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
Strength 13, Power Attack
If you deal enough damage to a creature to make it drop (typically by reducing it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making the extra attack. The extra attack is made with the same weapon and at the same bonus as the attack that dropped the previous creature. If this extra attack drops the creature it hits, it cannot trigger another extra attack.
Intelligence 13
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.
Tags: Combat, Defense, Melee, Armor Class
Strength 13, Psionic Weapon, base attack bonus +5
To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack, thus bypassing an opponent's armor bonus, shield bonus, and natural armor bonus to Armor Class. You must decide whether or not to use this feat prior to making an attack.
Tags: Combat, Melee, Psionic Focus
Dexterity 15, Run
When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Strength 13, Power Attack, Improved Sunder
To use this feat, you must expend your psionic focus. When you strike at an object, you may ignore the object's hardness. You must decide whether or not to use this feat prior to making an attack.
Strength 13, Cleave, Power Attack
This feat works like Cleave, except that you may move up to 5 feet as a free action before making each bonus attack, and any bonus attack that drops an enemy allows you to make another bonus attack. This movement does not provoke attacks of opportunity. Creatures who are not opposing you in combat (such as animals who have not attacked you or friendly creatures summoned by allies) do not grant this extra movement.
Dexterity 19, Improved Two Weapon Fighting, Two Weapon Fighting, base attack bonus +11
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
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.
Strength 13, Power Attack
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Intelligence 13, Combat Expertise
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Intelligence 13, Combat Expertise
You can make a Bluff check to feint in combat as a move action.
Tags: Combat, Melee, Sneak Attack
Dexterity 13, Improved Unarmed Strike
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Strength 13, Power Attack
When you attempt to overrun an opponent, you may force your target to not avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Intelligence 13, Combat Expertise
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent at the same base attack bonus as the trip attempt.
Dexterity 17, Two Weapon Fighting, base attack bonus +6
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.
You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Base Attack Bonus +2, Improved Trip, Strength 15
Whenever you deal 10 or more points of damage to an opponent in melee, you may attempt an opposed Strength check to trip that opponent, applying all the same bonuses and penalties as normal for a trip attempt. If this attempt succeeds, you are entitled to the bonus attack granted by your Improved Trip feat.
Jump 8 ranks, Power Attack
You can combine a jump with a charge against an opponent.
If you cover at least 10 feet of horizontal distance with your jump (a DC 10 check with a 20 foot running start, or a DC 20 check otherwise), and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat.
This stacks with the benefit from using a two-handed weapon, allowing you to triple the extra damage from Power Attack.
Strength 13
You may use a melee weapon that is one size category too large for you without the regular -2 penalty on attack rolls. Additionally, using such a weapon requires no extra effort, meaning that you may wield an oversized one-handed weapon as a one-handed weapon instead of as a two-handed weapon.
You may also wield a melee weapon two size categories too large for you. This imposes the same penalties a normal character would incur for wielding aweapon one size category too large (such as treating a light weapon as a one-handed wepaon or a one-handed weapon as a two-handed weapon, and imposing a -2 penalty on attack rolls).
To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 4.
Tags: Combat, Manifesting, Psionic Focus, Melee
Strength 13
On your turn, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Strength 13
To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Melee
Ride 1 rank, Mounted Combat
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.
When using this feat, the way you make mounted charges changes slightly. You are no longer required to charge to the nearest space in range of your opponent, and may instead choose to charge in any straight line that allows you to reach your opponent. Tags: Combat, Melee
Ride 1 rank, Mounted Combat, Ride-By Attack
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Dexterity 13, Dodge, Mobility, base attack bonus +4.
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.
Base attack bonus +6, sneak attack
If you deal damage with a melee sneak attack, your opponent must make a Fortitude save (DC = damage dealt) or be staggered for 1 round. The staggered condition ends if the opponent receives a DC 15 heal check or any magical healing that restores at least 1 hit point.
Tags: Combat, Melee, Sneak Attack
Strength 13
When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Dexterity 13, Wisdom 13, Improved Unarmed Strike, base attack bonus +8.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. Tags: Combat, Melee
Strength 13, Psionic Fist, base attack bonus +5
To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Melee, Unarmed, Psionic Focus
Base attack bonus +8
To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Melee, Ranged, Unarmed
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