Name | Prerequisites | Benefit |
---|---|---|
Agile Maneuvers | You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. | |
Arcane Armor Mastery | Arcane Armor Training, Medium Armor Proficiency, caster level 7th. |
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. |
Arcane Armor Training | Light Armor Proficiency, caster level 3rd. |
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. |
Arcane Strike | Ability to cast arcane spells. |
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. |
Awesome Blow | Str 25, Power Attack, Improved Bull Rush, size Large or larger. | As a standard action, the creature may perform an awesome blow combat manuever. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. |
Belier's Bite | Improved Unarmed Strike. | When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage. |
Blind-Fight | In melee, every time you miss because of concealment (see Combat), you can 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 do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. | |
Catch Off-Guard | You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. | |
Channel Smite | Channel energy class feature. |
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. |
Cleave | Str 13, Power Attack, base attack bonus +1. |
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack 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. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. |
Combat Expertise | Int 13. |
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. |
Combat Reflexes | You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. | |
Critical Focus | Base attack bonus +9. |
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. |
Critical Mastery | Critical Focus, any two critical feats, 14th-level fighter. |
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. |
Dazzling Display | Weapon Focus, proficiency with the selected weapon. |
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. |
Deadly Aim | Dex 13, base attack bonus +1. |
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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. |
Deadly Stroke | Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11. |
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitutionbleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit. |
Defensive Combat Training | You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat). | |
Deflect Arrows | Dex 13, Improved Unarmed Strike. |
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from 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 attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. |
Disruptive | 6th-level fighter. |
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively 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. |
Dodge | Dex 13. |
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. |
Double Slice | Dex 15, Two-Weapon Fighting. |
Add your Strength bonus to damage rolls made with your off-hand weapon. |
Elemental Fist | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. | When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round. |
Exotic Weapon Proficiency | Base attack bonus +1. |
You make attack rolls with the weapon normally. |
Far Shot | You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. | |
Gorgon's Fist | Improved Unarmed Strike, Scorpion Style, base attack bonus +6. |
As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered. |
Great Cleave | Str 13, Cleave, Power Attack, base attack bonus +4. |
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. |
Greater Bull Rush | Improved Bull Rush, Power Attack, base attack bonus +6, Str 13. |
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you). |
Greater Disarm | Combat Expertise, Improved Disarm, base attack bonus +6, Int 13. |
You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. |
Greater Feint | Combat Expertise, Improved Feint, base attack bonus +6, Int 13. |
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. |
Greater Grapple | Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. |
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. |
Greater Overrun | Improved Overrun, Power Attack, base attack bonus +6, Str 13. |
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun. |
Greater Penetrating Strike | Penetrating Strike, Weapon Focus, 16th-level fighter. |
Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—). |
Greater Shield Focus | Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter. |
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. |
Greater Sunder | Improved Sunder, Power Attack, base attack bonus +6, Str 13. |
You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point. |
Greater Trip | Combat Expertise, Improved Trip, base attack bonus +6, Int 13. |
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. |
Greater Two-Weapon Fighting | Dex 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. |
Greater Vital Strike | Improved Vital Strike, Vital Strike, base attack bonus +16. |
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack four times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). |
Greater Weapon Focus | You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. | |
Greater Weapon Specialization | You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization. | |
Improved Bull Rush | Str 13, Power Attack, base attack bonus +1. |
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. |
Improved Critical | Proficient with weapon, base attack bonus +8. |
When using the weapon you selected, your threat range is doubled. |
Improved Disarm | Int 13, Combat Expertise. |
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. |
Improved Feint | Int 13, Combat Expertise. |
You can make a Bluff check to feint in combat as a move action. |
Improved Grapple | Dex 13, Improved Unarmed Strike. |
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. |
Improved Initiative | You get a +4 bonus on initiative checks. | |
Improved Overrun | Str 13, Power Attack, base attack bonus +1. |
You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you. |
Improved Precise Shot | Dex 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. |
Improved Shield Bash | When you perform a shield bash, you may still apply the shield's shield bonus to your AC. | |
Improved Sunder | Str 13, Power Attack, base attack bonus +1. |
You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. |
Improved Trip | Int 13, Combat Expertise. |
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. |
Improved Two-Weapon Fighting | Dex 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. |
Improved Unarmed Strike | 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 can deal lethal or nonlethal damage, at your choice. | |
Improved Vital Strike | Vital Strike, base attack bonus +11. |
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack three times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). |
Improvised Weapon Mastery | Catch Off-Guard or Throw Anything, base attack bonus +8. |
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. |
Intimidating Prowess | Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. | |
Lightning Stance | Dex 17, Dodge, Wind Stance, base attack bonus +11. |
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round. |
Lunge | Base attack bonus +6. |
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. |
Manyshot | Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6. |
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow. |
Medusa's Wrath | Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11. |
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. |
Mobility | Dex 13, Dodge. |
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. 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. |
Mounted Archery | 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. |
Mounted Combat | Ride 1 rank. |
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. |
Multiattack | Three or more natural attacks. | The creature's secondary attacks with natural weapons take only a –2 penalty. |
Multiweapon Fighting | Dex 13, three or more hands. | Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. |
Penetrating Strike | Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon. |
Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—). |
Pinpoint Targeting | Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16. |
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round. |
Point-Blank Shot | You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | |
Power Attack | Str 13, base attack bonus +1. |
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 1-1/2 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. |
Precise Shot | You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. | |
Quick Draw | Base attack bonus +1. |
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). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. |
Rapid Reload | Weapon Proficiency (crossbow type chosen). |
The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for 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. |
Rapid Shot | Dex 13, Point-Blank Shot. |
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. |
Ride-By Attack | 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. |
Scorpion Style | To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). | |
Shatter Defenses | Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon. |
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 Focus | Shield Proficiency, base attack bonus +1. |
Increase the AC bonus granted by any shield you are using by 1. |
Shield Master | Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11. |
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus. |
Shield Slam | Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6. |
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. |
Shot on the Run | Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4. |
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement. |
Snatch Arrows | Dex 15, Deflect Arrows, Improved Unarmed Strike. |
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. |
Spellbreaker | Disruptive, 10th-level fighter. |
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. |
Spirited Charge | 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). |
Spring Attack | 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. | |
Stand Still | When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. | |
Step Up | Base attack bonus +1. |
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. |
Strike Back | Base attack bonus +11. |
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. |
Stunning Fist | Dex 13, Wis 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 + 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 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. |
Throw Anything | You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. | |
Tower Shield Proficiency | When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills. | |
Trample | Ride 1 rank, Mounted Combat. |
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. |
Two-Weapon Defense | Dex 15, Two-Weapon Fighting. |
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 fighting defensively or using the total defense action, this shield bonus increases to +2. |
Two-Weapon Fighting | Dex 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. See Two-Weapon Fighting in Combat. |
Two-Weapon Rend | Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. |
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. |
Unseat | Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1. |
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. |
Vital Strike | Base attack bonus +6. |
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). |
Weapon Finesse | 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. | |
Weapon Focus | Proficiency with selected weapon, base attack bonus +1. |
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Weapon Specialization | Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. |
You gain a +2 bonus on all damage rolls you make using the selected weapon. |
Whirlwind Attack | Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. |
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. |
Wind Stance | Dex 15, Dodge, base attack bonus +6. |
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks. |