COMBAT ADVANTAGE (COMBAT)
Prerequisites: Base attack bonus +10.
Benefit: You deal +1d6 damage with weapon or unarmed attacks against climbing, cowering, flanked, helpless, kneeling, flat-footed, off-balance, prone, sitting, or stunned opponents. You also gain this bonus if you are invisible (and the opponent cannot see you) or are attacking from higher ground. If your base attack bonus is +15 or higher, this bonus damage increases to +2d6. Do not multiply bonus damage in the case of a critical hit.
Special: This bonus damage overlaps (does not stack with) sneak attack damage.
Source: This feat duplicates the “Using the Advantage” feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
COMBAT AWARENESS (COMBAT)
You have an uncanny ability to sense the ebb and flow of your opponents’ vitality.
Prerequisite: Wis 13, Blind-Fight, base attack bonus +12.
Benefit: During melee combat, you automatically know the current hit point total of each adjacent creature. During non-combat situations, gaining this knowledge requires a standard action.
Source: Players Handbook II.
COMBAT EXPERTISE (COMBAT)
You can increase your defense at the expense of your accuracy.
Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. You gain a +1 dodge bonus to your armor class for 1 round. For every 4 points of your base attack bonus, the bonus to AC increases by +1. You take a penalty on all attack rolls that round equal to the AC bonus gained.
If you choose to give up all of your normal attacks for the round, the attack penalty (for resolving attacks of opportunity) and bonus to AC are doubled (+2, +2 for every 4 points of BAB).
Special: If you are using a light or one-handed weapon in one hand, and have nothing in your other hand, the AC bonus from this feat improves by an additional +1. If you are actively defending yourself with a shield (not a buckler, an animated shield, or a shield spell), the bonus to AC is doubled, but the penalty to attack rolls does not increase. A summary table is provided in the Houserules section.
Normal: Fighting defensively provides a +1 dodge bonus to AC, +1 per 4 points of BAB, but the attack penalty is double the AC bonus.
Note: In essence, this feat doubles the effectiveness of fighting defensively, and should logically be renamed Improved Defensive Fighting. The name “Combat Expertise” is retained for the convenience of interaction with 3.5 and Pathfinder rules that reference this feat.
COMBAT INSIGHT (COMBAT)
Prerequisites: Int 13, Epic Prowess, Combat Expertise, base attack bonus +15.
Benefit: When wielding a melee weapon, add your Intelligence modifier (in addition to your Strength modifier) to the weapon's damage rolls.
Source: 3.5 edition System Reference Document, “Epic Feats.”
COMBAT REFLEXES (COMBAT)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus or your normal number of iterative attacks from your base attack bonus, whichever is higher. With this feat, you may also make attacks of opportunity while flat-footed.
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: The Combat Reflexes feat does not allow a rogue to use his opportunist ability more than once per round.
If you selected this feat as a fighter bonus feat and your base attack is at least +17, your successful attacks of opportunity interfere with the actions that provoked them. Those actions are not completed, but are not lost, either; they can be re-attempted immediately (which likely provokes an additional attack of opportunity from you).
COMBAT REFLEXES, EPIC (COMBAT)
Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of opportunity you can make in one round. You still can’t make more than one attack of opportunity for a given opportunity, however.
Source: 3.5 edition System Reference Document, “Epic Feats.”
COMBAT REFLEXES, IMPROVED (COMBAT)
You react to any drop in your opponents' guard with blinding speed.
Prerequisite: Dex 15, Combat Reflexes, base attack bonus +6
Benefit: For any given opportunity in melee combat, you can make iterative attacks of opportunity. The second attack is at a –5 penalty, just like your second normal attack in any given round. The third attack (if you have BAB +11 or better) is at a –10 penalty, just like your third normal attack in any given round, etc. Each iterative attack counts against your total number of attacks of opportunity for the round.
Special: Feats and abilities that improve your iterative attack bonuses (such as the Multiattack feat and the Onslaught of Blows fighter talent) do not apply in conjunction with this feat.
Source: Polyhedron magazine, #159. This feat is also identical to the Full Opportunity feat in Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
COME TO GRIPS (DUELING)
You are trained at tripping and grappling while fighting with a sword or rapier. Historical Note: Wrestling was often used as a foundation for weapon training, and many sword instructors integrated swordplay with wrestling, especially in Germany and Italy.
Prerequisites: Dex 13, Improved Weapon Maneuvers, Improved Wrestling Maneuvers, Weapon Finesse.
Benefit: After a successful parry or bind, you may immediately make a trip attempt or initiate a grapple as a free action that does not provoke an attack of opportunity.
Source: Art of the Duel (Sinister Adventures LLC)
CRUSHING STRIKE (COMBAT)
Your bludgeoning attacks are powerful enough to damage even heavily armored foes.
Prerequisites: Weapon Focus and Weapon Specialization with a bludgeoning weapon, base attack bonus +3.
Benefit: When using one of the specified weapons with which you have Weapon Focus, you ignore 1 point of your opponent’s armor bonus (but not shield bonus). This increases by an additional point per 5 points of your base attack bonus. Additionally, if you miss with a bludgeoning weapon by a margin less than your opponent’s shield bonus, you batter the foe for half normal damage.
If your base attack bonus is +11 or higher, when you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +2 bonus on attack rolls until the end of your current turn.
Source: Players Handbook II. This feat also subsumes the Foe Hammer expanded mastery (4) effect, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions) and the Macefighter feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
DAZING STRIKE (COMBAT)
Prerequisite: Base attack bonus +9.
Benefit: As a standard action, make a single weapon attack or unarmed strike. If this attack hits and deals damage, the opponent struck must succeed at a Fortitude save (DC 10 + ½ your base attack bonus + your Strength modifier) or be dazed for 1 round. Creatures immune to critical hits cannot be dazed.
If you make this attack as a full attack action rather than a standard action, the dazing lasts an additional round per 5 points of your base attack bonus (to a maximum of 5 rounds at BAB +20).
Source: Tome of Battle. This is also equivalent to the Low Blow feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
DEADLY DEFENSE (DUELING)
You are at your most dangerous when forced to protect yourself.
Prerequisite: Weapon Finesse
Benefit: When fighting defensively (or using the Combat Expertise feat, if you have it), you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies. This feat’s benefit applies only when you are unarmored or wearing light armor and not using a shield.
Source: Complete Scoundrel.
DEADLY STROKE (COMBAT)
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Staredown, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: As a standard action, make a single attack with the weapon for which you have Weapon Focus against a stunned or flat-footed opponent. If you hit, the target takes 1 point of Constitution bleed (see Conditions) in addition to normal damage. This bleed damage multiplies on a confirmed critical.
DEBILITATING STRIKE (COMBAT)
Benefit: Any melee or ranged weapon or unarmed attack you make that deals damage also hampers the opponent struck for 1 round, forcing a –1 penalty to the victim’s attack rolls until your next turn. The effects of multiple hits do not stack.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
DEFENSIVE COMBAT TRAINING (COMBAT)
You have been trained to defend yourself from a variety of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. If your base attack bonus is equal to your Hit Dice, then add +4 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip.
DEFENSIVE REBUKE (COMBAT)
You are better able to defend your allies against a designated enemy whose mettle you have tested.
Prerequisites: Defensive Stance, Shield Ally, or Challenge class feature
Benefit: Designate one opponent you have damaged with a melee attack as the target of this feat. For the remainder of the encounter, any time that enemy attacks one of your allies, he or she provokes an attack of opportunity from you by doing so.
Source: This feat duplicates the Crusader’s maneuver of the same name, from the Tome of Battle.
DEFENSIVE STANCE (COMBAT)
Benefit: When you fight defensively, you can apply that bonus to AC as a shield bonus to the AC of one ally you designate within your reach (you gain no AC bonus yourself, in this case). Improvements to fighting defensively (such as Combat Expertise and Elaborate Defense) can also be applied.
Source: This feat supersedes the Knight Protector prestige class feature of the same name, from Complete Warrior.
DEFT STRIKE (COMBAT)
Prerequisite: Int 13, base attack bonus +1, Combat Expertise, Weapon Finesse.
Benefit: When using a slashing or piercing weapon to which Weapon Finesse applies, your melee attacks ignore 1 point of your opponent’s armor or shield bonus. This amount increases by 1 point per 3 additional points of your base attack bonus, as summarized in the following table.
Base Attack Armor Bonus Ignored
+1 to +3 +1
+4 to +6 +2
+7 to +9 +3
+10 to +12 +4
+13 to +15 +5
+16 to +18 +6
+19 and above +7
Source: This feat supersedes the feat of the same name from Complete Adventurer.
DIRTY FIGHTING (COMBAT)
Prerequisite: Base attack bonus +10.
Benefit: If a melee opponent in your threatened area does anything other than attack you or use full defense on his turn, you may attack him on your next turn as though you were flanking him—with a +2 bonus to attack rolls and the possibility of a sneak attack.
Source: This feat supercedes the “Domain of Fighting Dirty” bonus power, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
DISARMING SWORDSMAN (COMBAT)
Prerequisites: Dex 13, Combat Expertise, Weapon Focus (longsword, short sword, greatsword, bastard sword, scimitar, falchion, rapier, or khopesh), Improved Weapon Manuevers.
Benefit: Declare the use of this feat before making an attack with any sword with which you have the Weapon Focus feat. On a successful hit you can make an immediate disarm attempt as a free action. You can use this feat once per day, plus an additional time for every 5 points of your base attack bonus (maximum 5/day at BAB +20), but never more than once in a single round.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
DISRUPTIVE (COMBAT)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Base attack bonus +6.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
If you hold an action to attack a spellcaster while he or she is casting, you deal double damage if the attack hits. Precision-based damage (as from Sneak Attack) and other forms of bonus damage expressed in dice (such as from a flaming weapon) are not doubled.
Special: If your base attack bonus is at least +11, enemies in your threatened area that fail their checks to cast spells defensively also provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively lose their spells, but do not provoke attacks of opportunity.
Source: This feat now subsumes the Spellbreaker feat from the Pathfinder core rules, and also the Occult Slayer’s “vicious strike” prestige class feature, from Complete Warrior.
DISRUPTIVE, OCCULT OPPORTUNIST (COMBAT)
Your knowledge of the supernatural allows you to exploit most attempts to manipulate magical energies.
Prerequisite: Disruptive, Spellcraft 5 ranks.
Benefit: You may make an attack of opportunity against any opponent you threaten who dismisses a spell, directs or redirects an active spell, casts a quickened or swift spell, or attempts to turn or rebuke undead or channel energy. If your attack is successful, your opponent must succeed at a Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of opportunity.
Source: Dragon magazine, issue 340.
DISRUPTIVE, SPELLCASTING HARRIER (COMBAT)
Prerequisites: Combat Reflexes, Disruptive.
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively, whether or not the attempt is successful. You get a +4 bonus on this attack roll.
Source: 3.5 edition System Reference Document, “Epic Feats.”
DODGE (COMBAT)
You have mastered a defensive stance that allows to you easily react to your opponents.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. If your base attack bonus is +11 or better, the dodge bonus increases to +2. Any condition that makes you lose your Dexterity bonus to AC also makes you lose the benefits of this feat.
DODGE CRITICAL (COMBAT)
You can turn even the luckiest blow into a grazing strike.
Prerequisites: Uncanny Dodge, Improved Uncanny Dodge.
Benefit: Once per day, you can make a Reflex saving throw (DC 20 + the enhancement bonus, if any, of the weapon attacking you) to turn a critical hit against you into a normal hit. You must be aware of the attack and not flat-footed, and you must declare the attempt before damage is rolled.
Source: This feat supersedes the Darkwood Stalker prestige class feature of the same name, from Complete Warrior.
DRIVING ATTACK (COMBAT)
When you strike an opponent with a spear, the brutal impact of your strike sends him sprawling.
Prerequisites: Weapon Focus with spear or longspear, Weapon Specialization with spear or longspear, base attack bonus +14.
Benefit: If you use a full-round action to make a single melee attack with a spear (including a trident) or longspear (including a pike, ranseur, partisan, or spetum) and succeed in hitting, you can initiate a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Strength modifier. You do not provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent.
If you succeed in pushing an opponent back 10 feet or more, you can reduce the distance you push him by 10 feet. In return, your foe falls prone in the square where he ends his movement. Note that by reducing the distance you push your opponent, you can have him fall prone in his current space.
Source: Players Handbook II.
EXHAUSTING DEFENSE (COMBAT)
You coax your opponents into wasting their strength on wild, uncontrolled strikes.
Prerequisite: Base attack bonus +5, Combat Expertise, Dodge.
Benefit: Designate one foe per round as the target of this feat. The target must attempt a Will save (DC 10 + half your base attack bonus + your Constitution modifier) each round when attacking you in melee or suffer an amount of nonlethal damage equal to 1d4 + your Constitution modifier. The target suffers this damage a maximum of once per round, no matter how many times you are attacked.
Special: If you use Combat Expertise against the target for more than 3 consecutive rounds, your opponent must save vs. Fort (DC 10 + half your base attack bonus + your Constitution modifier) each round after the third or be fatigued. A fatigued opponent must save each round or become exhausted instead. Any interruption in the combat before the opponent succumbs means that you must start over to use this feat.
If you use Combat Expertise against a fatigued or exhausted foe for 1 round, then attack the next round without using Combat Expertise, your opponent is flat-footed for 1 round and you gain an additional +2 bonus to attack him until your next turn.
Source: This feat combines the feat of the same name from Dragon magazine, issue 345, and also the Armiger’s “draining defense” class feature, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).
FEIGNED OPENING (COMBAT)
You seemingly leave an opening in your defenses that draws your opponent off-balance in order to take advantage of it.
Prerequisite: Int 13, Combat Expertise, Improved Feint, base attack bonus +5.
Benefit: As a move action, you intentionally provoke an attack of opportunity from one melee opponent. If your enemy takes advantage of this opportunity and hits you, you gain an immediate counterattack. If the opponent misses, you gain no advantage, but the opponent’s strike provokes attacks of opportunities from all of your allies threatening that opponent.
The target of this feat is permitted an opposed Bluff check to see the feigned opening for what it is.
Source: This feat simulates the Swordsage counter of the same name, from the Tome of Battle.
FEINT, IMPROVED (COMBAT)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Special: If you have at least 10 ranks in Bluff and also possess the Greater Feint feat, you may feint in combat as a swift action. This supersedes the Invisible Blade’s Uncanny Feint prestige class feature, from Complete Warrior.
Normal: Feinting in combat is a standard action.
FEINT, GREATER (COMBAT)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Int 13, Combat Expertise, Improved Feint, Bluff 6 ranks, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn in addition to losing his Dexterity bonus against your next attack.
You can take 10 when making a Bluff check to feint in combat, even if stress and distraction would normally prevent you from doing so.
Normal: Creatures you feint lose their Dexterity bonus against your next attack. You may not take 10 when feinting.
FIRST STRIKE (COMBAT)
Prerequisites: Dex 13, Improved Initiative, Sleight of Hand 1 rank.
Benefit: When you strike a foe who is flat-footed at the beginning of combat, the attack inflicts +1d6 points of damage. This damage bonus stacks with sneak attack damage and faces the same limitations as sneak attack (creatures immune to critical hits and sneak attacks are immune to this ability). You can make ranged attacks using this ability, but only at point-blank range.
Special: You can take this feat up to three times; each time, add an additional +1d6 to the bonus damage (to a maximum total of +3d6).
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press)
FLANKING, IMPROVED (COMBAT)
Prerequisite: Combat Reflexes.
Benefit: Your attack bonus from flanking improves by +1. For every 4 points of your base attack bonus, this bonus improves by an additional +1. Others who are flanking with you gain a +1 bonus, plus one-third of the additional bonus you receive, rounded down (as shown in the table below).
Base Attack Bonus Total Flanking Bonus For:
You Allies
+0 to +3 +3 +3
+4 to +7 +4 +3
+8 to +11 +5 +4
+12 to +15 +6 +4
+16 to +19 +7 +4
+20 or above +8 +5
Normal: Flanking provides a flat +2 bonus on attacks, for you and your flanking ally or allies.
Source: This feat supercedes the Swashbuckler class feature of the same name, from Complete Warrior, the Vexing Flanker feat from Player’s Handbook II, and the Superior Flanking feat from Dragon magazine, issue 343.
FLANKING, ADAPTABLE (COMBAT)
Prerequisites: Base attack bonus +4, Combat Reflexes, Improved Flanking.
Benefit: As a swift action, designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying your square or any square you threaten for purposes of determining flanking bonuses for you and your allies. Further, the designated opponent is treated as flanked by all opponents adjacent to it.
Source: Player’s Handbook II. This feat also subsumes the Superior Flanking feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press) and the Dedicated Nuisance feat from Dragon magazine, issue 343.
FOLLOW-THROUGH (COMBAT)
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an attack of opportunity (at the same bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat, unless you also have the Combat Reflexes feat. You cannot attack an individual foe more than once in a round with this feat.
Special: If your base attack bonus is +8 or higher, you can take a 5-ft. step between each attack when following through. The maximum number of such steps you can take is limited by your speed (e.g., 4 steps maximum for a character with a speed of 20 ft.). This does not give you the ability to take a 5-ft. step when you would normally be unable to (such as due to difficult terrain). This supercedes the Supreme Cleave prestige class feature of the Knight Protector and Frenzied Berserker, from Complete Warrior.
Source: This feat subsumes the Pathfinder “Cleave” and “Great Cleave” feats, renamed to avoid confusion with the 3.5 edition Cleave feat.
GIANT-SLAYER (COMBAT)
Prerequisites: Base attack bonus +5, Acrobatics 5 ranks.
Benefit: You gain a +4 dodge bonus to your Armor Class against giants, or a +2 dodge bonus against any non-giant creature two or more size categories larger than yourself. This benefit does not apply if you lose your Dex bonus to AC, or if you are wearing heavy armor.
If your base attack bonus is +11 or higher and you have at least 11 ranks in Acrobatics, and you successfully use the Acrobatics skill enter the space of a creature at least one size larger than you are without provoking an attack of opportunity, then while you and that opponent continue to occupy the same space, you gain 50% cover against all attacks (+4 cover bonus to AC, +2 cover bonus to Reflex saves), including those made by the creature whose space you’re in.
Special: Gnomes and dwarves receive Giant-Slayer as a bonus feat, and receive the benefits even when wearing heavy armor. They can select this feat an additional time, subject to the prerequisites and conditions listed, in order to double the AC bonus provided.
Source: This feat supercedes the Gnome Giant-Slayer “Crafty Fighter” prestige class feature. The expanded use of the feat simulates the wolf climbs the mountain strike, from the Tome of Battle.
GIANT’S STANCE (COMBAT)
Prerequisite: Power Attack.
Benefit: As a swift action, you can adopt a stance allowing you to put extra leverage into your blows. As long as you remain in this stance, you deal damage in melee as if any weapon you wield (or any unarmed strike) was one size greater than actual. You gain no size modifiers; only base damage changes.
This stance immediately ends if you move more than 5 feet for any reason (including being targeted by a bull rush or telekinesis, etc.).
Source: Tome of Battle.
GRANT MOVE ACTION (COMBAT)
Prerequisites: Base attack bonus +3, Knowledge (warfare) 4 ranks, Improved Marshal’s Command, Marshal’s Command.
Benefit: Once per day as a standard action, you can assess the tactical situation and maneuver your allies advantageously. Each ally (not including you) within 30 ft. who can hear you can take an immediate move action on your turn. This movement provokes attacks of opportunity normally.
This extra action does not affect the allies' initiative count; the round continues normally after your turn is over. (This may mean, for example, that an ally whose initiative count immediately follows yours may get an extra move action from the you, followed directly by a full round worth of actions on the ally's turn.)
For every additional +3 to your base attack bonus and 4 additional ranks in Knowledge (warfare), you gain an additional daily use of this ability, per the following table.
Base Attack Bonus Ranks in Knowledge (Warfare) Uses per Day
+3 4 1
+6 8 2
+9 12 3
+12 16 4
+15 20 5
If your base attack bonus is +11 or higher, you can activate this feat as a move action, rather than a standard action.
Special: A character can take only one extra move action per round. (In other words, two characters can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
Source: This feat superecedes the Marshal class feature of the same name, from the Miniatures Handbook, and also simulates the order forged from chaos maneuver, from the Tome of Battle.
HAMATULA STRIKE (COMBAT)
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Wrestling Maneuvers, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
If you also have the Greater Wrestling Maneuvers feat, when attacking an impaled opponent with the weapon that impales them, you only suffer a –2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.
Source: Cheliax: Empire of Devils. This feat also subsumes the Hamatula Grasp feat.
HAMPER DEFENSE (COMBAT)
Your allies can easily follow up on your successful attacks. Maybe your skill at arms hampers the opponent’s defenses, or perhaps your allies are simply emboldened by the ferocity you display.
Prerequisite: Base attack bonus +1.
Benefit: A number of times per day equal to your base attack bonus, you can declare a single weapon attack a hampering attack. If this attack hits and deals damage, all allies who see it gain a +1 circumstance bonus to attack rolls against that foe until your next turn. This bonus increases by an additional +1 per 6 additional points of your base attack bonus, according to the following table:
Base Attack Bonus Bonus to Allies
+1 to +6 +1
+7 to +12 +2
+13 to +18 +3
+19 or higher +4
Special: This bonus does not stack with itself, so multiple hampering attacks do not increase the bonus.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
HOLD THE LINE (COMBAT)
Prerequisite: Base attack bonus +2, Combat Reflexes.
Benefit: You can make an attack of opportunity against a charging opponent who enters the area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If you use a weapon with the brace property, this attack deals double damage as if you had set it to receive the charge.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.
Source: Complete Warrior.
IMPACT REDUCTION (COMBAT)
Prerequisites: Base attack bonus +8, proficiency in heavy armor and/or shields.
Benefit: While wearing heavy armor or actively using a shield (not an animated shield or a shield spell), you gain damage reduction 1/piercing. This increases by +1 per 4 points of your base attack bonus above +8, according to the following table.
Base Attack Bonus Damage Reduction
+8 to +11 1/Piercing
+12 to +15 2/Piercing
+16 to +19 3/Piercing
+20 or higher 4/Piercing
Special: The effects of this feat overlap with (do not stack with) the effects of the fighter’s Armor Training talent.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
INCREASED VIGOR (COMBAT)
You summon deep reserves of might to continue fighting.
Benefit: Once per day when your current hit point total is less than 10, you can grant yourself 1d8 temporary hit points, plus an additional 1d8 temporary hit point per 5 points of your base attack bonus (e.g., 5d8 at BAB +20). These temporary hit points last up to 1 minute per character level you possess, or until lost.
Special: If you select this feat as a fighter bonus feat, you heal the indicated amount, rather than gaining it as temporary hit points.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
INCREASED VIGOR, MAXIMIZED (COMBAT)
Prerequisite: Increased Vigor.
Benefit: When using the Increased Vigor feat, you gain the maximum possible number of temporary hit points or healing (8 hp, plus 8 per 5 points of your base attack bonus, to a maximum of 48 hp at 20th level).
Source: This feat supersedes the Greater Increased Vigor feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
INITIATIVE, IMPROVED (COMBAT)
Your quick reflexes allow you to react quickly to danger.
Benefit: You get a +4 bonus on initiative checks.
Special: If you selected this feat as a Fighter bonus feat and you have at least 15 levels in Fighter, the bonus automatically improves to +6. You can still take the Superior Initiative feat (q.v.).
INITIATIVE, SUPERIOR (COMBAT)
Benefit: You gain a +2 bonus on initiative checks, which stacks with the bonus from Improved Initiative.
Special: You may select this feat multiple times. The effects stack.
Source: 3.5 edition System Reference Document, “Epic Feats.” This feat also supercedes the duelist’s Improved Reaction prestige class feature.
INSPIRATIONAL VICTORY (COMBAT)
Prerequisites: Base attack bonus +5, Knowledge (warfare) 5 ranks
Benefit: Once per day, you may designate an opponent of CR at least equal to yours as an important threat. If you reduce that enemy to fewer than 0 hp, your allies are heartened, and gain a +1 morale bonus on all damage rolls for 1 round. This bonus increases by +1 per 4 points of your base attack bonus (to a total of +6 at BAB +20).
Source: This feat simulates the lion’s roar boost, from the Tome of Battle.
INTIMIDATING SMASH (COMBAT)
Prerequisites: Power Attack, Bluff 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Bluff check as a free action to attempt to demoralize your opponent.
Source: Pathfinder Companion: Cheliax, Empire of Devils (“Cornugon Smash”).
IRON GUARD (COMBAT)
Benefit: As a swift action, you can adopt a stance that causes any opponent you threaten to take a –1 penalty to all attack rolls against creatures other than you. For every 4 points of your base attack bonus, this penalty increases by –1 (to a total of –6 at BAB +20). Opponents you threaten are immediately aware of the effects of your stance, and can adjust their tactics accordingly.
Source: This feat simulates the iron guard’s glare stance, from the Tome of Battle.
KNOCK BACK (COMBAT)
Prerequisites: Str 15, base attack bonus +6, Greater Forcing Maneuvers, Improved Forcing Maneuvers, Power Attack.
Benefit: Whenever you deal damage (in hit points) greater than a melee opponent’s CMD in a single blow, you immediately gain a special bull rush attack against that opponent as a free action. If successful, the opponent is pushed back 5 feet; you do not move with him unless you choose to take a 5-ft. step into the space he was formerly in.
Knocking a target back into a solid surface (such as a wall) inflicts 1d6 points of bludgeoning damage on the target, plus your Strength modifier.
If your base attack bonus is +18 or higher, you can knock your opponent back 10 feet, and his impact with a solid surface deals 2d6 damage + 1½ times your Strength modifier.
Source: Versions of this feat appeared in Races of Stone and in Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
KNOCK DOWN (COMBAT)
Prerequisites: Str 15, base attack bonus +6, Greater Wrestling Maneuvers, Improved Wrestling Maneuvers.
Benefit: Whenever you deal damage (in hit points) greater than a melee opponent’s CMD in a single blow, you immediately gain a trip attack against that opponent as a free action. You do not gain an attack of opportunity with Greater Wrestling Maneuvers when tripping an opponent through the use of this feat.
Source: 3.5 edition System Reference Document, “Divine Feats.”
KNOCK DOWN, JUGGERNAUGHT CHARGE (COMBAT)
Prerequisites: Str 19, base attack bonus +6, Knock Down, Power Attack, Improved Forcing Maneuvers, Improved Wrestling Maneuvers, Greater Forcing Maneuvers, Greater Wrestling Maneuvers.
Benefit: When charging, if you attack and knock down an opponent using the Knock Down feat, you can then continue moving in a straight line to finish the charge by attacking another foe (without provoking attacks of opportunity from the first one). You cannot move more than twice your speed, and all movement must be in a straight line.
If your base attack bonus is +19 or higher, you can attack a total of three opponents if you knock down the first two. You still must move in a straight line.
Special: If you have the Vital Strike feat, the additional damage from that feat applies to all targets knocked down, in addition to the final target at the end of the charge.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
LEAD THE CHARGE (COMBAT)
Prerequisites: Base attack bonus +1, Knowledge (warfare) 1 rank.
Benefit: Whenever you personally lead a charge, other charging allies within 60 ft. who can hear your voice deal bonus damage on their successful charge attacks equal to your base attack bonus or your number of ranks in Knowledge (warfare), whichever is lower. You can use this feat only once per encounter.
Source: Tome of Battle.
LIGHTNING MACE (COMBAT)
You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed.
Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light club or tonfa).
Benefit: Whenever you roll a critical threat on an attack roll while using a light mace, light club, tonfa, jitte, or sai in each hand, you gain an immediate attack of opportunity at that same attack bonus.
Source: Complete Warrior.
LUNGE (COMBAT)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
MANEUVERS, AGILE (COMBAT)
Your learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: Use your Dexterity bonus instead of your Strength bonus when determining your combat maneuver bonus.
Normal: CMB = BAB + Str bonus + size modifier.
MANEUVERS, IMPROVED FORCING (COMBAT)
You are skilled at blocking your foes, pushing them around, and running them down.
Prerequisites: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when performing a bull rush, check, or overrun combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush, check, or overrun a foe. The DC for performing a these combat maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a bull rush, check, or overrun combat maneuver.
MANEUVERS, GREATER FORCING (COMBAT)
Prerequisites: Str 13, base attack bonus +6, Improved Forcing Maneuvers, Power Attack.
Benefit: You gain an additional +2 on bull rush, check, and overrun maneuvers. Additionally, you gain improvements to forcing maneuvers as follows:
• Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
• Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
• You can check as part of an attack of opportunity. If you hit, the attack deals damage as normal, and also allows you to make an automatic check attempt.
Special: If you also have the Improved Wrestling Maneuvers feat, you can attempt to overbear an opponent by making a trip attempt as a free action at the end of your bull rush. If you have the Improved Weapon Maneuvers feat, you slam into an opponent hard enough to make him drop whatever he’s holding. In practice, you can make a disarm check as a free action as the initial part of a bull rush or overrun attempt.
Normal: Creatures moved by bull rush do not provoke attacks of opportunity. Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.
MANEUVERS, IMPROVED WEAPON (COMBAT)
Prerequisites: Dex 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to bind, disarm, or sunder a foe. The DC of performing these maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver.
MANEUVERS, GREATER WEAPON (COMBAT)
Prerequisites: Dex 13, base attack bonus +6, Combat Expertise, Improved Weapon Maneuvers.
Benefit: You receive a +2 bonus on checks made to disarm a foe, or to bind or sunder a weapon. This bonus stacks with the bonus granted by Improved Weapon Maneuvers. Additionally, you gain improvements to weapon maneuvers as follows:
• Whenever you successfully bind an opponent’s weapon with yours, that opponent is flat-footed until he wrests his weapon free (as an attack action) or drops it (as a free action) on his turn.
• Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. If you succeed by a margin of 5 or more, you choose the direction; if you succeed by a margin of 10 or more, the weapon lands anywhere within 15 ft. that you specify (including into your off-hand, if desired).
• When attacking an object, you ignore 1 point of the object’s hardness per 2 points of your base attack bonus. Whenever you sunder a weapon, armor, or shield and destroy it, any excess damage is applied to the wielder/wearer. No damage is transferred if you decide to leave the item with 1 hit point.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature. You cannot ignore item hardness when sundering, and excess sundering damage is wasted.
Source: The binding option supercedes the Blade Binder feat, from the Pathfinder Campaign Setting.
MANEUVERS, IMPROVED WRESTLING (COMBAT)
You are skilled at grappling opponents and sending them to the ground.
Prerequisites: Dex 13, Combat Expertise or Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple, trip, or unbalance combat maneuver. In addition, you receive a +2 bonus on checks made to grapple, trip, or unbalance a foe. The DC of performing these maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a grapple, trip, or unbalance combat maneuver.
MANEUVERS, GREATER WRESTLING (COMBAT)
You can make follow-up attacks on foes that you knock prone. Maintaining a grapple is second nature to you.
Prerequisites: Dex 13, base attack bonus +6, Combat Expertise or Improved Unarmed Strike, Improved Wrestling Maneuvers.
Benefit: You receive a +2 bonus on checks made to grapple, trip, or unbalance a foe. This bonus stacks with the bonus granted by Improved Wrestling Maneuvers. Additionally, you gain improvements to wrestling maneuvers as follows:
• Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
• Once you have grappled a creature, you can maintain the grapple as a move action. Alternatively, as a full attack you can make iterative grapple checks to move, pin, and/or damage the opponent, as if you were making iterative attacks.
• Whenever you unbalance an opponent, he or she is treated as flat-footed and cannot make attacks of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity. Maintaining a grapple, or grappling to move, pin, or damage an opponent, is a standard action. Off-balance creatures lose their Dex bonus to AC, but are not otherwise flat-footed.
MANEUVERS, HYDRA SLAYING (COMBAT)
Your attack draws your opponent slightly off-line, interfering with its ability to bring all its attacks to bear in a counterattack.
Prerequisites: Str 13, Greater Forcing Maneuvers, Improved Forcing Maneuvers, Power Attack (for melee use) or Deadly Aim (for ranged use), base attack bonus +13.
Benefit: As a standard action, make a single weapon attack against an opponent with multiple attacks. If your attack is successful, roll a combat maneuver check against your opponent’s CMD. If this is also successful, your target can take only a standard action or a move action on its next turn (not both, and not a full attack).
Source: This feat simulates the Swordsage’s hydra slaying strike, from the Tome of Battle, and also the Hampering Shot feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
MARSHAL’S COMMAND (COMBAT)
You have the knack for haranguing, ordering, directing, encouraging, cajoling, or calming your allies in battle, as needed. You size up the enemy, allies, and the terrain, then gives your allies the direction that they can use to do their best.
Prerequisites: Knowledge (warfare) 1 rank.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
The bonus is equal to +1 per rank in Knowledge (warfare) you possess, to a maximum bonus equal to your Intelligence or Charisma modifier (whichever is higher). Effects you can choose from when selecting this feat, and the associated bonuses, include the following:
Effect Name Bonus Applies To:
Accurate Strike Rolls to confirm crits
Art of War CMB (and CMD, by extension)
Demand Fortitude Fortitude saves
Determined Caster Rolls to overcome SR
Force of Will Will saves
Master of Opportunity AC against attacks of opportunity
Master of Tactics Damage while flanking
Motivate Charisma Charisma checks and Cha-based skill checks
Motivate Constitution Constitution checks and Con-based skill checks
Motivate Dexterity Dexterity checks, Dex-based skill checks, and initiative
Motivate Intelligence Intelligence checks and Int-based skill checks
Motivate Strength Strength checks and Str-based skill checks
Motivate Wisdom Wisdom checks and Wis-based skill checks
Over the Top Damage when charging
Watchful Eye Reflex saves
For every 3 ranks in Knowledge (warfare) you possess, you can learn an additional effect from the table. You can have only one effect active at any given time.
Source: This feat supersedes the Marshal’s minor aura class feature, from the Miniatures Handbook.
MARSHAL’S COMMAND, IMPROVED (COMBAT)
Prerequisites: Knowledge (warfare) 2 ranks, Marshal’s Command.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a +1 circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. If you have at least 8 ranks in Knowledge (warfare), the bonus improves to +2 (or DR 2/–, or +10 ft. to land speed, etc.). At 14 ranks in Knowledge (warfare) the bonus improves to +3, and to +4 at 20 ranks in Knowledge (warfare).
An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
Effects you can choose from when selecting this feat, and the associated bonuses, include the following:
Effect Name Bonus Applies To
Hardy Soldiers Allies gain DR 1 x bonus/–
Motivate Ardor Damage rolls
Motivate Attack Melee attack rolls
Motivate Care Armor class
Motivate Urgency Allies' base land speed is increased by a number of feet equal to 5 x bonus
Resilient Troops All saving throws
Steady Hand Ranged attack rolls
For every 4 ranks in Knowledge (warfare) you possess above the 2nd, you can learn an additional effect from the table. You can have only one effect active at any given time.
Source: This feat supersedes the Marshal’s major aura class feature, from the Miniatures Handbook.
MOUNTED COMBAT (COMBAT)
You are adept at fighting from horseback and at guiding your mount through combat.
Prerequisites: Handle Animal 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
While mounted, you receive a +1 damage bonus per 5 points of your base attack bonus or 5 ranks in Handle Animal (whichever is lower) against opponents adjacent to your mount.
Special: Mounted Combat can be combined with improved combat maneuvers feats in various ways:
• If you have the Improved Forcing Maneuvers feat, you can perform these maneuvers using your mount. When calculating the CMB for these maneuvers, use the mount’s size modifier. Apply your base attack bonus and Strength bonus or your mount’s, whichever is higher. When you attempt to overrun an opponent using the Improved Forcing Maneuvers feat while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. This supersedes the Trample feat.
• If you also have the Greater Forcing Maneuvers feat, when charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
• If you have the Improved Weapon Maneuvers and Greater Weapon Maneuvers feats, you can make a check, disarm, or sunder maneuver as a free action any time you successfully charge an opponent. This free combat maneuver does not provoke an attack of opportunity.
Source: This feat now subsumes the Pathfinder Trample and Unhorse feats and part of the cavalier’s Mighty Charge class feature, and also the Power of the Steed feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
MOUNTED COMBAT, DEFENSIVE RIDING (COMBAT)
Prerequisites: Handle Animal 6 ranks, Mounted Combat, Skill Focus (Ride).
Benefit: Whenever you are mounted, you and your mount gain a +1 dodge bonus to AC and saving throws per 6 ranks in Handle Animal you possess, to a maximum of +3 at 18 ranks.
You can choose to make Handle Animal checks in place of your mount’s Reflex saves. You can negate multiple hits against your mount (as described under Mounted Combat), rather than only one per round.
Special: If you have this feat, during any round in which you do nothing else but ride (you cannot attack), your dodge bonus to AC from this feat increases by +4, and the bonus to saves increases by +2. In addition, your mount gains a +20 ft. bonus to its speed.
Source: This feat supersedes the Halfling Outrider prestige class feature of the same name, from Complete Warrior, and the Mounted Defense feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
MOUNTED COMBAT, RIDE-BY ATTACK (COMBAT)
While mounted, you can move, strike a foe, and continue moving.
Prerequisites: Handle Animal 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
You can use this feat in conjunction with the Follow-Through feat as if you were standing still.
If you have at least 6 ranks in Handle Animal, you receive a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, you do not suffer any penalty to your AC after making a charge attack while mounted. When mounted you can charge through difficult terrain, or through squares occupied by allies, by succeeding at a DC 15 Handle Animal check.
If your base attack bonus is +6 or higher and you have at least 6 ranks in Handle Animal, you can make iterative attacks at any point along the mount’s movement.
Source: This feat also subsumes the Cavalier’s Charge class feature from the Pathfinder Advanced Players Guide playtest, and also supersedes the Halfling Outrider “improved charge” prestige class feature from Complete Warrior and the Mounted Blade feat from Quadira: Gateway to the East.
MOUNTED COMBAT, SPIRITED CHARGE (COMBAT)
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Handle Animal 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). You cannot use Spirited Charge in conjunction with the Skirmish or Vital Strike feats.
Special: As your horsemanship and combat abilities improve, you gain the ability to perform more devastating charges, as described below.
Deadly Charge (Ex): If you have at least 8 ranks in Handle Animal, and if your base attack bonus is +9 or greater, once per day you can attempt a deadly charge (declare this before rolling to attack, so a miss ruins the attempt). On a successful hit, you deal triple normal damage (quadruple damage with a lance). This benefit does not stack with the normal effects of the Spirited Charge. For each +3 to your base attack bonus above +9 (i.e., at +12, +15, and +18) you may use this ability an additional time per day. This usage supercedes the Cavalier prestige class feature of the same name, from Complete Warrior.
Mighty Charge (Ex): If you have at least 10 ranks in Handle Animal, and your base attack bonus is +11 or higher, double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. This supercedes the Cavalier class feature of the same name, from the Pathfinder Advanced Players Guide playtest.
Unstoppable Charge (Ex): If you have at least 16 ranks in Handle Animal, and your base attack bonus is +17 or higher, your deadly charge deals quadruple damage (quintuple damage with a lance). This supercedes the Cavalier’s “Unstoppable Charge” prestige class feature, from Complete Warrior.
Supreme Charge (Ex): If your attack bonus is +20 and you have the Improved Critical feat, whenever you confirm a critical hit on a charge attack while mounted and using that weapon, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + your base attack bonus + any attack bonus granted by the Epic Prowess advanced talent or feat.
MULTIATTACK (COMBAT)
Prerequisite: Multiple attacks.
Benefit: Penalties for secondary attacks or iterative attacks are reduced by 3. For example, a character with attacks +11/+6/+1 could take this feat and have attacks +11/+9/+4 instead.
NO RETREAT (COMBAT)
Prerequisite: Combat Reflexes
Benefit: Enemies you threaten that take a withdraw action provoke an attack of opportunity from you.
Normal: The withdraw action does not provoke attacks of opportunity.
Source: This feat supersedes the duelist prestige class feature of the same name.
OPPORTUNIST, BRUTAL (COMBAT)
Prerequisite: Bluff 6 ranks, base attack bonus +6
Benefit: Creatures within your reach who start their turns with the shaken condition provoke attacks of opportunity from you.
Normal: Conditions do not provoke attacks of opportunity.
Source: Original.
OPPORTUNIST, CANNY (COMBAT)
You have studied many special combat maneuvers to recognize them and react quickly to your opponent's tactics.
Prerequisites: Dex 13, Int 13, Combat Expertise.
Benefit: You may make an attack of opportunity whenever an opponent you threaten draws a weapon, readies or looses a shield, or attempts to feint in combat. You may make attacks of opportunity even when flat-footed.
Source: Dragon magazine, issue 340.
OPPORTUNIST, DEFT (COMBAT)
Prerequisites: Dex 15, Combat Reflexes.
Benefit: You gain a +4 circumstance bonus on all attacks of opportunity.
Source: Complete Adventurer.
OPPORTUNIST, DRAW ATTACK (COMBAT)
Prerequisites: Dex 15, Dodge.
Benefit: When an opponent makes an attack of opportunity against you, you may immediately make an attack of opportunity against that foe. Using this feat counts against your total number of attacks of opportunity in a round.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
OVERHAND CHOP (COMBAT)
When wielding a two-handed melee weapon, you can deliver a devastating blow.
Benefit: As a standard action, make a single attack with a two-handed melee weapon. If you hit, roll damage normally but add double your Strength bonus to the damage roll.
Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon.
Source: Pathfinder Beta Playtest.
OVERHAND CHOP, BACKSWING (COMBAT)
Prerequisites: Overhand Chop, base attack bonus +6.
Benefit: When making a full-attack action with a two-handed melee weapon, add double your Strength bonus to the damage roll of your first attack. If your base attack bonus is +11 or higher, add triple your Strength bonus to the damage roll of your first attack.
Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon.
Source: Pathfinder Beta Playtest.
OVERHAND CHOP, DEVASTATING BLOW (COMBAT)
Your strike hits with devastating accuracy.
Prerequisites: Backswing, Overhand Chop, base attack bonus +11.
Benefit: As a full attack action, make a single melee attack with a two-handed melee weapon at a –5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate only on a critical hit, such as vorpal and flaming burst, do not activate.
Source: Pathfinder Beta Playtest.
PENETRATING STRIKE (COMBAT)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Base attack bonus +12, Weapon Focus.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction.
Special: You may select this feat multiple times. The effects stack, allowing you to overcome higher damage reductions.
PERFORATING STRIKE (COMBAT)
Prerequisite: Str 13, base attack bonus +1, Cleave, Power Attack.
Benefit: When using a slashing or piercing weapon in both hands, your melee attacks ignore 1 point of your opponent’s armor or shield bonus. This amount increases by 1 point per 3 additional points of your base attack bonus, as summarized in the following table.
Base Attack Armor Bonus Ignored
+1 to +3 +1
+4 to +6 +2
+7 to +9 +3
+10 to +12 +4
+13 to +15 +5
+16 to +18 +6
+19 and above +7
Source: This feat is similar to the Deft Strike feat (q.v.) from Complete Adventurer, but applies to two-handed weapons.
POWER ATTACK (COMBAT)
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1½ times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
PROWESS, EPIC (COMBAT)
Prerequisites: Base attack bonus +15.
Benefit: You gain a +1 competence bonus on all attacks.
Special: You may select this feat multiple times. Each time, add an additional +1 to your competence bonus to attacks.
Source: 3.5 edition System Reference Document, “Epic Feats.”
RECIPROCAL SLAYING (COMBAT)
You can deal a severe attack to an enemy by opening yourself up to an equally powerful attack.
Prerequisites: Improved Critical, base attack bonus +8.
Benefit: As a full attack you can allow one target in melee to deliver a coup de grâce against you as if you were helpless (the target must still hit you, is subject to any miss chance it would normally have against you, and may decide to forego the attack in any event). If the target hits, you may immediately attempt a coup de grâce against it as if it were helpless (even if the opponent’s attack turns out to incapacitate or kill you). Your retaliatory coup de grâce requires a roll to hit but is not subject to any miss chances, for you are using your target's attack as a guide for your own attack, even if the target is invisible, in total darkness, under the effects of a displacement spell, and so on. You and your target still provoke attacks of opportunity from threatening opponents as normal.
If you or your target are not subject to critical hits (for example, if you or it are undead) the coup de grâce against that combatant is treated as a normal hit.
Source: Sean K Reynolds.
RETRIBUTIVE ATTACK (COMBAT)
Prerequisites: BAB +4, Defensive Stance.
Benefit: If an ally is rendered helpless or unconscious within your sight, you can make retributive attacks against the creature that felled him. For the remainder of the encounter, you add your Charisma bonus (if any) to your attack rolls against that opponent, and gain a damage bonus against that opponent equal to 3/4 of your base attack bonus, according to the following table.
Base Attack Bonus Retributive Damage Bonus
+4 to +7 +3
+8 to +11 +6
+12 to +15 +9
+16 to +19 +12
+20 or above +15
You can use this ability a number of times per day equal to your Charisma bonus (minimum one).
Source: This feat supercedes the Knight Protector prestige class feature of the same name, from Complete Warrior.
SALUTE OF HONOR (COMBAT)
Your sense of fair play unsettles your enemies.
Prerequisites: Cha 13+, must be lawful
Benefit: You may use a move-equivalent action to salute your opponents before attacking. You make a Diplomacy check; all Humanoid opponents of Intelligence 3+ who can see and hear you must attempt Will saves (DC = your Diplomacy check results). Those failing receive a –1 morale penalty to attack and damage rolls against you for the duration of the encounter. This feat may only be used once per combat on a particular opponent or group of opponents and only before attacking them. The opponents must be able to hear or see you for the Salute of Honor to have any effect, but need not understand the language spoken.
If you use a standard action instead, the penalty for those affected increases to –2.
Source: Call of Duty (Chainmail Bikini Games).
SHARED SHIELD (COMBAT)
Prerequisites: Dex 15, base attack bonus +8.
Benefit: As long as you have at least one attack of opportunity left, you can share the AC bonus gained from your shield with one adjacent ally who does not have a shield (this does not require an action on your part). If you fight defensively or use the total defense option, the AC bonus you receive extends to all allies in adjacent squares as well, as long as you retain at least one unused attack of opportunity.
Special: If you use the Combat Expertise feat or the Elaborate Defense talent, you receive the full benefit of the feat or talent, and adjacent allies receive the normal fighting defensively bonus (+1, +1 per 4 points of your BAB).
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press). This feat also supercedes the Cavalier’s “champion” class feature from The Cavalier’s Handbook, by Robert J. Schwalb (Green Ronin Publishing).
SHIELD ALLY (COMBAT)
Prerequisite: Bulwark of Defense, base attack bonus +6.
Benefit: As an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
If your base attack bonus is +14 or greater, once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
Source: This feat supersedes the Knight class features of the same name, from Player’s Handbook II.
SHIELD BASH, IMPROVED (COMBAT)
You can protect yourself with your shield, even if you use it to attack.
Prerequisites: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Special: If your base attack bonus is +11 or higher, you may add your shield’s enhancement bonus to AC to your attack and damage rolls when attempting a shield bash with a magic shield.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn. Magic shields do not apply their enhancement bonus to shield bashes.
SHIELD COVER (COMBAT)
Prerequisite: Shield proficiency, Shield Focus or armor training +1.
Benefit: When actively using a shield, you may apply your shield bonus to AC as a cover bonus to all Reflex saves.
SHIELD FOCUS (COMBAT)
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are actively using (not an animated shield or a shield spell) by 1. For every 8 points of your base attack bonus, the benefit from this feat increases by an additional +1 (i.e., +2 at BAB +8, +3 at BAB +16).
Special: The effects of this feat overlap with those of the armor training fighter talent (q.v.); they do not stack.
SHIELD MASTERY (COMBAT)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +4.
Benefit: Whenever you are using a shield, you gain DR 1/— per 4 points of your base attack bonus (maximum DR 5/— at BAB +20). You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus.
Special: This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians) with one exception—the effects of this feat overlap with (do not stack with) the damage reduction gained by a fighter with Armor Training who is using a shield.
Source: Pathfinder Beta Playtest, “New Feats for Playtesting.”
SHIELD PARRY (COMBAT)
Prerequisites: Shield Proficiency, Armor Training or Shield Focus, base attack bonus +10.
Benefit: When actively using a shield (not an animated shield or a shield spell) you can use it to attempt one parry per round (see Combat rules) as a free action against an incoming attack. Penalties for Two-Weapon Fighting apply normally.
If you also have the Shield Cover feat, you can parry ranged touch spells and attacks as if they were weapon attacks.
Source: This feat replaces the Improved Shield Specialization feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
SHIELD PROFICIENCY (COMBAT)
You are trained in how to properly use a shield.
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.
SHIELD PROFICIENCY, EXOTIC (COMBAT)
Prerequisites: Shield Proficiency.
Benefit: Select one exotic shield (tower shield, gauntlet shield, battle cloak, vambraces/dastana, etc.). You can use that kind of shield and suffer only the standard penalties.
Normal: A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically gain one Exotic Shield Proficiency as a bonus feat at 1st level.
SHIELD REFLECTION (COMBAT)
Prerequisites: Dex 13, base attack bonus +10, Proficiency with shield, Shield Cover, Shield Focus (or Armor Training), Shield Parry.
Benefit: If you use a magical shield to successfully parry an incoming ranged touch spell or attack (including all rays), you can redirect the effect at any target within the attack’s remaining range, including the original caster. Use the original spell’s attack roll, save DC, etc.
Source: This feat replaces the Reflective Shield feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
SHIELD SLAM (COMBAT)
Prerequisites: Improved Forcing Maneuvers, Improved Shield Bash, Shield Proficiency, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
SHIELD WARD (COMBAT)
Prerequisite: Shield proficiency, Shield Focus or armor training +1.
Benefit: When actively using a shield, you may apply your shield bonus to AC to your CMD and to your touch AC.
Normal: Shield bonuses do not apply to touch AC, nor to CMD.
Source: Players Handbook II.
SHORTEN GRIP (COMBAT)
Prerequisite: Base attack bonus +6.
Benefit: When wielding a polearm with which you are proficient and that has reach, you may treat the weapon as if it did not have reach. The weapon is unwieldy in this fashion and you take a –2 penalty on attack rolls when attacking an enemy you normally could not.
Normal: Reach weapons cannot be used against adjacent foes.
Source: Dragon magazine, issue 331. This feat also supercedes the Short Haft feat from the Player’s Handbook II.
SIDESTEP CHARGE (COMBAT)
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity.
Special: This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
Source: 3.5 edition System Reference Document, “Psionic Feats.” This also supersedes the Resist Charge feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
SKIRMISH (COMBAT)
Prerequisite: Dex 13, Dodge.
Benefit: You can make a full move and a single attack that deals an additional +1d6 damage. The movement must be generally in a straight line, but the attack can take place at any point during your movement. Skirmish bonus damage is precision-based; it is not multiplied on a crit, and creatures immune to critical hits or sneak attacks are also immune to skirmish bonus damage. You must be able to see the target(s) well enough to pick out vital spots.
This extra damage applies to ranged attacks, but only if the target is within point blank range (normally 30 feet, although this can be expanded with the Point-Blank Shot feat).
If you have a base land speed of at least 40 ft., you also gain a +1 competence bonus to AC while performing this maneuver. If your base attack bonus is at least +5, the damage bonus increases to +2d6 and the AC bonus (if applicable) increases to +2.
Source: This feat supercedes the Scout class feature and the Highland Stalker prestige class feature of the same name, from Complete Adventurer, and also the Shot on the Run feat from the core rules.
SKIRMISH, IMPROVED (COMBAT)
Prerequisites: Dex 13, base attack bonus +6, Dodge, Skirmish.
Benefit: You can take a full move during which you make up to two iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Your skirmish bonus damage increases to +3d6, and applies to both attacks. Your skirmish AC bonus (if applicable) improves to +3.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.
SKIRMISH, GREATER (COMBAT)
Prerequisites: Dex 13, base attack bonus +11, Dodge, Skirmish, Improved Skirmish.
Benefit: You can take a full move during which you make up to three iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Additionally, your skirmish bonus damage increases to +4d6, and applies to all three attacks. Your skirmish AC bonus (if applicable) improves to +4.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.
SKIRMISH, SUPERIOR (COMBAT)
Prerequisites: Dex 13, base attack bonus +16, Dodge, Skirmish, Improved Skirmish, Greater Skirmish.
Benefit: You can take a full move during which you make up to four iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Additionally, your skirmish bonus damage increases to +5d6, and applies to all four attacks. Your skirmish AC bonus (if applicable) improves to +5.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.
SPEARFIGHTER (COMBAT)
You keep foes at bay with jabs from your spear.
Prerequisite: Base attack bonus +3, Weapon Focus (spear, longspear, or short spear).
Benefit: When using a spear with which you have Weapon Focus, any foe within reach who makes a full attack against you provokes an attack of opportunity.
Source: Monte Cook’s Collected Book of Experimental Might .
SPRING ATTACK (COMBAT)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, base attack bonus +4.
Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
If your base attack bonus is at least +12, you can designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a –5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.
If your base attack bonus is +18 or higher, you can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a –10 penalty.
Normal: You cannot move both before and after an attack.
Source: This feat now subsumes the Bounding Assault and Rapid Blitz feats, from the Players Handbook II.
STAREDOWN (COMBAT)
Prerequisites: Base attack bonus +1, Bluff 1 rank.
Benefit: As a full-round action, make a demoralize check against all foes within 30 feet who can see you, without the normal penalty. As your base attack bonus and number of ranks in Bluff improve, the speed and extent to which you can intimidate nearby opponents also improves, as described below.
If your base attack bonus is +6 or higher and you have at least 4 ranks in Bluff, you can demoralize opponents within 30 ft. as a move action. If successful, they are shaken for a number of rounds equal to half your base attack bonus.
If your base attack bonus is +11 or higher and you have at least 7 ranks in Bluff, you can demoralize opponents within 30 ft. as an attack action (using a later iterative attack applies a penalty to the Bluff check equal to the iterative attack penalty). Those affected are shaken for 1 round, or for 1 round per point of your base attack bonus. Affected opponents with 1/5 of your HD or less are panicked instead.
If your base attack bonus is at least +16 and you have at least 10 ranks in Bluff, you gain the frightful presence ability. When you draw a weapon or charge, opponents within 30 ft. must succeed on a Will save (DC 10 + your base attack bonus + your Charisma modifier) or become panicked for 4d6 rounds (if they have 1/5 your Hit Dice or less) or shaken for 4d6 rounds (if more than 1/5 your Hit Dice). This does not require a Bluff check on your part. Creatures with more Hit Dice than you possess are unaffected.
Normal: Demoralizing multiple opponents applies a -2 penalty per individual to be demoralized. Demoralizing is a standard action.
Source: This feat supercedes the Kiai Shout and Improved Staredown Samurai class features, from Complete Warrior.
STAREDOWN, SHATTER DEFENSES (COMBAT)
Prerequisites: Staredown, base attack bonus +6.
Benefit: You treat any shaken, frightened, or panicked opponent as flat-footed to your attacks.
Source: This feat subsumes the Pathfinder RPG feat of the same name, as well as the Avenging Executioner’s “dread blade” prestige class feature from Complete Scoundrel.
STUDENT OF WAR (COMBAT)
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 1 rank.
Benefit: Whenever you fight a creature, as a move action you can attempt a DC 15 skill check based on its type (as summarized in the table below), provided that you have at least one rank in the appropriate Knowledge skill.
Creature Types Skill
Animals, plants, magical beasts, vermin, fey Survival
Constructs Spellcraft
Dragons, giants, monstrous humanoids Knowledge (lore)
Elementals, outsiders, undead Knowledge (the planes)
Humanoids (civilized) Streetwise
Humanoids (uncivilized), aberrations, oozes Profession (mining)
If this check is successful, you receive a +1 insight bonus on offense or defense, as described below, for the remainder of the combat.
• Offense: Attack rolls and damage;
• Defense: AC, CMB, and saving throws.
The bonus increases by +1 for every 10 points by which your check succeeds (e.g., a DC 35 check grants a +3 bonus). You can change the bonus from offense to defense or back as a move action.
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents. You must apply the same type of bonus (offensive or defensive) to all types affected at the same time.
Example: Sheraviel faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (lore) and Knowledge (religion). During the first round of the battle, she makes a Knowledge (lore) check with results of 26, granting herself a +2 insight bonus to attacks and damage against the dragon. The next round, she rolls a Knowledge (religion) check and scores a 20, granting herself a +1 bonus against the vampire as well. Since she possess no ranks in Profession (mining), she has no chance to gain a bonus against the beholder (an aberration). Later, a half-dragon enters the fray. Sheraviel cannot make another check against it since she has already checked for the dragon type this combat, but she can apply the +2 insight bonus to her attack rolls and damage rolls against the half-dragon as well. This benefit is an extraordinary ability.
Source: This feat supersedes the Student of War “Know your Enemy” prestige class feature, from Seekers of Secrets.
STUDENT OF WAR, BATTLE LEADER
Prerequisites: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 1 rank; Student of War.
Benefit: Your Knowledge Devotion bonuses apply to all allies within 30 ft. who can see and hear you. You can confer these bonuses a number of rounds per day equal to the highest skill bonus in any of the relevant skills (see above).
Source: This feat supercedes the Archivist’s “dark knowledge” class feature from Heroes of Horror, and also the Katheer Scholar feat from the Pathfinder Campaign Setting.
STUDENT OF WAR, VERSATILE
Prerequisites: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 5 ranks; Student of War.
Benefit: Your Student of War insight bonuses apply to both offense and defense. If you have the Battle Leader feat, your allies also receive both sets of bonuses.
STUNNING BLOW (COMBAT)
Prerequisites: Base attack bonus +8, Improved Unarmed Strike, Stunning Fist, Weapon Focus.
Benefit: Choose a melee weapon with which you are proficient and have Weapon Focus. If you have the Stunning Fist feat, you can utilize it while wielding that weapon.
Normal: You can use the Stunning Fist feat only in conjunction with an unarmed strike.
Source: This feat supersedes the Exotic Weapon Master stunt of the same name, from Complete Warrior.
SUNDER, EPIC (COMBAT)
You deal extra damage when attacking objects
Prerequisites: Str 13, Improved Weapon Maneuvers, Power Attack.
Benefit: When attacking objects, you may double any extra damage derived from Strength. When attempting to break an object with sudden force rather than dealing damage, you gain a +4 bonus on your Strength check.
Source: 3.5 edition System Reference Document, “Epic Feats.”
SUNDER, EXOTIC (COMBAT)
Prerequisites: Base attack bonus +6, Craft (weaponsmith) 3 ranks, Weapon Focus.
Benefit: When using a one-handed or two-handed weapon for which you have the Weapon Focus feat, you deal an additional +1d6 damage on successful sunder attacks.
Source: This feat supercedes the Exotic Weapon Master stunt of the same name, from Complete Warrior.
TWO-WEAPON DEFENSE (COMBAT)
You are skilled at defending yourself while fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This bonus increases by an additional +1 per 6 points of your base attack bonus. Also, when you are fighting defensively, using the total defense action, or using the Combat Expertise feat, this shield bonus increases by an additional +1.
Alternatively, when fighting with a rapier, longsword, dueling sword, smallsword, or short sword in one hand and a dagger in the other, you may choose to fight defensively with your dagger, while fighting normally with your primary weapon. The penalty for fighting defensively applies to all attacks with your dagger only, and you still gain the bonus to AC. You may not use total defense in this manner. This use of the feat supercedes (does not stack with) the normal AC bonus provided by the feat.
Source: The secondary use of this feat supercedes the Dagger Defense feat from Art of the Duel (Sinister Adventures LLC).
TWO-WEAPON FEINT (COMBAT)
Prerequisites: Dex 15, Int 15, Combat Expertise, Improved Feint, Two-Weapon Fighting.
Benefit: When using a full attack action and wielding two weapons, you replace any or all attacks from one of those weapons with feints. If successful, the opponent is flat-footed to the paired attack(s) from your other weapon.
If you also have the Greater Feint feat, you can replace the first attack with your off-hand weapon with a feint, rendering your opponent flat-footed to the remainder of your attacks that round.
Source: This feat replaces the Quick Feint feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
TWO-WEAPON FIGHTING (COMBAT)
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisites: Dex 13.
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. You can use this feat in conjunction with a weapon in each hand, a double weapon (such as a quarterstaff), or a polearm (taking the off-hand attacks with the haft; treat as a staff).
Alternatively, you can activate two wands (one in each hand) as a standard action.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each (an unarmed strike is always considered light).
Activating a wand is a standard action.
Source: This feat now subsumes the Haft Strike feat from Dragon magazine, issue 331, and the Double Wand Wielder feat from Complete Arcane.
TWO-WEAPON FIGHTING, BEAR FANG (COMBAT)
You have mastered the fierce style of fighting with hand axe and dagger at the same time (historically, this was termed fighting “Indian Style” on the American frontier). You can bring the fight to close quarters in the blink of an eye.
Prerequisites: Str 13, Improved Wrestling Maneuvers, Two-Weapon Fighting.
Benefit: If you hit a creature with both your hand axe and your dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple or trip as a free action without provoking an attack of opportunity, as if you had the improved grab or trip special ability. No initial touch attack is required.
If you succeed on your grapple attempt, you drop your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest attack bonus (with the normal –4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling at the normal penalty. If you have the Greater Wrestling Maneuvers feat, you can grapple with iterative attacks and attack with the dagger likewise as well, using Two-Weapon Fighting.
If you opt for the trip attempt (using your hand axe), you immediately gain an attack of opportunity against that opponent if you have the Greater Wrestling Maneuvers feat. You can also choose to automatically grapple to the tripped opponent. This knocks you prone as well, but allows you all of the benefits of grappling in conjunction with this feat, as described above.
Source: This feat supersedes not only the feat of the same name, but also subsumes the High Sword Low Axe feat, both from Complete Warrior.
TWO-WEAPON FIGHTING, IMPROVED (COMBAT)
You are skilled at fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6.
Benefit: Add your full Strength bonus to damage rolls made with your off-hand weapon.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. If your BAB is at least +11, you gain a third attack with your off-hand weapon, albeit at a –10 penalty. If your BAB is at least +16, you gain a fourth attack with your off-hand weapon, albeit at a –15 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Source: This feat subsumes the Greater Two-Weapon Fighting feat, and incorporates the Double Slice feat as well.
TWO-WEAPON FIGHTING, OVERSIZED (COMBAT)
You are adept at wielding larger than normal weapons in your offhand.
Prerequisite: Str 13, Two-Weapon Fighting.
Benefit: When wielding a one-handed weapon in your offhand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
Source: Complete Adventurer.
TWO-WEAPON REND (COMBAT)
Striking with both your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1 ½ times your Strength modifier. You can only deal this additional damage once each round.
Source: Pathfinder Beta Playtest.
TWO-WEAPON VERSATILITY (COMBAT)
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +9.
Benefit: You can apply the effects of certain feats or talents from one weapon you are wielding to another. When fighting with two different weapons, any benefits from Weapon Focus, Weapon Specialization, Weapon Training, Greater Weapon Focus, Greater Weapon Specialization, or the Improved Critical feat that you receive with one weapon apply to the other as well. If you already receive one or more of these benefits with the other weapon, the effects overlap, rather than stack.
Source: This feat supercedes the Tempest prestige class feature of the same name, from Complete Adventurer.
VIGILANT DEFENDER (COMBAT)
You stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect.
Prerequisites: Base attack bonus +5, Bulwark of Defense.
Benefit: If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the check DC to avoid your attacks of opportunity increases by an amount equal to your base attack bonus.
Normal: The check DC is equal to your CMD.
Source: This feat supercedes the Knight class feature of the same name, from Player’s Handbook II.
VITAL STRIKE (COMBAT)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6, iterative attacks.
Benefit: As a standard action, you can make a single attack that deals an additional 2d6 damage. This bonus damage increases to +4d6 if your base attack bonus is +11 or better, and to +6d6 if your base attack bonus is +16 or better. This additional damage applies only to your primary attack, not to any attacks of opportunity you might make that round.
Special: You can use this feat in conjunction with a single attack made at the end of a charge, or as part of a Spring Attack.
Note: This feat supersedes the Order of the Bow Initiate’s “Ranged Precision” prestige class feature, from Complete Warrior. It also stands in for the Overpowering Attack option for fighters, in the Players Handbook II.
VITAL STRIKE, FINISHING BLOW (COMBAT)
Prerequisites: Base Attack Bonus +6, Vital Strike.
Benefit: When you successfully execute a Vital Strike against a lightly wounded opponent, that feat deals half again as many dice of bonus damage (i.e., 3d6 instead of 2d6). If the opponent is heavily wounded, double the bonus damage dice from your Vital Strike.
If the opponent survives, it is immune to further use of this feat by you for the remainder of the encounter.
Special: The effects of this feat do not stack with the effects of the Mountain Hammer class feature.
Source: This feat simulates the Warblade’s finishing move strike, from the Tome of Battle.
WEAPON FINESSE (COMBAT)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are always considered light weapons.
WEAPON FINESSE, SPECIAL (COMBAT)
You can apply finesse to weapons that do not normally allow it.
Prerequisities: Str 13, Dex 13, Martial Weapon Proficiency, Weapon Finesse.
Benefit: Choose a weapon group. You can use all weapons from that group with which you are proficient in conjunction with the Weapon Finesse feat, even if this is not normally possible. Weapon groups include the following:
• Axes: battleaxe, ice axe, waraxe, greataxe, handaxe.
• Blades, Heavy: bastard sword, dueling sword, falchion, great falchion, greatsword, khopesh, longsword, scimitar, scythe.
• Blades, Light: cutlass, dagger, dueling sword, kukri, rapier, sickle, short sword, smallsword.
• Bludgeons: club, greatclub, heavy mace, light mace, morningstar, quarterstaff, sap, tonfa.
• Flails: flail, heavy flail, spiked chain, meteor hammer.
• Hammers and picks: heavy pick, greathammer, light hammer, light pick, Lucerne hammer, maul, warhammer.
• Polearms: glaive, guisarme, halberd, lajatang, Lucerne hammer, morningstar.
• Spears: javelin, lance, longspear, shortspear, spear.
Normal: Weapon Finesse applies only to light weapons, rapiers, whips, or spiked chains made for a creature of your size category.
WEAPON FOCUS (COMBAT)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. For every 7 points thereafter, this bonus increases by an additional +1, per the following table:
Base Attack Attack Bonus
+1 to +7 +1
+8 to +13 +2
+15 to +20 +3
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.
WEAPON PROFICIENCY, EXOTIC (COMBAT)
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the selected exotic weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. Pathfinder Roleplaying Game
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the waraxe has an additional prerequisite of Str 13.
WEAPON PROFICIENCY, MARTIAL
You understand how to use one type of martial weapon in combat.
Benefit: Choose of category of weapons from the following list. You are proficient with all weapons in that group listed here.
• Axes: battleaxe, greataxe, handaxe.
• Blades, Heavy: falchion, greatsword, long sword, scimitar, scythe.
• Blades, Light: cutlass, dagger, kukri, rapier, sickle, short sword.
• Bludgeons: club, greatclub, heavy mace, light mace, morningstar, quarterstaff, sap, tonfa.
• Bows: composite short bow, longbow, short bow.
• Close: gauntlet, heavy shield slam, light shield slam, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, unarmed strike.
• Crossbows: hand crossbow, heavy crossbow, light crossbow, prodd.
• Flails: light flail, heavy flail.
• Hammers and picks: heavy pick, light hammer, light pick, Lucerne hammer, maul (2-handed), warhammer.
• Polearms: glaive, guisarme, halberd, Lucerne hammer, morningstar.
• Spears: harpoon, javelin, lance, longspear, shortspear, spear.
• Thrown: club, dagger, dart, hand axe, hunting sling, javelin, light hammer, shortspear, spear, war sling.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
WEAPON PROFICIENCY, SIMPLE
You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids and wizards are automatically proficient with all simple weapons. They need not select this feat.
Source: Pathfinder Beta Playtest.
WEAPON REACH (COMBAT)
Prerequisites: Base attack bonus +6, Craft (weaponsmith) 3 ranks, Weapon Focus.
Benefit: Choose one reach weapon with which you have the Weapon Focus feat. When wielding that weapon, you can make attacks of opportunity (when provoked) even against foes with cover (but not total cover).
Source: This feat supersedes the “exotic reach” Exotic Weapon Master stunt, from Complete Warrior.
WEAPON SPECIALIZATION (COMBAT)
You are skilled at dealing damage with one weapon. Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. For every 4 points of your base attack bonus, this damage bonus increases by +1, as per the following table:
Base Attack Bonus Damage Bonus
+0 to +3 +1
+4 to +7 +2
+8 to +11 +3
+12 to +15 +4
+16 to +19 +5
+20 or above +6
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.
WHIRLWIND ATTACK (COMBAT)
You can become a dervish, striking out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
WHIRLWIND ATTACK, HURRICANE ATTACK (COMBAT)
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Spring Attack, Whirlwind Attack, base attack bonus +15.
Benefit: When using the Whirlwind Attack feat, as a full-attack action, you can give up your regular attacks and instead make two melee attacks (at your full attack bonus +4) against each opponent within reach.
Source: This feat mimics the adamantine hurricane strike, from the Tome of Battle.
WILD SWING (COMBAT)
Prerequisite: Combat Reflexes.
Benefit: With a full attack action, you can attempt to force all adjacent foes to immediately move back 5 feet. Those who choose not to move (or who cannot move) back provoke attacks of opportunity from you unless they succeed at a Reflex save (DC 10 + ½ your base attack bonus + your Strength modifier).
Special: If you also have the Threat Zone fighter talent, add the increased reach from this talent to the distance your opponents must retreat.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).
WIND STANCE (COMBAT)
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet, you gain a 20% miss chance (treat as due to concealment) against ranged attacks for 1 round.
If your Dexterity is at least 17 and your base attack bonus is +11 or greater, you gain a 50% miss chance (treat as if from concealment) during any round in which you move a distance equal to your speed (for example, if you charge, take a move action and a standard action, take a double move, or withdraw).