that lets you 5ft. away after a dodge.

Spring Attack (Combat)
Good. Replaces two pointless feats.

Wind Stance (Combat)
Nice, but needs a cap of 50%.

Lightning Stance (Combat)
Also good.

Exotic Weapon Proficiency (Combat)
Should have always been this way. Or at least for a wide variety of weapons.

Improved Unarmed Strike (Combat)
Every attack is stunning? Really good… Not sure about this.

Deflect Arrows (Combat)
AC should only be against range. Would have rather liked that ability to use it more times per turn.

Snatch Arrows (Combat)
Great, but how do you catch a spell? Should only be deflection.


I'll do more later, at least finishing part 1 today. Give feedback on my feedback! :smallbiggrin:
Most of the stuff so far is pretty good, maybe I just read some of the not so good stuff from part 2...

I really like most of the suggestions you've given they've been really helpful. I also like that many of the ones you didn't like were more of my brother's design :D

DoodlesD
2010-06-22, 09:30 PM
I've gone back and adjusted the fighter variants for the feats according to Tinydwarfman's suggestions, although i didn't follow all of the input exactly as i disagreed on some points. anyway, here's the edited list

Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
You’ve learned to use your quickness in place of brute force
when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Chapter 8) instead of your
Strength bonus.
Normal: You add your Strength bonus to your base attack
bonus and size bonus when determining your Combat
Maneuver Bonus.
Fighter Variant: Instead of just dexterity, fighters use
both dexterity and strength for their CMB.

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot
clearly perceive.
Benefit: In melee, every time you miss because of
concealment (see Chapter 8), you can reroll your miss
chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus
to Armor Class, and the attacker doesn’t get the usual +2
bonus for being invisible. The invisible attacker’s bonuses
do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move
at full speed while blinded.
Normal: Regular attack roll modifiers for invisible
attackers trying to hit you apply, and you lose your
Dexterity bonus to AC. The speed reduction for darkness
and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell.
Fighter Variant: Fighters also gain a Blind-sense ability
With a range of 10+2ft/fighter level


Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and
improvised weapons.
Benefit: You do not suffer any penalties for using an
improvised melee weapon. Unarmed opponents are flatfooted
against any attacks you make with an improvised
melee weapon.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.
Fighter Variant: In addition, enemies are considered flanked
By the fighter if not actively engaging the fighter, even if the
Wouldn’t normally be flanked. That is, if the attacked creature
Doesn’t attack the fighter, the fighter attacks that creature with all
The bonuses provided by flanking whether or not another person
is attacking the same creature. If a creature attacks the fighter,
the creature is not treated as flanked for that round.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee
attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack
bonus reaches +4, and every +4 thereafter, the penalty
increases by –1 and the dodge bonus increases by +1. You
can only choose to use this feat when you declare that you
are making an attack or a full-attack action with a melee
weapon. The effects of this feat last until your next turn.
Fighter Variant: Whenever the fighter uses the feat and
An attack misses him, he parries the blow. The opponent becomes
Flat footed, and loses 1 point of AC for each additional attack
Parried in the same fashion by the same fighter.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition,
you receive a +2 bonus on checks made to disarm a foe. You
also receive a +2 bonus to your Combat Maneuver Defense
whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when
performing a disarm combat maneuver.
Fighter Variant: As a swift action when the fighter disarms
An opponent, he may make a new combat maneuver as a
Swift action.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Combat Expertise, Improved Disarm,
base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to
disarm a foe. This bonus stacks with the bonus granted
by Improved Disarm. Whenever you successfully disarm
an opponent, the weapon lands 15 feet away from its
previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of
the disarmed creature.
Fighter Variant: If the swift action after the disarm is successful,
The fighter gets a half of a free full attack on the opponent.


Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat
as a move action.
Normal: Feinting in combat is a standard action.
Fighter Variant: Fighters can use their intimidate skill
in place of their bluff skill for this check. Also they may
use this ability to taunt an enemy with above animal
intelligence to attack him. This works like a Demoralize check,
except that this becomes a move action, and creatures will try to
reach and attack the fighter for1+1d6 rounds +1 for every five
the fighter beats the dc. If the creature is affected by any other
kind of effect, this effect is negated.

Greater Feint (Combat)
You are skilled at making foes overreact to your attacks.
Prerequisites: Combat Expertise, Improved Feint, base
attack bonus +6, Int 13.
Benefit: Whenever you use feint to cause an opponent
to lose his Dexterity bonus, he loses that bonus until the
beginning of your next turn, in addition to losing his
Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus
against your next attack.
Fighter Variant: The fighter can use his taunt to make all
Enemies of a certain type, at his discretion within a 30-foot radius.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when
performing a trip combat maneuver. In addition, you receive
a +2 bonus on checks made to trip a foe. You also receive a
+2 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you.
Normal: You provoke an attack of opportunity when
performing a trip combat maneuver.
Fighter Variant: When a successful trip is made the fighter
May make a trip attempt against another adjacent opponent.
Also the fighter halves for additional legs.

Greater Trip (Combat)
You can make free attacks on foes that you knock down.
Prerequisites: Combat Expertise, Improved Trip, base
attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to trip a
foe. This bonus stacks with the bonus granted by Improved
Trip. Whenever you successfully trip an opponent, that
opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity
from being tripped.
Fighter Variant: When The fighter makes a successful trip
Attack he may make attempts against an extra opponent within
Reach. When making trip attempts, he also halves size modifiers
for larger creatures

Whirlwind Attack (Combat)
You can strike out at every foe within
reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can
give up your regular attacks and instead make one melee
attack at your highest base attack bonus against each
opponent within reach. You must make a separate attack
roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit
any bonus or extra attacks granted by other feats, spells,
or abilities.
Fighter Variant: Fighter’s do not forfeight bonuses granted
By other feats, spells, or abilities, extend the reach of their attacks
By 5 feet, and have a 5% chance per Fighter level (max of 50%) of
Knocking a hit opponent down and causing them to drop whatever
Is in their hands, claws, etc. This includes causing creatures to
Release their grapples.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks
of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity
while f lat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while f lat-footed.
Special: The Combat Ref lexes feat does not allow a rogue
to use her opportunist ability more than once per round.
Fighter Variant: When making Attacks of Opportunity,
the fighter uses half of his full attack.

Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Ref lexes.
Benefit: When a foe provokes an attack of opportunity
due to moving through your adjacent squares, you can make
a combat maneuver check as your attack of opportunity. If
successful, the enemy cannot move for the rest of his turn.
An enemy can still take the rest of his action, but cannot
move. This feat also applies to any creature that attempts to
move from a square that is adjacent to you if such movement
provokes an attack of opportunity.
Fighter Variant: When using stand still you may use any combat maneuver
As a swift action in addition to an attack of opportunity.

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by
pinpointing a foe’s weak spot, at the expense of making
the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all
ranged attack rolls to gain a +2 bonus on all ranged damage
rolls. When your base attack bonus reaches +4, and every
+4 thereafter, the penalty increases by –1 and the bonus
to damage increases by +2. You must choose to use this
feat before making an attack roll and its effects last until
your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage.
Fighter Variant: The Exchange rate for attack bonus for damage,
Becomes -1 attack for +3 damage.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to
safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by
+4 for all enemies that are within your threatened area.
This increase to casting spells defensively only applies if
you are aware of the enemy’s location and are capable of
taking an attack of opportunity. If you can only take one
attack of opportunity per round and have already used that
attack, this increase does not apply.
Fighter Variant: If the fighter has not used all of his attacks
Of opportunity, he can rush 10 feet to the spell caster preparing
A spell to take his attack of opportunity against him should
they provoke one. If the Attack of opportunity is successful,
the spell caster must make a concentration check as normal
with a bonus to the DC for every 4 fighter levels a fighter
possesses. This requires an immediate action from the fighter

Spellbreaker (Combat)
You can strike at enemy spellcasters who fail to cast
defensively when you threaten them.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail
their checks to cast spells defensively provoke attacks of
opportunity from you.
Normal: Enemies that fail to cast spells defensively do
not provoke attacks of opportunity.
Fighter Variant: If the fighter has not used all of his attacks of
opportunity, he can rush 20 feet to the spell caster preparing a spell
to take his attack of opportunity against him should they provoke one.
If the Attack of opportunity is successful,
the spell caster must make a concentration check as normal
with a bonus to the DC for every 2 fighter levels a fighter
possesses. This requires an immediate action from the fighter.
However, it does not require an immediate action if the caster
Is already within reach or would be with a five foot step.
However, it does not require an immediate action if the caster
Is already within reach or would be with a five foot step


Dodge (Combat)
Your training and ref lexes allow you to react swiftly to
avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A
condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Fighter Variant: Whenever an attack misses the fighter
He may make a 5 foot step. The fighter can do this a number
Of times equal to his or her Dex bonus +1/4 Fighter levels


Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or
within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types
of bonuses.
Fighter Variant: The fighter may make an attack (simple)
As an immediate action Whenever an attack misses him
in addition to the ability to move 10 feet afterwards.
The number of times a fighter can move is limited to his Dex
Bonus +1/4 Fighter levels.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw
before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack
bonus +4.
Benefit: You can move up to your speed and make a
single melee attack without provoking any attacks of
opportunity from the target of your attack. You can move
both before and after the attack, but you must move at
least 10 feet before the attack and the total distance that
you move cannot be greater than your speed. You cannot
use this ability to attack a foe that is adjacent to you at the
start of your turn.
Normal: You cannot move before and after an attack.
Fighter Variant: You make a full attack, instead of a single attack
And you may make simple attacks in response to any attacks of opportunity.

Wind Stance (Combat)
Your erratic movements make it difficult for enemies to
pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain
20% concealment for 1 round against ranged attacks.
Fighter Variant: +5% per 5 feet moved over 10 (max 50%).

Lightning Stance (Combat)
The speed at which you move makes it nearly impossible
for opponents to strike you.
Prerequisites: Dex 17, Dodge, Wind Stance, base attack
bonus +11.
Benefit: If you take two actions to move or a withdraw
action in a turn, you gain 50% concealment for 1 round.
Fighter Variant: When you use this feat, move normally
through rough terrain.

Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked
chain or whip. You understand how to use that type of
exotic weapon in combat, and can utilize any special tricks
or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple
times. Each time you take the feat, it applies to a new type
of exotic weapon.
Fighter Variant: Fighters gain Proficiency with all Exotic weapons.

Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when
unarmed—you do not provoke attacks of opportunity when
you attack foes while unarmed. Your unarmed strikes can
deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.
Fighter Variant: Fighters can make an unarmed strike
With a 50% of stunning with a Fort save with a DC of
10 + ½ Fighter level + Str

Deflect Arrows (Combat)
You can knock arrows and other projectiles off course,
preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding
nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you
may deflect it so that you take no damage from it. You
must be aware of the attack and not f lat-footed. Attempting
to deflect a ranged attack doesn’t count as an action.
Unusually massive ranged weapons (such as boulders or
ballista bolts) and ranged attacks generated by natural
attacks or spell effects can’t be deflected.
Fighter Variant: Fighters also get a +2 Deflection bonus
To AC. This bonus only applies to ranged attacks.
Fighters can deflect arrows a number of
Times per round equal to Dex bonus but ½ fighter levels
And can do so with a shield.

Snatch Arrows (Combat)
Instead of knocking an arrow or ranged attack aside, you
can catch it in mid-f light.
Prerequisites: Dex 15, Def lect Arrows, Improved
Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may
choose to catch the weapon instead of just deflecting it.
Thrown weapons can immediately be thrown back as an
attack against the original attacker (even though it isn’t
your turn) or kept for later use.
You must have at least one hand free (holding nothing)
to use this feat.
Fighter Variant: Fighters can also deflect ranged magical attacks
With a reflex save equal to the regular will save of the attack. Fighters
Can deflect spells a number of times equal to Dex bonus +1/4
Fighter levels and can do so with a shield