Yitzi
2011-12-05, 08:17 PM
The next part of my general Core fix (http://www.giantitp.com/forums/showthread.php?t=215952) is boosting the fighter and paladin. This takes several parts; first they get more feats, then they get some new (and actually worthwhile) feats available, then a few minor points.
First, the increased feats: A fighter gets a bonus feat at 1st level and every 3 levels thereafter, and at 2nd level and every 3 levels thereafter. (So at every level not divisible by 3.) A paladin gets a new feat at 2nd level and every 3 levels thereafter. Both classes may only take as bonus feats those which are designated as fighter bonus feats.
Next comes the new feats, and improvements on the old ones. Whenever one of the following feats has the same name as an old one, that means it replaces the old one. All of the following feats may be taken as fighter (or paladin) bonus feats (Greater Disarm has been borrowed from the Pathfinder version (http://www.d20pfsrd.com/feats/combat-feats/greater-disarm-combat---final), but other second-tier combat maneuver feats are not the same as in Pathfinder. Deadly Aim is roughly based on the Pathfinder feat of the same name, and Parry is based on the Pathfinder duelist (http://paizo.com/PRD/prestigeClasses/duelist.html) ability). Note also that due to the new TWF, Greater Two-weapon Fighting no longer exist.
New feats:
Take the Blow:
Prerequisites: Con 13, Armor Proficiency (Medium)
Benefit: Whenever you are attacked and not deprived of your Dexterity bonus to AC, you may choose to give up a number of points of Dodge bonus or Dexterity bonus to AC in order to gain damage reduction. The number of points given up may not exceed the AC bonus granted by your armor (including Enhancement bonuses.) When wearing light armor or using a Mage Armor spell or Bracers of Armor, you gain DR 1/- for every 2 points of AC bonus given up. When wearing medium armor, you gain DR 1/- for every point of AC given up, and when wearing heavy armor you gain DR 2/- for every point of AC given up, provided you are proficient in heavy armor. This DR stacks with all others.
The DR from this feat is applied before bonus damage from sneak attacks and critical hits; if the DR reduces the damage taken to 0, the bonus damage is not applied.
For purposes of this feat, mithral armor is considered to be the same category (light, medium, heavy) as a non-mithral version of the same armor, but heavy armor proficiency is still needed to gain DR equal to 2 times the AC bonus given up.
A Dexterity bonus to AC that would be lost due to heavy armor may not be given up in order to use this feat.
Armor Mastery:
Prerequisites: Armor Proficiency (Medium), BAB +16
Benefit: Your speed is not decreased when wearing medium or heavy armor. In addition, you may treat armor as one category lighter (to a minimum of light armor) for purposes of allowing class features and feats to be used. You only get the benefit of this feat when wearing armor you are proficient with.
Combat Expertise:
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of any number up to your BAB on your attack roll and add the same number as a dodge bonus to your Armor Class. The changes to attack rolls and Armor Class last until your next action. This feat may not be used in conjuction with fighting defensively.
In addition, when using the total defense action, you gain an additional dodge bonus equal to 2 less than your BAB (minimum 0). This additional bonus is not increased by 50% for someone with 5 ranks in Tumble.
Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.
Improved Defense:
Prerequisites: Int 13, 5 ranks Tumble.
Benefit: The dodge bonus gained from fighting defensively, from the total defense action, and from using the Combat Expertise feat is doubled. This stacks with all other increases; as usual, two doublings equals a tripling, and so on.
Greater Disarm:
Prerequisites: Int 13, Combat Expertise, Improved Disarm, BAB +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent; this bonus stacks with that from Improved Disarm.
Greater Feint:
Prerequisites: Int 13, Combat Expertise, Improved Feint, BAB +6.
Benefit: When making a Bluff check in order to feint, you may use your BAB instead of your ranks in Bluff.
Greater Trip:
Prerequisites: Int 13, Combat Expertise, Improved Trip, BAB +6.
Benefit: When you attempt to trip an opponent, the opponent must use its Dexterity modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to trip your opponent; this stacks with the bonus from Improved Trip.
Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.
Special: When you make a trip attack granted by the Knockdown feat, the opponent may use its Strength modifier to oppose your Strength check even if you have this feat. You still get the +4 bonus to the check.
Dodge:
Prerequisites: Dex 13
Benefit: During your action, you designate an opponent. You receive a dodge bonus to Armor Class against attacks from that opponent equal to the sum of your dodge and dexterity bonuses to AC from other sources (minimum 1, maximum 5). You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Improved Dodge:
Prerequisites: Dex 13, Dodge
Benefit: When attacked by an enemy in melee, the attacker must add its Dexterity modifier to the attack roll instead of its Strength modifier. Your Armor, Shield, Natural Armor, and Deflection bonuses to AC are reduced by a proportion equal to the ratio of the attacker's Strength score and Dexterity score.
Normal: A melee attacker adds its Strength modifier to the attack roll, unless it has the Weapon Finesse feat or is incorporeal.
Special: This feat only functions when it is of benefit to you, whether you are aware of the situation or not. It does not function when you use Take the Blow.
Improved Mobility:
Prerequisites: Dex 13, Dodge, Mobility, BAB +2
Benefit: You gain 5 ranks in Tumble. These ranks do not stack with those bought for skill points, but work normally with respect to skill checks, synergies, and prerequisites.
Improved Critical:
Choose one type of weapon
Prerequisites: Proficient with weapon, BAB +8; see Special.
Benefit: When using the weapon you selected, your threat range is doubled.
Special:You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon, except for the Deadly Aim feat.
When the selected weapon is a piercing thrown weapon (or can be used as such), or is a projectile weapon with ammunition that does piercing damage, Improved Critical may be taken with a BAB of less than +8 (but at least +1). If the weapon can also be used as a melee or non-piercing weapon, Improved Critical does not apply to it in that capacity until you have BAB +8 or higher.
Greater Grapple:
Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, BAB +6.
Benefit: When making an opposed Grapple check against an opponent, you may halve all strength bonuses, size bonuses, and BAB deriving from racial hit dice, as well as the bonus gained from a barbarian's Grappler ability, for both you and your opponent. You also gain a +4 bonus on all grapple checks; this stacks with the bonus from Improved Grapple. In addition, you do not automatically fail to start a grapple against an opponent two or three sizes larger than you (but you do fail against an opponent four or more sizes larger than you.)
Mounted Combat:
Prerequisite: Ride 1 Rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) For every 5 ranks in Ride you have beyond the first, you may attempt to negate an additional hit each round in this manner, but the second such attempt takes a -5 penalty to the ride check, the third takes a -10 penalty, and so on.
Ride-By Attack:
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. If you choose to exercise this option, you and your mount do not provoke an attack of opportunity from the opponent that you attack, and you need not attack from the closest square from which you threaten the opponent.
Point Blank Shot:
Benefit: You get a +1 bonus on attack and damage rolls, and an additional +5 on attack rolls to confirm critical hits, with ranged weapons at ranges of up to 30 feet.
Deadly Aim:
Choose one type of ranged weapon with which you have taken the Improved Critical feat.
Prerequisites: Point Blank Shot, Improved Critical with selected weapon, BAB +1
Benefit: You may take a penalty of -1 to your attack roll with a selected ranged weapon in order to double your critical threat range. This doubling stacks with that granted by Improved Critical; as usual, two doublings equal a tripling.
You may apply this feat multiple times to a single attack, up to a maximum penalty equal to your BAB.
If Improved Critical does not apply to an attack, neither does Deadly Aim.
Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.
Improved Deadly Aim:
Choose one type of ranged weapon with which you have taken the Deadly Aim feat.
Prerequisites: Point Blank Shot, Improved Critical with selected weapon, Deadly Aim with selected weapon, BAB +8
Benefit: When using Deadly Aim, you may choose to decrease your threat range by 2 (so a 17-20 threat range would become 19-20) in order to increase your critical multiplier by 1. You may apply this ability as many times as you wish to a single attack. If your weapon has a base critical modifier of X3, you may decrease your threat range by 1 to increase your critical multiplier by 1.
Precise Shot:
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. In addition, whenever you make a ranged attack you can choose a single ally; this ally gives no soft cover to your target.
Parry:
Prerequisite: BAB +4
Benefit:Whenever you attack with a melee weapon, you can elect not to take one or more of your attacks. At any time before your next turn, you can attempt to parry a melee attack against you that would do slashing or crushing damage. To parry the attack, make an attack roll, using the same bonuses and penalties as an attack you chose to forego during your previous action. Do not apply penalties due to fighting defensively or using Combat Expertise. If your attack roll is greater than the roll of the attacking creature, the attack automatically misses. If your attack roll exceeds the opponent's attack roll by 5, you may choose to bind the opponent's weapon, preventing both it and your weapon from being used until the end of the opponent's next turn.
SpecialYou take a -4 penalty on the attack roll to parry an attack that would do crushing damage.
You may not parry an attack against which you would not be entitled to a Dexterity bonus to AC.
You may parry more than one attack each round, but each one must use a different foregone attack.
You must choose to parry an attack before the attack roll has been made.
You may not parry with a natural weapon. In order to bind a natural weapon, you must exceed the opponents attack roll by at least 10.
You may not parry while using the Rapid Attack feat.
Improved Parry:
Prerequisites: Parry, Combat Reflexes, BAB +11
Benefit:You may spend an attack of opportunity to parry an attack. You take a -4 on the attack roll to parry when used in this manner.
Greater Bull Rush:
Prerequisites: Str 13, Power Attack, Improved Bull Rush, BAB +6.
Benefit: When you attempt to bull rush an opponent, you may negate all modifiers for size and stability for both you and your opponent. You also gain a +4 bonus on the opposed Strength check you make to push back the defender; this stacks with the bonus from Improved Bull Rush.
Greater Overrun:
Prerequisites: Str 13, Power Attack, Improved Overrun, BAB +6.
Benefit: When you attempt to overrun, your opponent must use his Strength modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to knock down your opponent; this stacks with the bonus from Improved Overrun.
Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.
Greater Sunder:
Prerequisites: Str 13, Power Attack, Improved Sunder, BAB +6.
Benefit: When you destroy an item, you can choose to destroy it with a clean break. An item destroyed with a clean break can be repaired using the craft skill (restoring any magical properties) as though it were only damaged, although magical repair treats it as broken. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character; this stacks with the bonus from Improved Sunder.
Penetrating Blow:
Prerequisites: Str 15, Power Attack.
Benefit: When making a melee attack, you may choose to ignore armor and natural armor bonuses to AC. If you do so, the damage is reduced by an amount dependent on the target's armor or natural armor: Light armor, force armor (such as a Mage Armor spell or bracers of armor), or the natural armor of a creature without a particularly tough hide, reduce the damage by an amount equal to the AC they would normally grant. Medium armor (including mithral versions of medium armor), or the natural armor of a creature with a tough hide or scales, reduce the damage taken by twice the bonus they normally grant to AC. Heavy armor (or a mithral version thereof) or the natural armor of a creature with a carapace or exoskeleton reduces the damage by three times the normal bonus to AC.
Special: If using this feat causes the damage done, excluding precision damage, to be reduced to 0 or lower, the attack does no damage.
When wielding a metal bludgeoning weapon, the damage cannot be reduced to less than your strength modifier. You still lose the benefit of precision damage if the damage would otherwise be reduced to 0 or less.
Shield Mastery:
Prerequisite: Shield Proficiency
Benefit: If an enemy misses you with a melee weapon while you are wielding a shield you are proficient in, and the enemy's natural roll is equal to your shield bonus to AC or less, the enemy may neither attack nor threaten with that weapon until the beginning of his next turn. If this causes the enemy to not threaten any square, he provokes an attack of opportunity from you.
Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability with a shield that gives no AC bonus against the attack for any reason.
Warder:
Prerequisite: Shield Proficiency, BAB +4
Benefit: When wielding a light shield or medium shield you give half your shield bonus to AC as a shield bonus to the AC of all adjacent allies. When using a tower shield, you give an AC bonus equal to your Shield bonus to AC.
Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability against an attack against which you would not be entitled to both your shield bonus and dodge bonus (if it targeted you).
Improved Warder:
Prerequisite: Shield Proficiency, Warder, BAB +8
Benefit: You may add your dodge and Dexterity bonuses (if any) to your shield bonus when determining the bonus granted by the Warder feat. The total bonus granted still may not exceed your actual (i.e. not counting this feat) shield bonus to AC.
Two-Weapon Fighting:
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 the Two-Weapon Fighting special attack. In addition, you gain iterative attacks for your off-hand weapon from a high BAB just as you do for your primary weapon.
NormalIf 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 off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Improved Two-Weapon Fighting:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: You take no penalties for fighting with two weapons.
Two-Weapon Defense:
Prerequisites: Dex 15, Two-Weapon Fighting, Parry, BAB +4
Benefit: You may choose to parry an attack with more than one weapon. This uses a foregone attack from each weapon and uses the lowest attack roll among them, but gives a +5 bonus to the attack roll for each weapon after the first.
Two-Weapon Pin:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: When you take a full attack action to attack with two weapons, and hit with one weapon, make a Strength check, opposed by the Strength or Dexterity check of your opponent (using whichever modifier is higher). You get a +4 bonus for every size category you are larger than Medium or a -4 penalty for every size category you are smaller than Medium, and your opponent is entitled to the same bonuses and penalties based on his size. If you win the check, you may immediately make an attack with the other weapon (if you have such an attack left in your attack sequence) against the same target, and the target loses his Dexterity bonus against this attack.
Special: Even though your opponent loses his Dexterity bonus against the attack, it does not allow you to make a sneak attack against him. (You may, however, make a sneak attack if you would qualify for it without this feat.)
Two-Weapon Trap:
Prerequisites: Dex 15, Two-Weapon Fighting, Two-Weapon Pin
Benefit: When you take a full attack action to attack with two weapons, you may make, as a paired set, an attack from the sequence with each of the weapons. The opponent must divide his Dexterity bonus to AC (as well as any similar bonuses, such as Dodge bonuses or a monk's AC bonus) between the two attacks. Even if he chooses to allocate no bonus to one of the attacks, he is not considered to be deprived of his Dexterity bonus to AC.
Rapid Attack:
Prerequisites: Dex 13, Weapon Finesse, BAB +4
Benefit: Whenever you make an attack or full attack while using Weapon Finesse, you may choose to make a rapid attack instead. When making a rapid attack, replace each attack to which you would normally be entitled (except those gained from magical effects such as Haste or a Speed weapon) with a number of attacks equal to your Dexterity bonus.
When making a rapid attack, you are considered to have a strength of 10 (if it is normally higher), and so gain no strength bonus to damage or to opposed rolls and may not use any feats that require a strength of more than 10.
In addition, any weapon used in a Rapid Attack is considered to have damage of 1d6 or its usual damage, whichever is less.
Also, magical effects and bonuses to damage (such as that done by a +1 weapon or a flaming weapon) apply only on those attacks to which you would normally be entitled.
Finally, you may not deal any form of precision damage while using a Rapid Attack.
Weapon Focus:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Weapon Specialization:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Focus:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Specialization:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Next, a quick boost to the Craft skill: When the Craft skill is used to repair a damaged item (or one broken with a clean break), the process takes only one day. Alternatively, the character may make a quick repair, which takes only one hour, requires half the normal raw material cost (one-tenth the item's nonmagical cost), and has a DC 5 lower than that to craft the item, but the item takes a -1 penalty to attack and damage rolls, and if magical has unreliable functioning (as a cursed item with that property). The penalties last until the item is repaired normally.
Finally, a new weapon and armor enchantment:
A shifting weapon (+1 effective enhancement bonus) may turn into another weapon on command. Melee weapons can only turn into other melee weapons, projectile weapons into other projectile weapons, and thrown weapons into other thrown weapons. Ammunition cannot have the Shifting property. If an item can be used in melee or thrown, it can be treated as either, but not as both for a single weapon. When an Identify spell indicates that a weapon is shifting, it also indicates all available forms.
Changing the form of a shifting weapon is a standard action. When determining the price of a shifting weapon, the prices of all of its forms must be paid for seperately, but the masterwork component only needs to be paid once, and each type of special material must only be paid for once (using the form for which it is most expensive.)
It is possible to split a shifting melee weapon with a +2 or higher actual enhancement bonus into two weapons, suitable for two-weapon fighting; in this case, the pair of weapons is considered to be the weapon's form. When this is done, each magical property and enhancement of the item, except the Shifting property, applies to only one of the weapons (chosen at the time the weapon is split.)
When wielding two shifting weapons, it is possible to absorb one into the other when changing the form of the latter. The absorbed weapon gives no benefit, but is kept safe until the weapons are split again.
A True Sight spell allows the recipient to see all possible forms of a shifting weapon.
When rolling treasure, the top two numbers (for a minor item) or top number (for an medium or major item) assigned to the Flaming, Frost, and Shock properties instead indicate a Shifting weapon with 1d4+1 randomly selected forms. A randomly generated Shifting weapon will have all forms of the same special material (if any.)
A shifting weapon has a strong aura of transmutation, a CL of 15, and requires Polymorph Any Object to create.
Shifting armor works similarly to a shifting weapon, but can also take the form of a normal set of clothes. When randomly rolling armor, rolling a 30-32 (for a minor item) or 8 (for a medium item) results in a Shifting item instead; in addition, if spell resistance of 15 or higher is rolled, there is a 10% chance that the item is Shifting as well, but the spell resistance is reduced by 2.
First, the increased feats: A fighter gets a bonus feat at 1st level and every 3 levels thereafter, and at 2nd level and every 3 levels thereafter. (So at every level not divisible by 3.) A paladin gets a new feat at 2nd level and every 3 levels thereafter. Both classes may only take as bonus feats those which are designated as fighter bonus feats.
Next comes the new feats, and improvements on the old ones. Whenever one of the following feats has the same name as an old one, that means it replaces the old one. All of the following feats may be taken as fighter (or paladin) bonus feats (Greater Disarm has been borrowed from the Pathfinder version (http://www.d20pfsrd.com/feats/combat-feats/greater-disarm-combat---final), but other second-tier combat maneuver feats are not the same as in Pathfinder. Deadly Aim is roughly based on the Pathfinder feat of the same name, and Parry is based on the Pathfinder duelist (http://paizo.com/PRD/prestigeClasses/duelist.html) ability). Note also that due to the new TWF, Greater Two-weapon Fighting no longer exist.
New feats:
Take the Blow:
Prerequisites: Con 13, Armor Proficiency (Medium)
Benefit: Whenever you are attacked and not deprived of your Dexterity bonus to AC, you may choose to give up a number of points of Dodge bonus or Dexterity bonus to AC in order to gain damage reduction. The number of points given up may not exceed the AC bonus granted by your armor (including Enhancement bonuses.) When wearing light armor or using a Mage Armor spell or Bracers of Armor, you gain DR 1/- for every 2 points of AC bonus given up. When wearing medium armor, you gain DR 1/- for every point of AC given up, and when wearing heavy armor you gain DR 2/- for every point of AC given up, provided you are proficient in heavy armor. This DR stacks with all others.
The DR from this feat is applied before bonus damage from sneak attacks and critical hits; if the DR reduces the damage taken to 0, the bonus damage is not applied.
For purposes of this feat, mithral armor is considered to be the same category (light, medium, heavy) as a non-mithral version of the same armor, but heavy armor proficiency is still needed to gain DR equal to 2 times the AC bonus given up.
A Dexterity bonus to AC that would be lost due to heavy armor may not be given up in order to use this feat.
Armor Mastery:
Prerequisites: Armor Proficiency (Medium), BAB +16
Benefit: Your speed is not decreased when wearing medium or heavy armor. In addition, you may treat armor as one category lighter (to a minimum of light armor) for purposes of allowing class features and feats to be used. You only get the benefit of this feat when wearing armor you are proficient with.
Combat Expertise:
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of any number up to your BAB on your attack roll and add the same number as a dodge bonus to your Armor Class. The changes to attack rolls and Armor Class last until your next action. This feat may not be used in conjuction with fighting defensively.
In addition, when using the total defense action, you gain an additional dodge bonus equal to 2 less than your BAB (minimum 0). This additional bonus is not increased by 50% for someone with 5 ranks in Tumble.
Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.
Improved Defense:
Prerequisites: Int 13, 5 ranks Tumble.
Benefit: The dodge bonus gained from fighting defensively, from the total defense action, and from using the Combat Expertise feat is doubled. This stacks with all other increases; as usual, two doublings equals a tripling, and so on.
Greater Disarm:
Prerequisites: Int 13, Combat Expertise, Improved Disarm, BAB +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent; this bonus stacks with that from Improved Disarm.
Greater Feint:
Prerequisites: Int 13, Combat Expertise, Improved Feint, BAB +6.
Benefit: When making a Bluff check in order to feint, you may use your BAB instead of your ranks in Bluff.
Greater Trip:
Prerequisites: Int 13, Combat Expertise, Improved Trip, BAB +6.
Benefit: When you attempt to trip an opponent, the opponent must use its Dexterity modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to trip your opponent; this stacks with the bonus from Improved Trip.
Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.
Special: When you make a trip attack granted by the Knockdown feat, the opponent may use its Strength modifier to oppose your Strength check even if you have this feat. You still get the +4 bonus to the check.
Dodge:
Prerequisites: Dex 13
Benefit: During your action, you designate an opponent. You receive a dodge bonus to Armor Class against attacks from that opponent equal to the sum of your dodge and dexterity bonuses to AC from other sources (minimum 1, maximum 5). You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Improved Dodge:
Prerequisites: Dex 13, Dodge
Benefit: When attacked by an enemy in melee, the attacker must add its Dexterity modifier to the attack roll instead of its Strength modifier. Your Armor, Shield, Natural Armor, and Deflection bonuses to AC are reduced by a proportion equal to the ratio of the attacker's Strength score and Dexterity score.
Normal: A melee attacker adds its Strength modifier to the attack roll, unless it has the Weapon Finesse feat or is incorporeal.
Special: This feat only functions when it is of benefit to you, whether you are aware of the situation or not. It does not function when you use Take the Blow.
Improved Mobility:
Prerequisites: Dex 13, Dodge, Mobility, BAB +2
Benefit: You gain 5 ranks in Tumble. These ranks do not stack with those bought for skill points, but work normally with respect to skill checks, synergies, and prerequisites.
Improved Critical:
Choose one type of weapon
Prerequisites: Proficient with weapon, BAB +8; see Special.
Benefit: When using the weapon you selected, your threat range is doubled.
Special:You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon, except for the Deadly Aim feat.
When the selected weapon is a piercing thrown weapon (or can be used as such), or is a projectile weapon with ammunition that does piercing damage, Improved Critical may be taken with a BAB of less than +8 (but at least +1). If the weapon can also be used as a melee or non-piercing weapon, Improved Critical does not apply to it in that capacity until you have BAB +8 or higher.
Greater Grapple:
Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, BAB +6.
Benefit: When making an opposed Grapple check against an opponent, you may halve all strength bonuses, size bonuses, and BAB deriving from racial hit dice, as well as the bonus gained from a barbarian's Grappler ability, for both you and your opponent. You also gain a +4 bonus on all grapple checks; this stacks with the bonus from Improved Grapple. In addition, you do not automatically fail to start a grapple against an opponent two or three sizes larger than you (but you do fail against an opponent four or more sizes larger than you.)
Mounted Combat:
Prerequisite: Ride 1 Rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) For every 5 ranks in Ride you have beyond the first, you may attempt to negate an additional hit each round in this manner, but the second such attempt takes a -5 penalty to the ride check, the third takes a -10 penalty, and so on.
Ride-By Attack:
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. If you choose to exercise this option, you and your mount do not provoke an attack of opportunity from the opponent that you attack, and you need not attack from the closest square from which you threaten the opponent.
Point Blank Shot:
Benefit: You get a +1 bonus on attack and damage rolls, and an additional +5 on attack rolls to confirm critical hits, with ranged weapons at ranges of up to 30 feet.
Deadly Aim:
Choose one type of ranged weapon with which you have taken the Improved Critical feat.
Prerequisites: Point Blank Shot, Improved Critical with selected weapon, BAB +1
Benefit: You may take a penalty of -1 to your attack roll with a selected ranged weapon in order to double your critical threat range. This doubling stacks with that granted by Improved Critical; as usual, two doublings equal a tripling.
You may apply this feat multiple times to a single attack, up to a maximum penalty equal to your BAB.
If Improved Critical does not apply to an attack, neither does Deadly Aim.
Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.
Improved Deadly Aim:
Choose one type of ranged weapon with which you have taken the Deadly Aim feat.
Prerequisites: Point Blank Shot, Improved Critical with selected weapon, Deadly Aim with selected weapon, BAB +8
Benefit: When using Deadly Aim, you may choose to decrease your threat range by 2 (so a 17-20 threat range would become 19-20) in order to increase your critical multiplier by 1. You may apply this ability as many times as you wish to a single attack. If your weapon has a base critical modifier of X3, you may decrease your threat range by 1 to increase your critical multiplier by 1.
Precise Shot:
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. In addition, whenever you make a ranged attack you can choose a single ally; this ally gives no soft cover to your target.
Parry:
Prerequisite: BAB +4
Benefit:Whenever you attack with a melee weapon, you can elect not to take one or more of your attacks. At any time before your next turn, you can attempt to parry a melee attack against you that would do slashing or crushing damage. To parry the attack, make an attack roll, using the same bonuses and penalties as an attack you chose to forego during your previous action. Do not apply penalties due to fighting defensively or using Combat Expertise. If your attack roll is greater than the roll of the attacking creature, the attack automatically misses. If your attack roll exceeds the opponent's attack roll by 5, you may choose to bind the opponent's weapon, preventing both it and your weapon from being used until the end of the opponent's next turn.
SpecialYou take a -4 penalty on the attack roll to parry an attack that would do crushing damage.
You may not parry an attack against which you would not be entitled to a Dexterity bonus to AC.
You may parry more than one attack each round, but each one must use a different foregone attack.
You must choose to parry an attack before the attack roll has been made.
You may not parry with a natural weapon. In order to bind a natural weapon, you must exceed the opponents attack roll by at least 10.
You may not parry while using the Rapid Attack feat.
Improved Parry:
Prerequisites: Parry, Combat Reflexes, BAB +11
Benefit:You may spend an attack of opportunity to parry an attack. You take a -4 on the attack roll to parry when used in this manner.
Greater Bull Rush:
Prerequisites: Str 13, Power Attack, Improved Bull Rush, BAB +6.
Benefit: When you attempt to bull rush an opponent, you may negate all modifiers for size and stability for both you and your opponent. You also gain a +4 bonus on the opposed Strength check you make to push back the defender; this stacks with the bonus from Improved Bull Rush.
Greater Overrun:
Prerequisites: Str 13, Power Attack, Improved Overrun, BAB +6.
Benefit: When you attempt to overrun, your opponent must use his Strength modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to knock down your opponent; this stacks with the bonus from Improved Overrun.
Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.
Greater Sunder:
Prerequisites: Str 13, Power Attack, Improved Sunder, BAB +6.
Benefit: When you destroy an item, you can choose to destroy it with a clean break. An item destroyed with a clean break can be repaired using the craft skill (restoring any magical properties) as though it were only damaged, although magical repair treats it as broken. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character; this stacks with the bonus from Improved Sunder.
Penetrating Blow:
Prerequisites: Str 15, Power Attack.
Benefit: When making a melee attack, you may choose to ignore armor and natural armor bonuses to AC. If you do so, the damage is reduced by an amount dependent on the target's armor or natural armor: Light armor, force armor (such as a Mage Armor spell or bracers of armor), or the natural armor of a creature without a particularly tough hide, reduce the damage by an amount equal to the AC they would normally grant. Medium armor (including mithral versions of medium armor), or the natural armor of a creature with a tough hide or scales, reduce the damage taken by twice the bonus they normally grant to AC. Heavy armor (or a mithral version thereof) or the natural armor of a creature with a carapace or exoskeleton reduces the damage by three times the normal bonus to AC.
Special: If using this feat causes the damage done, excluding precision damage, to be reduced to 0 or lower, the attack does no damage.
When wielding a metal bludgeoning weapon, the damage cannot be reduced to less than your strength modifier. You still lose the benefit of precision damage if the damage would otherwise be reduced to 0 or less.
Shield Mastery:
Prerequisite: Shield Proficiency
Benefit: If an enemy misses you with a melee weapon while you are wielding a shield you are proficient in, and the enemy's natural roll is equal to your shield bonus to AC or less, the enemy may neither attack nor threaten with that weapon until the beginning of his next turn. If this causes the enemy to not threaten any square, he provokes an attack of opportunity from you.
Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability with a shield that gives no AC bonus against the attack for any reason.
Warder:
Prerequisite: Shield Proficiency, BAB +4
Benefit: When wielding a light shield or medium shield you give half your shield bonus to AC as a shield bonus to the AC of all adjacent allies. When using a tower shield, you give an AC bonus equal to your Shield bonus to AC.
Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability against an attack against which you would not be entitled to both your shield bonus and dodge bonus (if it targeted you).
Improved Warder:
Prerequisite: Shield Proficiency, Warder, BAB +8
Benefit: You may add your dodge and Dexterity bonuses (if any) to your shield bonus when determining the bonus granted by the Warder feat. The total bonus granted still may not exceed your actual (i.e. not counting this feat) shield bonus to AC.
Two-Weapon Fighting:
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 the Two-Weapon Fighting special attack. In addition, you gain iterative attacks for your off-hand weapon from a high BAB just as you do for your primary weapon.
NormalIf 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 off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Improved Two-Weapon Fighting:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: You take no penalties for fighting with two weapons.
Two-Weapon Defense:
Prerequisites: Dex 15, Two-Weapon Fighting, Parry, BAB +4
Benefit: You may choose to parry an attack with more than one weapon. This uses a foregone attack from each weapon and uses the lowest attack roll among them, but gives a +5 bonus to the attack roll for each weapon after the first.
Two-Weapon Pin:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: When you take a full attack action to attack with two weapons, and hit with one weapon, make a Strength check, opposed by the Strength or Dexterity check of your opponent (using whichever modifier is higher). You get a +4 bonus for every size category you are larger than Medium or a -4 penalty for every size category you are smaller than Medium, and your opponent is entitled to the same bonuses and penalties based on his size. If you win the check, you may immediately make an attack with the other weapon (if you have such an attack left in your attack sequence) against the same target, and the target loses his Dexterity bonus against this attack.
Special: Even though your opponent loses his Dexterity bonus against the attack, it does not allow you to make a sneak attack against him. (You may, however, make a sneak attack if you would qualify for it without this feat.)
Two-Weapon Trap:
Prerequisites: Dex 15, Two-Weapon Fighting, Two-Weapon Pin
Benefit: When you take a full attack action to attack with two weapons, you may make, as a paired set, an attack from the sequence with each of the weapons. The opponent must divide his Dexterity bonus to AC (as well as any similar bonuses, such as Dodge bonuses or a monk's AC bonus) between the two attacks. Even if he chooses to allocate no bonus to one of the attacks, he is not considered to be deprived of his Dexterity bonus to AC.
Rapid Attack:
Prerequisites: Dex 13, Weapon Finesse, BAB +4
Benefit: Whenever you make an attack or full attack while using Weapon Finesse, you may choose to make a rapid attack instead. When making a rapid attack, replace each attack to which you would normally be entitled (except those gained from magical effects such as Haste or a Speed weapon) with a number of attacks equal to your Dexterity bonus.
When making a rapid attack, you are considered to have a strength of 10 (if it is normally higher), and so gain no strength bonus to damage or to opposed rolls and may not use any feats that require a strength of more than 10.
In addition, any weapon used in a Rapid Attack is considered to have damage of 1d6 or its usual damage, whichever is less.
Also, magical effects and bonuses to damage (such as that done by a +1 weapon or a flaming weapon) apply only on those attacks to which you would normally be entitled.
Finally, you may not deal any form of precision damage while using a Rapid Attack.
Weapon Focus:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Weapon Specialization:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Focus:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Specialization:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with 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.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Next, a quick boost to the Craft skill: When the Craft skill is used to repair a damaged item (or one broken with a clean break), the process takes only one day. Alternatively, the character may make a quick repair, which takes only one hour, requires half the normal raw material cost (one-tenth the item's nonmagical cost), and has a DC 5 lower than that to craft the item, but the item takes a -1 penalty to attack and damage rolls, and if magical has unreliable functioning (as a cursed item with that property). The penalties last until the item is repaired normally.
Finally, a new weapon and armor enchantment:
A shifting weapon (+1 effective enhancement bonus) may turn into another weapon on command. Melee weapons can only turn into other melee weapons, projectile weapons into other projectile weapons, and thrown weapons into other thrown weapons. Ammunition cannot have the Shifting property. If an item can be used in melee or thrown, it can be treated as either, but not as both for a single weapon. When an Identify spell indicates that a weapon is shifting, it also indicates all available forms.
Changing the form of a shifting weapon is a standard action. When determining the price of a shifting weapon, the prices of all of its forms must be paid for seperately, but the masterwork component only needs to be paid once, and each type of special material must only be paid for once (using the form for which it is most expensive.)
It is possible to split a shifting melee weapon with a +2 or higher actual enhancement bonus into two weapons, suitable for two-weapon fighting; in this case, the pair of weapons is considered to be the weapon's form. When this is done, each magical property and enhancement of the item, except the Shifting property, applies to only one of the weapons (chosen at the time the weapon is split.)
When wielding two shifting weapons, it is possible to absorb one into the other when changing the form of the latter. The absorbed weapon gives no benefit, but is kept safe until the weapons are split again.
A True Sight spell allows the recipient to see all possible forms of a shifting weapon.
When rolling treasure, the top two numbers (for a minor item) or top number (for an medium or major item) assigned to the Flaming, Frost, and Shock properties instead indicate a Shifting weapon with 1d4+1 randomly selected forms. A randomly generated Shifting weapon will have all forms of the same special material (if any.)
A shifting weapon has a strong aura of transmutation, a CL of 15, and requires Polymorph Any Object to create.
Shifting armor works similarly to a shifting weapon, but can also take the form of a normal set of clothes. When randomly rolling armor, rolling a 30-32 (for a minor item) or 8 (for a medium item) results in a Shifting item instead; in addition, if spell resistance of 15 or higher is rolled, there is a 10% chance that the item is Shifting as well, but the spell resistance is reduced by 2.