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.
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.
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