Improved Shield Bash, Shield Proficiency, Shield Specialization
When making a shield bash attack with your off hand, you do not suffer the usual penalties for fighting with two weapons. Additionally, when you successfully hit with a shield bash attack made as part of a full attack action, you may make a bonus trip, disarm, or bull rush attempt against the target with your shield. This bonus attack does not provoke an attack of opportunity.
The benefits of this feat only apply to shields you have selected with the Shield Specialization feat. You may only make the bonus attack once per round, even if you have some way of making multiple shield bash attempts.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor only applies to skills which are normally affected, and does not apply to attack rolls.
You may select light, medium, or heavy armor. You cannot choose medium armor unless you are proficient in light armor, and you cannot choose heavy armor unless you are proficient in medium and light armors.
You may select this feat multiple times, each time selecting a new type of armor.
You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure.
For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.
In melee, every time you miss because of concealment, you may reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses still apply for ranged attacks, however.
Additionally, you take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Tags: Combat, Defense, Melee, Perception
Constitution 13, Improved Shield Bash
You must have a heavy shield or tower shield equipped to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged touch attacks can't be deflected.
If you have an item or ability that allows you to apply your shield's AC bonus to your touch AC, you may use this feat to deflect rays.
Tags: Combat, Defense
Intelligence 13
Your intelligent fighting style allows you to dance around your enemies' strikes. When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
If you take an attack roll penalty of -6 or more, you may treat your reach with melee weapons as being 5 feet longer for the purposes of making attacks of opportunity. This represents your ability to weave in and out of combat, dodging between your enemies to lock down nearby foes.
Tags: Combat, Defense, Melee, Armor Class
Dexterity 13, Improved Unarmed Strike
You must have one hand empty (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged touch attacks can't be deflected.
If you have an item or ability that allows you to treat your unarmed strikes as magical weapons for the purpose of bypassing damage reduction, you may use this feat to deflect rays.
Tags: Combat, Defense, Unarmed
15 Constitution, Endurance
When reduced to negative hit points but not killed, you automatically become stable. Additionally, you may choose to act as though you were disabled rather than unconscious and dying. You must make this decision as soon as you are reduced to negative hit points.
Additionally, if you are reduced from at least 1 hit point to less than -9 hit points by a single attack, you are instead reduced to -9 hit points. If you were at 0 hit points or less before the damage, you are reduced below -10 hit points and die as normal.
Dexterity 13
As an immediate action, you may designate a single opponent you can see as your dodge target. You gain a +4 dodge bonus to Armor Class against your dodge target until the beginning of your next turn.
Additionally, you may treat Tumble as a class skill for all of your classes.
A condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Tags: Defense, Combat, Armor Class
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, hold your breath, or avoid nonlethal damage from thirst, starvation, a forced march, or damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and any saving throw made to resist a spell or effect that causes fatigue or exhaustion. Also, you may sleep in any armor without becoming fatigued.
Additionally, you gain a +2 bonus on all other Fortitude saving throws.
Tags: Defense, Saving Throws
Charisma 13
You add your Charisma modifier (instead of your Wisdom modifier) to Will saves.
Tags: Defense, Saving Throws
Once per day, you may re-roll a Fortitude saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Fortitude saving throws.
Tags: Defense, Saving Throws
Combat Reflextes, Base Attack Bonus +2
Whenever an opponent performing a charge enters a space you threaten, you may make an attack of opportunity against that opponent. Your attack of opportunity resolves before the charge attack.
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Additionally, your primary weapon does not suffer any attack roll penalty associated with two-weapon fighting for using a shield bash with your off hand. Any off hand penalties still apply.
Intelligence 13
You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.
Tags: Defense, Saving Throws
Once per day, you may re-roll a Will saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Will saving throws.
Tags: Combat, Defense, Saving Throws
Once per day, you may re-roll a Reflex saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Reflex saving throws.
Tags: Combat, Defense, Saving Throws
Dexterity 13, Dodge
When you make a balance check, you retain your Dexterity bonus to armor class.
Additionally, you get a +4 dodge bonus to Armor Class against attacks of opportunity and attacks made as readied actions.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
If you have 5 or more ranks in Balance, you gain a +5 bonus to your land speed.
Tags: Combat, Defense, Armor Class
While you are psionically focused, you may perform two five-foot steps on your turn. All other restrictions on when you can make a five-foot step still apply.
You may expend your psionic focus to gain a +4 dodge bonus to Armor Class against one attack. You may do this even when it is not your turn.
This feat counts as the Dodge feat for the purposes of meeting prerequisites.
Tags: Combat, Psionic Focus, Defense, Armor Class
Constitution 15, no power point reserve or ability to manifest psionic powers
Your very soul is incompatible with psionic powers and techniques, to the extent that psionic power is drained by your presence.
When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Tags: Defense
Constitution 15
You heal far more rapidly than normal. You heal ability damage and ability burn at a rate of 1 + your Constitution modifier per day, and you heal hit points at the standard rate plus double your Constitution modifier.
Tags: Defense
Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3
To use this feat, you must expend your psionic focus. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is reflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.
If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus.
Tags: Combat, Defense, Ranged
Base attack bonus +1
You can use a shield and take only the standard penalties.
Fighters are already proficient with shields. This feat is listed as a fighter bonus feat so that class variants that get access to fighter bonus feats may take it.
Tags: Combat, Defense
Choose one type of shield, such as heavy or tower. When using a shield of the appropriate type, you increase its shield bonus to AC by 2, its hardness is considered 10 points higher than normal, and you may draw and equip it as a free action at the beginning of your turn.
You can take this feat more than once. Each time you select it, choose a different type of shield.
Tags: Combat, Defense, Armor Class
Dexterity 13, Dodge
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. 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.
Dexterity 15, Deflect Arrows, Improved Unarmed Strike
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. The projectile can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. Immediately returning a projectile in this way does not incur any attack roll penalties for nonproficiency or (in the case of ammunition) being an improvised weapon. Ammunition that has been enchanted by its weapon remains enchanted as you throw it.
This feat also allows you to grab splash weapons (such as alchemist's fire) thrown at a square you threaten with your unarmed strikes. This counts as your once per round use of Deflect Arrows.
You must have at least one hand free (holding nothing) to use this feat.
You gain +1 hit point per hit die, as if from having a high Constitution score.
As a swift action, you may brace yourself against harm to gain 3 temporary hit points until the beginning of your next turn. Whenever you take damage, these temporary hit points are reduced first.
A character may gain this feat multiple times. The hit points gained stack. When using the activated portion of the feat, you gain an additional 2 temporary hit points for each additional time you have taken the feat.
Tags: Defense
Dexterity 15, Two Weapon Fighting
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. See the Two-Weapon Fighting special attack.
When you are fighting defensively, using the total defense action, or using Combat Expertise, this shield bonus increases to +3.
The shield bonus from this feat stacks with the shield bonus granted from using two sai.
To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8.
Tags: Manifesting, Psionic Focus, Defense
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