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 ranged touch attacks. Tags: Combat, Defense
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
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 ranged touch attacks. 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
You gain a +1 dodge bonus to Armor Class.
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
Base attack bonus +1, plus Strength 13 for the bastard sword, dwarven waraxe, and fullblade.
Choose a type of exotic weapon. You become proficient with the weapon and may make attack rolls with the weapon without penalty./r/nThis feat may be taken multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword, dwarven waraxe, or fullblade additionally requires a Strength score of 13 or higher.
Tags: Combat
When you use a projectile weapon, such as a bow, its range increment increases by one-half. When you use a thrown weapon, its range increment is doubled.
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, 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.
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
Dexterity 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6
When using the Manyshot feat, you may target different opponents with each arrow and may attack targets at your weapon's normal range. When attacking seperate targets, you make seperate attack rolls for each target.
Additionally, the attack penalty for using Manyshot is halved (to -2 for two arrows, -3 for three arrows, and -4 for four arrows).
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.
Proficiency with selected weapon, Weapon Focus, fighter level 8th
Choose a weapon that you have applied Weapon Focus to. Your bonus to attack rolls from Weapon Focus with that weapon increases from +1 to +3. Additionally, any time you roll a natural 1 on an attack roll with that weapon, you may re-roll it. You must take the new result, even if it is a 1. This does not count as a use of the re-roll granted by Weapon Focus.
This feat may be selected multiple times. Its effects do not stack. Each time you select this feat, it applies to a new type of weapon.
Tags: Combat
Proficiency with selected weapon, Greater Weapon Focus, Weapon Focus, Weapon Specialization, fighter level 10th
Choose a weapon type that you have applied Greater Weapon Focus and Weapon Specialization to. Your bonus to damage rolls from Weapon Specialization with that weapon increases from one-half your BAB to your full BAB. Additionally, you may re-roll a damage roll with your selected weapon once per combat. You must re-roll all dice rolled, and you must take the result of the new roll, even if it is lower.
This feat may be selected multiple times. Its effects do not stack. Each time you select this feat, it applies to a new type of weapon.
Tags: Combat
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.
Proficient with selected weapon, base attack bonus +8
When using the weapon you selected, your threat range is doubled.
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. Tags: Combat
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.
Dexterity 19, Point Blank Shot, Precise Shot, base attack bonus +11
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you do not risk striking a different opponent.
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Strength 13, Power Attack
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Tags: Combat
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.
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
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.
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 17, Point Blank Shot, Rapid Shot, base attack bonus +6
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally.
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired. In the event of a critical hit, each arrow must be confirmed separately.
Choose a type of martial weapon. You become proficient in the use of that weapon and make attack rolls with it normally.
Fighters are already proficient with all martial weapons. 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
Dexterity 13, Dodge
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.
Tags: Combat, Defense, Armor Class
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).
Ride 1 rank, Mounted Combat
The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Ride 1 rank
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Tags: Combat
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Before making a ranged weapon attack against an opponent within 30 feet, you may choose to forego your Dexterity bonus (if any) to your attack roll. If the attack hits, you may add your Dexterity bonus to the damage roll. This extra damage is precision damage and is not multiplied on a critical hit.
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, Brutal Throw, Power Attack
On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.
You may attack with ranged weapons against an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
If you choose instead to take the -4 penalty, a successful hit against an opponent engaged in melee grants a +2 circumstance bonus to melee attack rolls against that opponent for any creatures currently threatening the opponent in melee. This bonus lasts until the beginning of your next turn.
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
The time required for you to reload a crossbow is reduced to a free action (for a hand or light crossbow), a move action (for a heavy crossbow), or a standard action (for refilling the magazine of a repeating crossbow). Reloading a heavy or repeating crossbow still provokes an attack of opportunity.
In the case of a hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Dexterity 13, Point Blank Shot
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
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
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
Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Additionally, when using the attack action with a ranged weapon, you gain a +2 bonus to the attack and damage rolls. This bonus does not apply when using the full attack action.
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.
Choose a type of simple weapon. You become proficient in the use of that weapon and make attack rolls with it normally.
Fighters are already proficient with all simple weapons. 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
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.
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.
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
Ride 1 rank, Mounted Combat
When you attempt to overrun an opponent while mounted, you may force your target to not avoid you. Additionally, your mount may make one attack against any target you knock down (if your mount has a gore, slam, or claw attack, it must use one of these in preference to other attack options).
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.
Dexterity 15
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.
Tags: Combat
Dexterity 13
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.
Tags: Combat
Proficiency with selected weapon, base attack bonus +1
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. You gain a +1 bonus on all attack rolls made using the selected weapon. Additionally, you may re-roll an attack roll made with the chosen weapon once per combat. You must take the result of the new roll, even if it is lower.
Tags: Combat
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th
Choose a weapon type that you have applied Weapon Focus to. You gain a bonus to all damage rolls made with the selected weapon equal to one-half your Base Attack Bonus.
Tags: Combat
Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility, Spring Attack
When you use the full attack action, you may give up your regular attacks to perform a whirlwind attack. During this attack, you may move up to 10 feet without provoking attacks of opportunity. While moving, you may make a single melee attack at your highest base attack bonus against any number of targets within reach. These attacks may be made at any point before, during, or after the movement, and you may move between attacks.
If you cannot move at least 10 feet, you cannot move during this attack. While using this feat, you forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Tags: Combat
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