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Index > Feats > Combat Feats

Combat Feats

Back Stabber:

Prerequisites: Sneak Attack

When using your Sneak Attack against an opponent with a knife (or similar small melee weapon), your damage dice size is increased from d6's to d8's.

Burstfire:

Prerequisites: Rapid Shot

When attacking as a standard action with a weapon in Auto fire mode, You may make an additional attack against your target. If you do, you take a -2 penalty to all attacks in your turn. This stacks with similar abilities.

Combat Expertise:

You can choose to take a -1 penalty on 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. The effects of this feat last until your next turn.

Combat Reflexes:

You may make a number of additional attacks of opportunity each round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Controlled Bursts:

Prerequisites: Rapid Shot

Penalties for firing multiple extra attacks from ranged weapons (such as from Rapid Shot or Burstfire) are halved.

Far Shot:

Prerequisites: Point Blank Shot

You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon, instead of the usual -2 penalty

Greater Skirmish:

Prerequisites: Skirmish, Improved Skirmish

When using the Skirmish ability, your damage bonus increases to 3d6 if you move at least 30'.

Greater Sneak Attack:

Prerequisites: Improved Sneak Attack

When you perform a Sneak Attack on a target, you deal an additional 1d6 bonus damage.

Greater Suppressive Fire:

Prerequisites: Improved Suppressive Fire

You gain a +2 training bonus on your attack rolls when suppressing (stacks with the +2 bonus from Improved Suppressive Fire), and opponents in a square adjacent to your line of suppression must also make a will save vs suppression, with a +4 bonus.

Greater Takedown:

Prerequisites: Takedown, Improved Takedown

When using your Takedown ability, your bonus Takedown damage increases by an additional 1d6.

Greater Two-Weapon Fighting:

Prerequisites: 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. See the Two-Weapon Fighting special attack.

Greater Weapon Focus:

Prerequisites: Weapon Focus with selected weapon, fighter level 8th

Choose one type of weapon for which you have already selected Weapon Focus. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Greater Weapon Specialization:

Prerequisites: Proficiency, Weapon Focus, Weapon Specialization, and Greater Weapon Focus with selected weapon; fighter level 12th.

Choose one type of weapon for which you have already selected Weapon Specialization. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Improved Critical:

Prerequisites: Proficient with weapon, base attack bonus +8.

Choose one type of weapon. When using the weapon you selected, your threat range is doubled. You can gain Improved Critical multiple times. The effects do not stack. This effect doesn’t stack with any other effect that expands the threat range of a weapon. Each time you take the feat, it applies to a new type of weapon.

Improved Precise Shot:

Prerequisites: 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 Skirmish:

Prerequisites: Skirmish

When using the Skirmish ability, your damage bonus increases to 2d6 if you move at least 20'.

Improved Sneak Attack:

Prerequisites: Sneak Attack

When you perform a Sneak Attack on a target, you deal an additional 1d6 damage.

Improved Suppressive Fire:

Prerequisites: Combat Expertise

You gain a +2 training bonus on your attack rolls when suppressing, and a +2 training bonus on you will saves against suppression.

Improved Takedown:

Prerequisites: Takedown

When using your Takedown ability, your bonus Takedown damage increases by 1d6.

Improved Two-Weapon Fighting:

Prerequisites: 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. See the Two-Weapon Fighting special attack.

Improved Unarmed Strike:

You are considered to be armed even when unarmed. 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.

Master Skirmish:

Prerequisites: Skirmish, Improved Skirmish, Greater Skirmish

When using the Skirmish ability, your damage bonus increases to 4d6 if you move at least 40'.

Mounted Archery:

Prerequisites: 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 :

Prerequisites: 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.)

Point Blank Shot:

You get a +2 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack:

Prerequisites: 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:

Prerequisites: Point Blank Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Rapid Reload:

The action needed to reload a ranged weapon is reduced by 1 level. A full action is reduced to a standard action, a standard action is reduced to a move action, and move action is reduced to a free action.

Rapid Shot:

Prerequisites: Dex 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-By Attack:

Prerequisites: 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.

Shield Proficiency:

You are proficient with all shields and do not take the shield's skill penalty to your attack rolls when using a shield.

Shot On The Run:

Prerequisites: Dex 13, Dodge, 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.

Simple Weapon Proficiency :

You make attack rolls with simple weapons normally, without the non-proficiency penalties.

Skirmish:

When you use a move action to move at least 10' in your turn, your attacks deal an additional 1d6 damage until the start of your next turn.

Sneak Attack:

You have a natural talent at setting ambushes. Whenever a target you are attacking would be denied his dexterity bonus to his AC (if he has one or not) or if you are flanking it, you may deal an extra 1d6 damage to your target. The target must be within 50' of you, and be a living creature with a discernible anatomy (and you must be able to see it well enough to discern it's anatomy). This extra damage is precision damage of the same type as the weapon dealing it, and may only be applied once per round. If you gain bonuses to your sneak attack damage from multiple sources, they stack. This damage is not multiplied on a critical hit.

Specialist Weapon Proficiency:

Prerequisites: Base attack bonus +1

You gain proficiency with a single specialist weapon of your choice. You may gain this feat multiple times, each time it applies to a different weapon.

Spirited Charge:

Prerequisites: 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 :

Prerequisites: Dex 13, Dodge, 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. You can't use this feat if you are wearing heavy armor.

Stunning Fist:

Prerequisites: 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 + half 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 (martial artists may use it once per class level instead), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Trample :

Prerequisites: 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:

Prerequisites: 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. See the Two-Weapon Fighting special rules. When you are fighting defensively, using the total defense action, or using Combat Expertise, this shield bonus increases to +2.

Two-Weapon Fighting:

Prerequisites: 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 the Two-Weapon Fighting special rules.

Weapon Finesse:

With a light weapon or a weapon with the finesse ability, made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on melee attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus:

Prerequisites: Proficiency with selected weapon, base attack bonus +1

Choose one type of weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization:

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Choose one type of weapon for which you have already selected the Weapon Focus feat. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Weapons Platform:

Prerequisites: Proficiency with at least 1 armour with the Powered quality

When wearing a suit of armour with the Powered quality, you may move at up to half of your base speed and make a full attack as a full round action.

Whirlwind Attack:

Prerequisites: 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 any other feats or abilities.