NeoSeraphi
2012-03-24, 10:04 AM
Reliable Reflexes (Fighter, Scout)
Prerequisites: Dex 15, Improved Initiative, BAB +4
Benefit: You can take 10 on Initiative checks, always, even when you are threatened or distracted. If you choose not to take 10, you may instead roll twice and keep the higher result.
Uncanny Defense (Fighter)
Prerequisites: Dex 13, BAB +1
Benefit: When you fight defensively or take the total defense action, the dodge bonus you receive to your AC increases by +2, or +3 if you have at least 5 ranks in the Tumble skill. So if you fight defensively, you receive a total +4 dodge bonus to your AC, or +6 if you have at least 5 ranks in the Tumble skill, and if you take the total defense action, you receive a total +6 Dodge bonus to your AC, or +9 if you have 5 or more ranks in the Tumble skill (These calculations are including the increased dodge bonus your character already receives from having 5 or more ranks in the Tumble skill (http://www.d20srd.org/srd/skills/tumble.htm)).
Retaliating Strike (Fighter)
Prerequisites: Dex 13, Combat Reflexes, Uncanny Defense, BAB +6 or Tumble 9 ranks
Benefit: Any opponent within your melee reach who attacks you and misses you while you have are fighting defensively or taking the total defense action provokes an attack of opportunity from you. As a constant secondary benefit of this feat, you still threaten all squares within your reach and may still make attacks of opportunity while you are taking the total defense action.
Improved Retaliating Strike (Fighter)
Prerequisites: Dex 13, Combat Reflexes, Uncanny Defense, BAB +8
Benefit: When you make an attack of opportunity granted to you by your Retaliating Strike feat, you deal an additional +1d6 points of damage per 2 points of BAB you have (to a maximum of +10d6 points of damage if you have +20 BAB).
Strategic Trip
Prerequisites: Int 13, Combat Expertise, Improved Trip, Sneak Attack +1d6 or Sudden Strike +1d6
Benefit: When you make a Trip check, you may add your Dexterity bonus to your Trip check instead of your Strength bonus. Additionally, any creature you successfully knock prone is denied their Dexterity bonus to AC against the free attack granted to you by the Improved Trip feat.
Thieving Disarm
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Sleight of Hand 9 ranks
Benefit: You may make a Sleight of Hand check in place of the opposed attack roll when you make a Disarm check. You must have at least one hand free to do this. Your Sleight of Hand check receives a +4 bonus when used this way (from your Improved Disarm feat) and you do not apply any Size bonuses or penalties to your check. If both of your hands are empty and you use them both in the Disarm attempt, you receive an additional +4 bonus to your Sleight of Hand check. Your opponent opposes your Sleight of Hand check with a normal attack roll used to oppose Disarm checks, and any modifiers that apply to resisting Disarm (such as wearing locked gauntlets) apply here as well.
If you succeed your Sleight of Hand check, your opponent is Disarmed as usual and you may make a single melee attack at your highest attack bonus against it. If your Sleight of Hand check exceeded your opponent's attack roll by 5 or more, your opponent is denied its Dexterity bonus to AC against this attack.
Prerequisites: Dex 15, Improved Initiative, BAB +4
Benefit: You can take 10 on Initiative checks, always, even when you are threatened or distracted. If you choose not to take 10, you may instead roll twice and keep the higher result.
Uncanny Defense (Fighter)
Prerequisites: Dex 13, BAB +1
Benefit: When you fight defensively or take the total defense action, the dodge bonus you receive to your AC increases by +2, or +3 if you have at least 5 ranks in the Tumble skill. So if you fight defensively, you receive a total +4 dodge bonus to your AC, or +6 if you have at least 5 ranks in the Tumble skill, and if you take the total defense action, you receive a total +6 Dodge bonus to your AC, or +9 if you have 5 or more ranks in the Tumble skill (These calculations are including the increased dodge bonus your character already receives from having 5 or more ranks in the Tumble skill (http://www.d20srd.org/srd/skills/tumble.htm)).
Retaliating Strike (Fighter)
Prerequisites: Dex 13, Combat Reflexes, Uncanny Defense, BAB +6 or Tumble 9 ranks
Benefit: Any opponent within your melee reach who attacks you and misses you while you have are fighting defensively or taking the total defense action provokes an attack of opportunity from you. As a constant secondary benefit of this feat, you still threaten all squares within your reach and may still make attacks of opportunity while you are taking the total defense action.
Improved Retaliating Strike (Fighter)
Prerequisites: Dex 13, Combat Reflexes, Uncanny Defense, BAB +8
Benefit: When you make an attack of opportunity granted to you by your Retaliating Strike feat, you deal an additional +1d6 points of damage per 2 points of BAB you have (to a maximum of +10d6 points of damage if you have +20 BAB).
Strategic Trip
Prerequisites: Int 13, Combat Expertise, Improved Trip, Sneak Attack +1d6 or Sudden Strike +1d6
Benefit: When you make a Trip check, you may add your Dexterity bonus to your Trip check instead of your Strength bonus. Additionally, any creature you successfully knock prone is denied their Dexterity bonus to AC against the free attack granted to you by the Improved Trip feat.
Thieving Disarm
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Sleight of Hand 9 ranks
Benefit: You may make a Sleight of Hand check in place of the opposed attack roll when you make a Disarm check. You must have at least one hand free to do this. Your Sleight of Hand check receives a +4 bonus when used this way (from your Improved Disarm feat) and you do not apply any Size bonuses or penalties to your check. If both of your hands are empty and you use them both in the Disarm attempt, you receive an additional +4 bonus to your Sleight of Hand check. Your opponent opposes your Sleight of Hand check with a normal attack roll used to oppose Disarm checks, and any modifiers that apply to resisting Disarm (such as wearing locked gauntlets) apply here as well.
If you succeed your Sleight of Hand check, your opponent is Disarmed as usual and you may make a single melee attack at your highest attack bonus against it. If your Sleight of Hand check exceeded your opponent's attack roll by 5 or more, your opponent is denied its Dexterity bonus to AC against this attack.