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COMBAT FEATS

Savage Charge
Prerequisites: Str 15, Spring Attack, Vital Strike, base attack bonus +8.
Benefit: You can use any Vital Strike feat as part of a charge action or Spring Attack.

Scorpion Stance
Prerequisites: Unarmed Combatant, Deft Maneuvers or Powerful Maneuvers
Benefit: You can bull rush, hamstring, overrun, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling.
Special: By spending 1 point from his ki pool, a monk can bull rush, hamstring, overrun, or trip an opponent who is up to three size categories larger than him and is treated as two size categories larger while grappling. This effect lasts for a number of rounds equal to his Wisdom modifier.

Normal: You can only bull rush, hamstring, overrun, or trip an opponent who is no more than one size category larger than you

Shadow Strike
Prerequisite: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Shatter Defenses
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Shield Brace
Prerequisites: Shield Focus; base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.
Benefit: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon.

Shielded Stand
Prerequisites: Shield Focus, base attack bonus +3 or fighter level 1st.
Benefit: As a swift action, you can prevent yourself or an adjacent ally from provoking an attack of opportunity when standing from prone or when picking up an object from the ground.

Shot on the Run

Prerequisites: Dex 13, Dodge, Precise Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.

Siege Engineer
Prerequisites: Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine.
Benefit: You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not generate mishaps on the roll of a natural 1.
Normal: Each siege engine is an exotic weapon.

Snatch Arrows
Prerequisites: Dex 15, Deflect Arrows, Unarmed Combatant.
Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Spell Attack

Prerequisites: Casting class feature, any talent with the (strike) descriptor.

Benefit: When using a talent with the strike descriptor, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions).

Spiked Destroyer
Prerequisite: Proficient with armor spikes.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.

Spirited Charge
Prerequisites: Ride 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).

Staggering Blow
Prerequisites: Str 13, Vital Strike, base attack bonus +8.
Benefit: When you attack a foe using Vital Strike, you can choose to take a –2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect.

Steadfast Slayer
Benefit: If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.

Step Up
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Storm of Blades
Prerequisites: Weapon Focus with slashing weapon, base attack bonus +6.
Benefit: As a standard action, you can make a single attack with your chosen weapon while setting up a vortex of cuts that lasts until the beginning of your next turn. Any creature that begins its turn threatened by this weapon takes damage equal to your Strength or Dexterity bonus, whichever is greater. When your base attack bonus reaches +11, you also add your base weapon damage. When your base attack bonus reaches +16, you gain the distraction universal monster rule for this damage, but a creature that fails its save is only sickened. You can use this feat’s benefits only once per minute.

Stunning Fist
Prerequisites: Dex 13, Wis 13, Unarmed Combatant, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a -2 penalty 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.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Style Readiness

Prerequisite: Base attack bonus +5, any style feat
Benefit: You can enter a style as an immediate action. Additionally, you can enter a style as a swift action in a surprise round, this is in addition to your action for the round and dependent on your ability to act.

Style Synthesis

Prerequisites: Any (stance) talent, any style feat.

Benefit: Whenever you spend an action to activate a (stance) talent, you may activate a style feat as part of that action.

Throat Slicer
Prerequisite: Base attack bonus +1.
Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action.

Titan Breaker

Prerequisites: Con 15, Giantslayer, base attack bonus +10.

Benefit: The bonus granted by your Giantslayer feat when performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself increases to +2 per size category larger than yourself the opponent is. In addition, you can now use combat maneuvers against targets 2 size categories larger than would normally be allowed (instead of just 1 size category as allowed by the Giantslayer feat).

Totem Tactics

Prerequisite: War sphere.

Benefit: Allies inside any of your totems or sharing a mandate with you are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from those feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.

Trample
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent 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.

True Rage

Prerequisites: Berserker sphere (any (adrenaline) talent), base attack bonus +6.

Benefit: When berserking, when you choose to benefit from an (adrenaline) talent, you do not lose the temporary hit points granted by the base berserking ability. This does not allow you to benefit from two (adrenaline) talents at the same time.

Normal: When berserking, a creature who chooses to benefit from an (adrenaline) talent does not gain the temporary hit points from the base berserking ability.

Two-Weapon Defense

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. When you are using defensive stance or the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting

Prerequisite: Dex 15.
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. At BAB +6, you gain a second attack with your off-hand weapon, albeit at a -5 penalty. At BAB +11, you gain a third attack with your off-hand weapon, albeit at a -10 penalty.

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 off-hand weapon is a finesse weapon, the penalties are reduced by 2 each. An unarmed strike is always considered a finesse weapon.

Two-Weapon Rend

Prerequisites: Dex 17, Double Slice, Greater 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 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Unarmed Combatant

Prerequisite: Dex 13
Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

Unorthodox Unarmed Training

Prerequisites: Unarmed Combatant, base attack bonus +4.

Benefit: Choose two combat spheres that you possess that do not have Improved Unarmed Strike as an associated feat. The talents that you possess with the two chosen spheres count towards your unarmed damage progression. You may take this feat multiple times, choosing an additional two spheres each time.

Unseat

Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Powerful Maneuvers, base attack bonus +1.
Benefits: 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.

Violent Display

Prerequisites: Dazzling Display, Weapon Focus, base attack bonus +6.
Benefit: When you land a successful sneak attack or confirm a critical hit against a creature with a weapon with which you have Weapon Focus, you can use Dazzling Display as an immediate action.

Vital Strike

Prerequisite: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Warded Step

Prerequisite: Casting class feature.

Benefit: Your sphere effects that cover an area (including darknesses, totems, and wards) are especially easy for you to move through. The area inside one of your sphere effects is never difficult terrain for you, and you receive a +4 circumstance bonus to AC vs. attacks of opportunity caused by moving through any square of a sphere effect you created.

Weapon Focus

Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Weapon Versatility

Prerequisites: Weapon Focus, base attack bonus +1.
Benefit: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Weird Assault

Prerequisites: Illusion sphere (Decoy (glamer), Mage Feint), base attack bonus +3.

Benefit: You may suppress two decoys surrounding you until the start of your next turn to use the Mage Feint talent as a swift action.

Special: If you possess the Weird Defense feat, you may end its effect instead of suppressing two decoys to use the Mage Feint talent as a swift action.

Weird Defense

Prerequisites: Illusion sphere (Blur (glamer), Decoy (glamer)).

Benefit: As a swift action, you may grant yourself a miss chance equal to 10% + 5% per 2 caster levels (maximum 95%) until the start of your next turn or until an attack misses due to this feat. Effects that ignore concealment only reduce this miss chance by half (rounded down). This is a spell-like ability. For abilities that allow for re-rolls for attacks that miss due to concealment such as the Blind-Fight feat, instead calculate the miss chance as 10% + 5% per 3 caster levels and reroll on a miss as per normal for the ability.

Weird Motion

Prerequisites: Illusion sphere (Mage Feint), base attack bonus +3.

Benefit: Add your casting ability modifier as a circumstance bonus to AC against attacks of opportunity incurred when charging or making ranged attacks. In addition, as a full-round action you may make a single ranged or charge attack and use your Mage Feint talent as part of the same action against that target.

Whirlwind Attack

Prerequisites: Dex 13, Combat Reflexes, 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 highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

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