Fax Celestis
2007-03-22, 04:55 PM
Overview
Perfecting Feats are an effort to make the fighter useful in the late-game by altering his existing feats. I recommend using the How-It-Should-Be Paladin (http://www.giantitp.com/forums/showthread.php?t=33551) and Bears with Lasers' Fighter Fix (http://www.giantitp.com/forums/showthread.php?t=30692) in conjunction with this system.
For the purposes of Perfecting Feats, use the following table to determine martial rank.
{table=head]Level | Type A | Type B | Type C
1 | 1 | 0 | 0
2 | 2 | 1 | 0
3 | 3 | 2 | 0
4 | 4 | 3 | 1
5 | 5 | 3 | 1
6 | 6 | 4 | 1
7 | 7 | 5 | 1
8 | 8 | 6 | 2
9 | 9 | 6 | 2
10 | 10 | 7 | 2
11 | 11 | 8 | 2
12 | 12 | 9 | 3
13 | 13 | 9 | 3
14 | 14 | 10 | 3
15 | 15 | 11 | 3
16 | 16 | 12 | 4
17 | 17 | 12 | 4
18 | 18 | 13 | 4
19 | 19 | 14 | 4
20 | 20 | 15 | 5[/table]
Use Type A for primary fighter types (Barbarian, Fighter, Knight, Samurai, Scout, Soulborn, Swashbuckler). In general, this ranking should only be given to classes who are primarily combative characters with little to no spellcasting.
Use Type B for secondary fighter types (Ardent, Artificier, Bard, Binder, Crusader, Divine Mind, Dragon Shaman, Duskblade, Factotem, Favored Soul, Hexblade, Incarnate, Lurk, Monk, Ninja, Paladin, Psychic Warrior, Ranger, Rogue, Soulknife, Spellthief, Swordsage, Totemist, Truenamer, Warlock, Warmage, Warblade). In general, this ranking should only be given to classes who are primarily skillful or martial characters with partial spellcasting.
Use Type C for tertiary fighter types (Archivist, Beguiler, Cleric, Druid, Psion, Shadowcaster, Shugenja, Sorceror, Spirit Shaman, Wilder, Wizard, Wu Jen). In general, this ranking should be given to any class that does not fit the preceding types.
__TOC__
A
B
Blind-Fight [Perfecting]
Prerequisites: None
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit, plus one additional reroll per five martial ranks you possess.
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 take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
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.
C
Cleave [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: If you deal a creature enough damage to make it drop (that is, render it unconscious or dead), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
For each five points of martial rank you possess, you may either take a five-foot step before making your cleave attempt, or take additional cleave attempt at -2. These options may be selected more than once if your martial rank is high enough.
Combat Expertise [Perfecting]
Prerequisites: Intelligence 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
If you have at least five martial ranks, you gain Armor Class at a 2:3 ratio. If you have at least ten martial ranks, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen martial ranks, you gain spell resistance equal to three times the amount of BAB sacrificed. If you have at least 20 martial ranks, you gain Armor Class at a 1:2 ratio.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Combat Reflexes [Perfecting]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. You also gain an additional attack of opportunity per round for each five martial ranks you possess.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
D
Deflect Arrows [Perfecting]
Prerequisites: Dexterity 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 a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
You gain an additional use of this ability per round for each five martial ranks you possess.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Diehard [Perfecting]
Prerequisites: Endurance
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.
In addition, you do not die when you reach -10, as you normally would. You now die when your negative hit points equal your martial rank +10 or your Constitution score, whichever is more.
Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, and dies upon reaching -10.
Dodge [Perfecting]
Prerequisites: Dexterity 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. 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. You gain an additional point of dodge bonus for each five martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
E
Endurance [Perfecting]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Your bonus on checks and saves increases by +1 for each three martial ranks you possess.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
F
Far Shot [Perfecting]
Prerequisites: Point Blank Shot
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
For each five martial ranks you possess, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5.
G
Great Fortitude [Perfecting]
Benefit: You gain a +2 bonus on fortitude saving throws. This increases by +1 for each four martial ranks you possess.
H
I
Improved Bull Rush [Perfecting]
Prerequisites: Str 13, Power Attack
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Your bonus increases by +1 for each three martial ranks you possess.
Improved Critical [Perfecting]
Prerequisites: Proficient with weapon, Base Attack Bonus +8
Benefit: Your threat range with the selected weapon increases by one for each three martial ranks you possess.
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.
Improved Disarm [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Your bonus increases by +1 for each four martial ranks you possess.
Normal: See the normal disarm rules.
Improved Feint [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You can make a Bluff check to feint in combat as a move action. If you have at least 10 martial ranks, you can make a Bluff check to feint in combat as a swift action.
Normal: Feinting in combat is a standard action.
Improved Grapple [Perfecting]
Prerequisites: Dexterity 13, Improved Unarmed Strike
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Your bonus increases by +1 for each four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Improved Initiative [Perfecting]
Benefit: You gain a +3 bonus on Initiative checks, +1 for each three martial ranks you possess.
Improved Overrun [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Your bonus increases by +1 for each three martial ranks you possess.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Improved Shield Bash [Perfecting]
Prerequisites: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Further, you gain a bonus on attack rolls made with a shield equal to 1/5th your martial rank.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Improved Sunder [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Your bonus increases by +1 for each four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Improved Trip [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Improved Unarmed Strike [Perfecting]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You gain a +1 enhancement bonus on attack and damage rolls for each five points of martial rank you possess.
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.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Iron Will [Perfecting]
Benefit: You gain a +2 bonus on Will saving throws. This increases by +1 for each four martial ranks you possess.
J
K
L
Lightning Reflexes [Perfecting]
Benefit: You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four martial ranks you possess.
M
Manyshot [Perfecting]
Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
If you have at least fifteen martial ranks, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first.
Mobility [Perfecting]
Prerequisites: Dexterity 13, Dodge
Benefit: You get a +3 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. This bonus increases by +1 for each four martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Mounted Combat [Perfecting]
Prerequisites: Ride 4 Ranks
Benefit: Once per round per five martial ranks, 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.)
Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four martial ranks you possess.: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
N
O
P
Point Blank Shot [Perfecting]
Benefit: You gain a bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet equal to 1/4 your martial rank.
If you have at least six martial ranks, you may fire into melee without the standard -4 penalty.
Power Attack [Perfecting]
Prerequisites: Strength 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Normal: If you have at least ten martial ranks, instead add twice the number subtracted from your attack rolls.
You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five martial ranks, even though the penalty on attack rolls still applies.
Q
R
Rapid Shot [Perfecting]
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each ten martial ranks you possess.
Run [Perfecting]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. For each three martial ranks you possess, your bonus on Jump checks increases by 1.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
S
Shot On The Run [Perfecting]
Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
If you possess four martial ranks, your attacks made while using this ability deal an extra 1d4 points of damage. This increases by +1d4 at each additional four ranks.
Spring Attack [Perfecting]
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
If you possess four martial ranks, your attacks made while using this ability deal an extra 1d4 points of damage. This increases by +1d4 at each additional four ranks.
Stunning Fist [Perfecting]
Prerequisites: Dexterity 13, Wisdom 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 action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus 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.
You gain a +1 bonus on the save DC for each five martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat. Further, a monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
T
Toughness [Perfecting]
Benefit: You gain bonus hit points equal to your martial rank.
U
V
W
X
Y
Z
Perfecting Feats are an effort to make the fighter useful in the late-game by altering his existing feats. I recommend using the How-It-Should-Be Paladin (http://www.giantitp.com/forums/showthread.php?t=33551) and Bears with Lasers' Fighter Fix (http://www.giantitp.com/forums/showthread.php?t=30692) in conjunction with this system.
For the purposes of Perfecting Feats, use the following table to determine martial rank.
{table=head]Level | Type A | Type B | Type C
1 | 1 | 0 | 0
2 | 2 | 1 | 0
3 | 3 | 2 | 0
4 | 4 | 3 | 1
5 | 5 | 3 | 1
6 | 6 | 4 | 1
7 | 7 | 5 | 1
8 | 8 | 6 | 2
9 | 9 | 6 | 2
10 | 10 | 7 | 2
11 | 11 | 8 | 2
12 | 12 | 9 | 3
13 | 13 | 9 | 3
14 | 14 | 10 | 3
15 | 15 | 11 | 3
16 | 16 | 12 | 4
17 | 17 | 12 | 4
18 | 18 | 13 | 4
19 | 19 | 14 | 4
20 | 20 | 15 | 5[/table]
Use Type A for primary fighter types (Barbarian, Fighter, Knight, Samurai, Scout, Soulborn, Swashbuckler). In general, this ranking should only be given to classes who are primarily combative characters with little to no spellcasting.
Use Type B for secondary fighter types (Ardent, Artificier, Bard, Binder, Crusader, Divine Mind, Dragon Shaman, Duskblade, Factotem, Favored Soul, Hexblade, Incarnate, Lurk, Monk, Ninja, Paladin, Psychic Warrior, Ranger, Rogue, Soulknife, Spellthief, Swordsage, Totemist, Truenamer, Warlock, Warmage, Warblade). In general, this ranking should only be given to classes who are primarily skillful or martial characters with partial spellcasting.
Use Type C for tertiary fighter types (Archivist, Beguiler, Cleric, Druid, Psion, Shadowcaster, Shugenja, Sorceror, Spirit Shaman, Wilder, Wizard, Wu Jen). In general, this ranking should be given to any class that does not fit the preceding types.
__TOC__
A
B
Blind-Fight [Perfecting]
Prerequisites: None
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit, plus one additional reroll per five martial ranks you possess.
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 take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
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.
C
Cleave [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: If you deal a creature enough damage to make it drop (that is, render it unconscious or dead), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
For each five points of martial rank you possess, you may either take a five-foot step before making your cleave attempt, or take additional cleave attempt at -2. These options may be selected more than once if your martial rank is high enough.
Combat Expertise [Perfecting]
Prerequisites: Intelligence 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
If you have at least five martial ranks, you gain Armor Class at a 2:3 ratio. If you have at least ten martial ranks, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen martial ranks, you gain spell resistance equal to three times the amount of BAB sacrificed. If you have at least 20 martial ranks, you gain Armor Class at a 1:2 ratio.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Combat Reflexes [Perfecting]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. You also gain an additional attack of opportunity per round for each five martial ranks you possess.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
D
Deflect Arrows [Perfecting]
Prerequisites: Dexterity 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 a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
You gain an additional use of this ability per round for each five martial ranks you possess.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Diehard [Perfecting]
Prerequisites: Endurance
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.
In addition, you do not die when you reach -10, as you normally would. You now die when your negative hit points equal your martial rank +10 or your Constitution score, whichever is more.
Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, and dies upon reaching -10.
Dodge [Perfecting]
Prerequisites: Dexterity 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. 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. You gain an additional point of dodge bonus for each five martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
E
Endurance [Perfecting]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Your bonus on checks and saves increases by +1 for each three martial ranks you possess.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
F
Far Shot [Perfecting]
Prerequisites: Point Blank Shot
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
For each five martial ranks you possess, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5.
G
Great Fortitude [Perfecting]
Benefit: You gain a +2 bonus on fortitude saving throws. This increases by +1 for each four martial ranks you possess.
H
I
Improved Bull Rush [Perfecting]
Prerequisites: Str 13, Power Attack
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Your bonus increases by +1 for each three martial ranks you possess.
Improved Critical [Perfecting]
Prerequisites: Proficient with weapon, Base Attack Bonus +8
Benefit: Your threat range with the selected weapon increases by one for each three martial ranks you possess.
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.
Improved Disarm [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Your bonus increases by +1 for each four martial ranks you possess.
Normal: See the normal disarm rules.
Improved Feint [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You can make a Bluff check to feint in combat as a move action. If you have at least 10 martial ranks, you can make a Bluff check to feint in combat as a swift action.
Normal: Feinting in combat is a standard action.
Improved Grapple [Perfecting]
Prerequisites: Dexterity 13, Improved Unarmed Strike
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Your bonus increases by +1 for each four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Improved Initiative [Perfecting]
Benefit: You gain a +3 bonus on Initiative checks, +1 for each three martial ranks you possess.
Improved Overrun [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Your bonus increases by +1 for each three martial ranks you possess.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Improved Shield Bash [Perfecting]
Prerequisites: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Further, you gain a bonus on attack rolls made with a shield equal to 1/5th your martial rank.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Improved Sunder [Perfecting]
Prerequisites: Strength 13, Power Attack
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Your bonus increases by +1 for each four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Improved Trip [Perfecting]
Prerequisites: Intelligence 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four martial ranks you possess.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Improved Unarmed Strike [Perfecting]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You gain a +1 enhancement bonus on attack and damage rolls for each five points of martial rank you possess.
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.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Iron Will [Perfecting]
Benefit: You gain a +2 bonus on Will saving throws. This increases by +1 for each four martial ranks you possess.
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Lightning Reflexes [Perfecting]
Benefit: You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four martial ranks you possess.
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Manyshot [Perfecting]
Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
If you have at least fifteen martial ranks, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first.
Mobility [Perfecting]
Prerequisites: Dexterity 13, Dodge
Benefit: You get a +3 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. This bonus increases by +1 for each four martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat.
Mounted Combat [Perfecting]
Prerequisites: Ride 4 Ranks
Benefit: Once per round per five martial ranks, 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.)
Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four martial ranks you possess.: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
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Point Blank Shot [Perfecting]
Benefit: You gain a bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet equal to 1/4 your martial rank.
If you have at least six martial ranks, you may fire into melee without the standard -4 penalty.
Power Attack [Perfecting]
Prerequisites: Strength 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Normal: If you have at least ten martial ranks, instead add twice the number subtracted from your attack rolls.
You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five martial ranks, even though the penalty on attack rolls still applies.
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Rapid Shot [Perfecting]
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each ten martial ranks you possess.
Run [Perfecting]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. For each three martial ranks you possess, your bonus on Jump checks increases by 1.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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Shot On The Run [Perfecting]
Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
If you possess four martial ranks, your attacks made while using this ability deal an extra 1d4 points of damage. This increases by +1d4 at each additional four ranks.
Spring Attack [Perfecting]
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
If you possess four martial ranks, your attacks made while using this ability deal an extra 1d4 points of damage. This increases by +1d4 at each additional four ranks.
Stunning Fist [Perfecting]
Prerequisites: Dexterity 13, Wisdom 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 action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus 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.
You gain a +1 bonus on the save DC for each five martial ranks you possess.
Special: A monk's martial rank is considered to be equal to his level (Type A) rather than equal to 3/4 his level (Type B) for the purposes of determining the effects of this feat. Further, a monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
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Toughness [Perfecting]
Benefit: You gain bonus hit points equal to your martial rank.
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