Windup [Fighter, General]
You have a throwing technique that lets you put extra force into a hurled attack.
Prerequisites: Strength 13+.
Benefit: On your action, before making your attack rolls for the round, you may choose to subtract a number from all attack rolls for thrown weapons and add the same number to all damage rolls for those weapons. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Home General Rules Fighter Feats
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Showing posts with label Fighter. Show all posts
Showing posts with label Fighter. Show all posts
Tuesday, January 4, 2011
General Rules: Feats - Weapon Trip
Weapon Trip [Fighter, General] (Path of the Sword)
You have trained to be able to trip foes with your melee weapon.
Prerequisites: Weapon Focus.
Benefit: Select one weapon for which you have the Weapon Focus feat. You may now use that weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop that weapon to avoid being tripped.
Normal: Only specially designed weapons such as the guisarme can be used to trip opponents in combat.
Home General Rules Fighter Feats
You have trained to be able to trip foes with your melee weapon.
Prerequisites: Weapon Focus.
Benefit: Select one weapon for which you have the Weapon Focus feat. You may now use that weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop that weapon to avoid being tripped.
Normal: Only specially designed weapons such as the guisarme can be used to trip opponents in combat.
Home General Rules Fighter Feats
General Rules: Feats - Warden Training
Warden Training [Fighter, General]
You have been trained in the combat style of the Wardens of the Council
Prerequisites: Proficient with the longsword or shortsword, the leaf spear, and the longbow, shortbow, composite longbow, or composite shortbow; BAB +4, member of the Warders of the Council.
Benefit: When fighting with a longsword, shortsword, or leaf spear, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you use a shield, its armor check penalty applies to your attack rolls. Additionally, you gain a +2 bonus on attack rolls made to confirm a critical hit with a longbow, shortbow, composite longbow, or composite shortbow.
Home General Rules Fighter Feats
You have been trained in the combat style of the Wardens of the Council
Prerequisites: Proficient with the longsword or shortsword, the leaf spear, and the longbow, shortbow, composite longbow, or composite shortbow; BAB +4, member of the Warders of the Council.
Benefit: When fighting with a longsword, shortsword, or leaf spear, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you use a shield, its armor check penalty applies to your attack rolls. Additionally, you gain a +2 bonus on attack rolls made to confirm a critical hit with a longbow, shortbow, composite longbow, or composite shortbow.
Home General Rules Fighter Feats
General Rules: Feats - Single Blade Style
Single Blade Style [Fighter, General]
You wield a single weapon well.
Prerequisites: Intelligence 13+, Combat Expertise, Weapon Focus (any one-handed weapon).
Benefit: Choose a one-handed weapon for which you have chosen the Weapon Focus feat. When fighting with that weapon, wearing light armor or no armor, and with nothing in your off-hand, you gain a +2 dodge bonus to your Armor Class.
Home General Rules Fighter Feats
You wield a single weapon well.
Prerequisites: Intelligence 13+, Combat Expertise, Weapon Focus (any one-handed weapon).
Benefit: Choose a one-handed weapon for which you have chosen the Weapon Focus feat. When fighting with that weapon, wearing light armor or no armor, and with nothing in your off-hand, you gain a +2 dodge bonus to your Armor Class.
Home General Rules Fighter Feats
General Rules: Feats - Shield Snare
Shield Snare [Fighter, General]
You can disarm an opponent with your shield.
Prerequisites: Improved Shield Bash, Shield Proficiency.
Benefit: You can use your shield to disarm an opponent. To do so, you must first ready an action, specifying a melee attack by a particular opponent as the trigger for it. When that opponent attacks, make a disarm attempt using your shield as your weapon. For the purpose of this attack, a buckler is considered a Small weapon, a small shield is considered a Medium weapon, and a large or tower shield is considered a Large weapon. If you beat your opponent’s attack roll, you snare the weapon and jerk it from the opponent’s grasp. Your disarm attempt does not provoke an attack of opportunity, and your opponent cannot attempt to disarm you if you fail. Whenever you attempt to snare an opponent’s weapon, you lose your shield bonus to Armor Class until the beginning of your next turn.
Home General Rules Fighter Feats
You can disarm an opponent with your shield.
Prerequisites: Improved Shield Bash, Shield Proficiency.
Benefit: You can use your shield to disarm an opponent. To do so, you must first ready an action, specifying a melee attack by a particular opponent as the trigger for it. When that opponent attacks, make a disarm attempt using your shield as your weapon. For the purpose of this attack, a buckler is considered a Small weapon, a small shield is considered a Medium weapon, and a large or tower shield is considered a Large weapon. If you beat your opponent’s attack roll, you snare the weapon and jerk it from the opponent’s grasp. Your disarm attempt does not provoke an attack of opportunity, and your opponent cannot attempt to disarm you if you fail. Whenever you attempt to snare an opponent’s weapon, you lose your shield bonus to Armor Class until the beginning of your next turn.
Home General Rules Fighter Feats
General Rules: Feats - Rout
Rout [Fighter, General]
Your attacks with thrown weapons can drive opponents back.
Prerequisites: Strength 13+, Windup.
Benefit: Any attack you make with a thrown weapon weighing at least 2 pounds also affects your opponent as if you had performed a bull rush. You don’t actually move or provoke attacks of opportunity, nor can you push your opponent back more than 5 feet or move along with the defender.
Home General Rules Fighter Feats
Your attacks with thrown weapons can drive opponents back.
Prerequisites: Strength 13+, Windup.
Benefit: Any attack you make with a thrown weapon weighing at least 2 pounds also affects your opponent as if you had performed a bull rush. You don’t actually move or provoke attacks of opportunity, nor can you push your opponent back more than 5 feet or move along with the defender.
Home General Rules Fighter Feats
General Rules: Feats - Pressing Attack
Pressing Attack [Fighter, General] (Path of the Sword)
You are skilled at seizing every advantage and keeping your opponent on the defensive.
Prerequisite: Combat Reflexes.
Benefit: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must start their movement in an area you threaten at the beginning of their action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this ability. You may only use this ability once per round.
Home General Rules Fighter Feats
You are skilled at seizing every advantage and keeping your opponent on the defensive.
Prerequisite: Combat Reflexes.
Benefit: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must start their movement in an area you threaten at the beginning of their action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this ability. You may only use this ability once per round.
Home General Rules Fighter Feats
General Rules: Feats - Light Armor Mastery
Light Armor Mastery [Fighter, General] (from Wildscape)
You wear leather armor and similar protective gear like a second skin. You move with speed and agility equal to an unarmored fighter.
Prerequisites: Light Armor Specialization, BAB +9.
Benefit: While wearing light armor, you increase its maximum Dexterity bonus by +2. In addition, you reduce its armor check penalty by 1. You cannot turn a check penalty into a bonus.
Special: You may take this feat only once.
Home General Rules Fighter Feats
You wear leather armor and similar protective gear like a second skin. You move with speed and agility equal to an unarmored fighter.
Prerequisites: Light Armor Specialization, BAB +9.
Benefit: While wearing light armor, you increase its maximum Dexterity bonus by +2. In addition, you reduce its armor check penalty by 1. You cannot turn a check penalty into a bonus.
Special: You may take this feat only once.
Home General Rules Fighter Feats
General Rules: Feats - Mighty Are Fallen
Mighty Are Fallen [Fighter, General]
You can sidestep the powerful swings of an opponent that is using Power Attack.
Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Dodge, Mobility.
Benefit: You gain a +4 bonus to your Armor Class against any blow enhanced by the Power Attack feat.
Home General Rules Fighter Feats
You can sidestep the powerful swings of an opponent that is using Power Attack.
Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Dodge, Mobility.
Benefit: You gain a +4 bonus to your Armor Class against any blow enhanced by the Power Attack feat.
Home General Rules Fighter Feats
General Rules: Feats - Double Blow
Double Blow [Fighter, General] (adapted from the Player's Guide to Fighters and Barbarians)
You have learned to make a single devastating strike on an opponent using two separate weapons.
Prerequisites: Two-Weapon Fighting.
Benefit: When wielding two weapons, make a single attack roll. This attack roll is applied to both weapons and is made at the normal penalty for two-weapon fighting. Apply the roll separately against each weapon's critical threat range, but take only a single roll to confirm any potential critical. This feat may not be used with double weapons. When rolling damage, roll for each weapon that hits and add them together into a single damage total.
If your base attack bonus allows more than one attack each round, you may attempt multiple Double Blows. Doing so is extraordinarily difficult, so multiply the two-weapon fighting penalty by the number of attacks made.
You do not receive additional attacks with your off-hand weapon when using this feat. Double Blow is considered a single attack for the purpose of effects such as true strike.
Home General Rules Fighter Feats
You have learned to make a single devastating strike on an opponent using two separate weapons.
Prerequisites: Two-Weapon Fighting.
Benefit: When wielding two weapons, make a single attack roll. This attack roll is applied to both weapons and is made at the normal penalty for two-weapon fighting. Apply the roll separately against each weapon's critical threat range, but take only a single roll to confirm any potential critical. This feat may not be used with double weapons. When rolling damage, roll for each weapon that hits and add them together into a single damage total.
Home General Rules Fighter Feats
General Rules: Feats - Improved Shield Snare
Improved Shield Snare [Fighter, General]
You can follow up on a shield snare with deadly attacks upon your opponent.
Prerequisites: Combat Reflexes, Improved Shield Bash, Shield Proficiency, Shield Snare.
Benefit: When you disarm a foe with the Shield Snare feat, you can make an attack of opportunity against that opponent on the same round. Thereafter, you gain a +2 bonus on each attack roll you subsequently make against that opponent, as long as the opponent remains disarmed.
Home General Rules Fighter Feats
You can follow up on a shield snare with deadly attacks upon your opponent.
Prerequisites: Combat Reflexes, Improved Shield Bash, Shield Proficiency, Shield Snare.
Benefit: When you disarm a foe with the Shield Snare feat, you can make an attack of opportunity against that opponent on the same round. Thereafter, you gain a +2 bonus on each attack roll you subsequently make against that opponent, as long as the opponent remains disarmed.
Home General Rules Fighter Feats
General Rules: Feats - Improved Leverage
Improved Leverage [Fighter, General]
You are a master of leveraging yourself against opponents, giving you an advantage during unarmed maneuvers.
Prerequisites: Improved Trip.
Benefit: The character adds a +4 bonus to his ability checks when initiating or defending against trip attempts, and a +2 bonus to all grapple checks.
Home General Rules Fighter Feats
You are a master of leveraging yourself against opponents, giving you an advantage during unarmed maneuvers.
Prerequisites: Improved Trip.
Benefit: The character adds a +4 bonus to his ability checks when initiating or defending against trip attempts, and a +2 bonus to all grapple checks.
Home General Rules Fighter Feats
General Rules: Feats - Heft
Heft [Fighter, General]
You have learned how to take full advantage of your natural musculature when throwing a weapon.
Prerequisites: Strength 15+, Windup.
Benefit: You may add 1½ times your Strength bonus to all damage rolls for thrown weapons instead of the Strength bonus you would normally add. If you are using weapons in both hands, this feat applies only to weapons thrown with your primary hand.
Home General Rules Fighter Feats
You have learned how to take full advantage of your natural musculature when throwing a weapon.
Prerequisites: Strength 15+, Windup.
Benefit: You may add 1½ times your Strength bonus to all damage rolls for thrown weapons instead of the Strength bonus you would normally add. If you are using weapons in both hands, this feat applies only to weapons thrown with your primary hand.
Home General Rules Fighter Feats
General Rules: Feats - Find Hole
Find Hole [Fighter, General]
Your most telling blows slam home with greater frequency.
Prerequisites: Improved Critical, BAB +8.
Benefit: Choose a weapon for which you have the Improved Critical feat. You may add +2 to your roll to confirm a critical hit with your chosen weapon.
Home General Rules Fighter Feats
Your most telling blows slam home with greater frequency.
Prerequisites: Improved Critical, BAB +8.
Benefit: Choose a weapon for which you have the Improved Critical feat. You may add +2 to your roll to confirm a critical hit with your chosen weapon.
Home General Rules Fighter Feats
General Rules: Feats - Light Armor Specialization
Light Armor Specialization [Fighter, General] (from Wildscape)
You rely on speed and agility while wearing light armor. You have trained to dodge blows with skill and speed, improving your defense as long as you wear flexible armor.
Prerequisites: Light Armor Proficiency, BAB +3.
Benefit: While wearing light armor, you increase the armor bonus it provides by +1. You dodge and move in such a way as to improve your armor's protective abilities.
Special: You may take this feat only once.
Home General Rules Fighter Feats
You rely on speed and agility while wearing light armor. You have trained to dodge blows with skill and speed, improving your defense as long as you wear flexible armor.
Prerequisites: Light Armor Proficiency, BAB +3.
Benefit: While wearing light armor, you increase the armor bonus it provides by +1. You dodge and move in such a way as to improve your armor's protective abilities.
Special: You may take this feat only once.
Home General Rules Fighter Feats
General Rules: Feats - Distract
Distract [Fighter] (from the Quintessential Fighter)
You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks.
Prerequisites: Fighter level 1st+, Charisma 13+.
Benefit: As a free action, you may make a Charisma check with a DC equal to 10 + your foe's Hit Dice. If you succeed, your foe can only take a partial action in the next round of combat. This only works on opponents with an Intelligence score of at least 3, as animals and other base creatures simply ignore your feints and fancy moves as they seek to rend you apart.
Home General Rules Fighter Feats
You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks.
Prerequisites: Fighter level 1st+, Charisma 13+.
Benefit: As a free action, you may make a Charisma check with a DC equal to 10 + your foe's Hit Dice. If you succeed, your foe can only take a partial action in the next round of combat. This only works on opponents with an Intelligence score of at least 3, as animals and other base creatures simply ignore your feints and fancy moves as they seek to rend you apart.
Home General Rules Fighter Feats
General Rules: Feats - Double Weapon Disarm
Double Weapon Disarm [Fighter, General]
You are practiced at disarming opponents that wield double weapons.
Prerequisites: Intelligence 13+, Combat Expertise, Improved Disarm.
Benefit: You gain a +4 bonus on opposed attack rolls made to disarm an opponent that is wielding a double weapon. This bonus stacks with the one granted by the Improved Disarm feat.
Home General Rules Fighter Feats
You are practiced at disarming opponents that wield double weapons.
Prerequisites: Intelligence 13+, Combat Expertise, Improved Disarm.
Benefit: You gain a +4 bonus on opposed attack rolls made to disarm an opponent that is wielding a double weapon. This bonus stacks with the one granted by the Improved Disarm feat.
Home General Rules Fighter Feats
General Rules: Feats - Double Swing
Double Swing [Fighter, General]
You can attack with two weapons in a single attack.
Prerequisites: Dexterity 13+, Improved Two-Weapon Fighting, Two-Weapon Fighting, BAB +9.
Benefit: As a full attack, you may attack a foe with both of your weapons. Roll a single attack at your highest attack bonus. Count only the enhancement bonus of your primary weapon and include penalties for two-weapon fighting normally. If your attack is successful, apply damage as if you had hit with both weapons. If you score a critical hit, only the damage of your primary weapon is modified. For purposes of overcoming damage reduction, the damage from this attack counts as one hit from a weapon with the primary weapon’s enhancement bonus.
Special: To attack in this manner, you must be wielding two weapons, each of which must be a one-handed weapon for a creature of your size.
Home General Rules Fighter Feats
You can attack with two weapons in a single attack.
Prerequisites: Dexterity 13+, Improved Two-Weapon Fighting, Two-Weapon Fighting, BAB +9.
Benefit: As a full attack, you may attack a foe with both of your weapons. Roll a single attack at your highest attack bonus. Count only the enhancement bonus of your primary weapon and include penalties for two-weapon fighting normally. If your attack is successful, apply damage as if you had hit with both weapons. If you score a critical hit, only the damage of your primary weapon is modified. For purposes of overcoming damage reduction, the damage from this attack counts as one hit from a weapon with the primary weapon’s enhancement bonus.
Special: To attack in this manner, you must be wielding two weapons, each of which must be a one-handed weapon for a creature of your size.
Home General Rules Fighter Feats
General Rules: Feats - Deflect Ranged Attack
Deflect Ranged Attack [Fighter, General]
You can attempt to deflect ranged weapons that are already in flight.
Prerequisites: Dexterity 13+, Point Blank Shot, Precise Shot, Ranged Disarm, BAB +5.
Benefit: Choose one type of bow with which you are already proficient. You can attempt to deflect ranged weapons that are already in flight with arrows loosed from that bow. To do so, ready an action against an opponent with a missile weapon. When that opponent makes a ranged attack, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts). A successful roll deflects the opponent’s shot and deals normal damage to the missile. This attack replaces your normal attack.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of bow.
Home General Rules Fighter Feats
You can attempt to deflect ranged weapons that are already in flight.
Prerequisites: Dexterity 13+, Point Blank Shot, Precise Shot, Ranged Disarm, BAB +5.
Benefit: Choose one type of bow with which you are already proficient. You can attempt to deflect ranged weapons that are already in flight with arrows loosed from that bow. To do so, ready an action against an opponent with a missile weapon. When that opponent makes a ranged attack, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts). A successful roll deflects the opponent’s shot and deals normal damage to the missile. This attack replaces your normal attack.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of bow.
Home General Rules Fighter Feats
General Rules: Feats - Defensive Expert
Defensive Expert [Fighter, General]
You excel at fighting while entrenched.
Benefit: You gain a +6 cover bonus to Armor Class when benefiting from cover instead of the normal +4 cover bonus to Armor Class. (If you use the rules for varying levels of cover, you gain a cover bonus to Armor Class +2 higher than normal). You gain a +3 dodge bonus to Armor Class when fighting defensively, instead of the normal +2 dodge bonus. If you have 5+ ranks of Tumble, you gain a +4 dodge bonus to Armor Class when fighting defensively instead of the usual +3 dodge bonus.
Normal: You gain a +4 cover bonus to Armor Class from cover and a +2 dodge bonus to Armor Class when fighting defensively. If you have 5+ ranks in Tumble, you gain a +3 dodge bonus to Armor Class when fighting defensively instead of the usual +2 dodge bonus.
Home General Rules Fighter Feats
You excel at fighting while entrenched.
Benefit: You gain a +6 cover bonus to Armor Class when benefiting from cover instead of the normal +4 cover bonus to Armor Class. (If you use the rules for varying levels of cover, you gain a cover bonus to Armor Class +2 higher than normal). You gain a +3 dodge bonus to Armor Class when fighting defensively, instead of the normal +2 dodge bonus. If you have 5+ ranks of Tumble, you gain a +4 dodge bonus to Armor Class when fighting defensively instead of the usual +3 dodge bonus.
Normal: You gain a +4 cover bonus to Armor Class from cover and a +2 dodge bonus to Armor Class when fighting defensively. If you have 5+ ranks in Tumble, you gain a +3 dodge bonus to Armor Class when fighting defensively instead of the usual +2 dodge bonus.
Home General Rules Fighter Feats
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