Feats/Combat

Combat feats are a type of feat oriented primarily towards combat as the name implies, generally granting a bonus or a new use for your attacks in a round.

Balanced Flurry (Combat)
Prerequisites: Base Attack Bonus +1, Dex 13, Weapon Finesse

Benefit: You may treat weapons with the double special feature as if they had the finesse weapon special feature, but you take an additional -1 penalty on attack rolls when two-weapon fighting.

Special: At Base Attack bonus +10 you no longer take the additional -1 penalty on attack rolls with double weapons.

Big Game Hunter (Combat)
Benefit: You gain a +1 bonus on attack rolls and combat maneuver checks, and a +2 bonus on damage rolls on creatures at least one size category larger than you. These bonuses increase by an additional 1 for every two size categories a creature is larger than you.

Cleave (Combat)
Prerequisites: Base Attack Bonus +1, Strength 13

Benefit: 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 another foe within reach, you can only make one additional attack in this way. When you perform a cleave you take a -2 penalty to AC until your next turn. Additionally you may take a 5 foot step as part of a cleave if this would bring a second target within range.

Special: You may spend 1 stamina as a reaction to make one additional attack against a third target.

Cleave Through (Combat)
Prerequisites: Cleave, Base Attack Bonus +6

Benefit: You may treat the first attack of a cleave as an attack action, allowing use of feats such as vital strike with it, though the additional attacks granted by cleave are not attack actions.

Great Cleave (Combat)
Prerequisites: Cleave, Cleave Through, Stamina, Base Attack Bonus +10

Benefit: When performing a cleave you may instead spend 1 stamina to perform a great cleave as a full-round action. When performing a great cleave you choose two foes who are within your reach, you may make an attack against each foe at your highest base attack bonus; treating both attacks as focused attack actions for the purposes of feats or abilities that require an attack action to use (such as vital strike). For each of these two foes you successfully hit you may hit one additional creature who is adjacent to the original target who is also within your reach; you may not hit any foe more than once when using this feat. As normal for a cleave you may choose to make a 5 foot step to bring an additional target within reach, meaning your initial two targets do not need to be immediately within range as long as the second target is reachable with a 5 foot step.

Critical Focus (Combat)
Benefit: Select a weapon in which you are proficient (including unarmed strikes and natural weapons). You treat a weapon as though its critical threat range was 19-20, and critical multiplier was x2. In addition, critical hits while making an attack action deal additional damage equal to half your base attack bonus; this additional damage is not multiplied by the critical hit. At +10 base attack bonus the weapon’s critical threat range is treated as 18-20. Abilities such as keen that increase the critical threat range of a weapon are applied after this adjustment to the weapon’s critical threat range.

Special: You may select this feat more than once, each time select a new weapon to apply this to.

Double Slice (Combat)
Benefit: As a focused attack action, and wielding a weapon in your main-hand and off-hand, you can make one attack at your highest base attack bonus that deals additional damage. Roll damage for the main hand weapon normally dealing damage as if the weapon was wielded in two hands (such as focused attack or strength modifier if they would normally apply); you then may also roll your off-hand weapon’s damage dice, weapon abilities, and enhancement bonus from your off-hand weapon; additional effects such as Focused Attack, Sneak Attack, Rage,  or other similar abilities only apply once as this is still only a single attack. You take two-weapon fighting penalties as normal when using this ability.

Special: This feat may be used with Vital Strike, when used in this way it still only adds additional weapon damage dice for the main hand weapon’s damage, and has no effect on the off-hand weapon’s damage dice. The damage from this off-hand weapon is treated as additional damage and is not multiplied on a crit.

Special: You may spend 1 stamina to ignore the penalties of Two-Weapon Fighting as part of this attack.

Feral Combat Training (Combat)
Prerequisites: Feral Child

Benefit: The damage die of your unarmed strikes or natural weapons increase by 1 step. Additionally your unarmed strikes may deal Bludgeoning, Piercing, or Slashing damage.

Special: When using an unarmed strike or natural weapon as part of a sunder combat maneuver to sunder natural armor you may spend 1 stamina to cause the target to take bleed damage equal to your weapon’s damage dice.

Feral Combat Enhancement (Combat)
Benefit: Any spells, abilities, or items that apply an enhancement bonus or special abilities to an unarmed strike or natural weapon also apply to all unarmed strikes and natural weapons you possess.

Finesse Training (Combat)
Prerequisites: Weapon Finesse (Minor Perk), Base Attack Bonus +2

Benefit: When using dexterity to hit and strength to damage with a melee weapon you may add half your base attack bonus to all damage rolls you make with that weapon.

Forceful Stride (Combat)
Prerequisites: Improved Unarmed Strike

Benefit: As a move action, you may move up to half your speed and make an attack with an unarmed strike. If successful, instead of the normal damage, you deal damage equal to ½ your base attack bonus plus your Strength modifier.

Special: If you have the stamina feature you may spend one stamina to move up to your speed rather than half speed as part of this ability.

Giant’s Grip (Combat)
Prerequisite: Str 16, Base Attack Bonus +6

Benefit: You may wield weapons sized for a creature one size category above your own without increasing the number of hands required to wield it, you still take the -2 penalty to attack rolls for wielding a weapon inappropriately sized for your character. In addition you may wield two-handed weapons appropriately sized for you in one hand at a -2 penalty (this is in addition to any penalties you would receive from two-weapon fighting).

Gun Kata (Combat)
Prerequisites: Improved Unarmed Strike, Base Attack Bonus +1

Benefit: When making a melee attack with a held trigger keyword  weapon you may treat it as an attack with an unarmed strike rather than an improvised weapon. Attacks with a trigger weapon used in this way deals damage as an unarmed strike. You may spend a swift action when you successfully hit with a melee attack with a trigger weapon to make a ranged attack with the trigger weapon at a -5 penalty.

Heavy Blow (Combat)
Prerequisites: Improved Unarmed Strike or possesses a natural weapon

Benefit: If performing an attack action with an unarmed strike or natural weapon you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus.

Special: If you have this feat and are using the Double Slice feat with only unarmed strikes and/or natural weapons you may instead add 2x your Strength bonus on the damage roll rather than 1.5x your Strength bonus when using this feat.

Iaijutsu Strike (Combat)
Prerequisites: Quick Draw

Benefit: If you have a sheathed weapon you may make a single melee attack at your highest base attack bonus as a standard action, drawing the weapon as part of the attack. If you drew a weapon as part of this attack you may deal an additional 1d6 precision damage. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

Iaijutsu Focus (Combat)
Prerequisites: Iaijutsu Strike, Base Attack Bonus +6

Benefit: You may use Iai Strike as a focused attack action instead of a standard action.

Special: If made as part of a charge you may spend 1 stamina to make the attack and continue the remainder of your charge’s movement past the target, if you successfully hit the target this movement does not provoke attacks of opportunity.

Impossible Strike (Combat)
Prerequisites: Iaijutsu Strike, Iaijutsu Focus, Stamina, Base Attack Bonus +8

Benefit: When you use iaijutsu strike you may spend an immediate action to roll your attack roll twice and take the better result. In addition if you score a critical threat as part of this reroll you may use the other die as your critical confirmation roll. If you confirm the critical, and have the ability to spend stamina, you may spend 1 stamina as a reaction to increase the critical multiplier of your weapon by 1 (x2 becomes a x3 for example); you may not spend more reactions to further increase your critical multiplier.

Special: If you are in precision stance and have the deadly precision feat you may roll your attack roll three times and take the best of the 3 results as an immediate action instead of twice as part of using this ability. If one of these is a critical threat, the next highest roll is treated as your critical confirmation.

Impaling Grab (Combat)
Prerequisites: Base Attack Bonus +1

Benefit: You may attempt to grapple a foe with any melee weapon that deals piercing damage as if it had the grapple feature. When grappling a foe in this way the foe receives 1 bleed, and you receive a +2 bonus on maintaining a grapple with a piercing weapon, and +2 bonus to CMD against attempts to end the grapple. When the grapple is ended the foe takes bleed damage equal to the weapon’s base damage die; this does not stack with and instead overwrites the bleed caused by initiating the grapple with this feat.

Special: If you have the improved unarmed strike feat you may deal piercing damage with your unarmed strikes.

Special: You may spend 1 stamina to make a single attack as an attack action at a -2 penalty, if you successfully hit you may make a grapple attempt.

Improved Critical (Combat)
Prerequisites: Base Attack Bonus +8

Benefit: Choose a weapon you are proficient in (this includes unarmed strikes and natural weapons), the critical threat range of that weapon is doubled. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20.

Special: You may select this feat more than once, each time select a new weapon to apply this to.

Improved Natural Weapon (Combat)
Prerequisites: Possesses a natural weapon.

Benefit: Select a type of natural weapon (such as bite or claws), your damage with that type of natural weapon improves by 1 step. Special: You may select this feat more than once, each time selecting a different type of natural weapon.

Improved Unarmed Strike (Combat)
Prerequisites: Proficiency in unarmed strikes. Benefit: Your unarmed strike damage improves by 1 step (usually from 1d4 to 1d6 if medium). In addition your unarmed strikes gain the non lethal property may deal lethal or nonlethal damage.

Improvised Mastery (Combat)
Prerequisite: Improvised Coordination

Benefit: You increase the damage die of any improvised weapon you wield by 2 steps. In addition when using a weapon in an improvised manner (such as using a bow as a melee weapon) you may apply any enhancement bonuses, weapon special features, and weapon special abilities that it possesses to your attack and damage rolls as long as they’re valid (such as special abilities or features that can only apply to ranged attacks would not apply with a melee attack, but might apply when thrown).

Mug (Combat)
Prerequisites: Base Attack Bonus +4

Benefit: As a standard action you may make a single melee attack at your full base attack bonus. If successful you may attempt a Dirty Trick or Disarm combat maneuver as an immediate action. If the attack would have been a critical you may forgo the crit to instead grant yourself a +4 bonus on your combat maneuver check.

Special: You may spend 1 stamina to use this ability as an attack action.

Multiattack (Combat)
Prerequisites: 3 or more natural weapons, Two-Weapon Fighting

Benefit: When making a full attack with two weapons you may select a natural weapon you have not yet made an attack with this turn; you may make an additional attack with this weapon at a -5 penalty.

Special: If you have Improved Two-Weapon Fighting and 4 natural weapons you may select an additional natural weapon you have yet to make an attack with and make an additional attack at a -10 penalty with that weapon.

If you have Greater Two-Weapon Fighting and 5 natural weapons you may select an additional natural weapon you have yet to make an attack with and make an additional attack at a -15 penalty with that weapon.

Nimble Strike
Prerequisites: Acrobatics 5 ranks

Benefit: If you succeed in using acrobatics to move through threatened squares, you gain a +4 bonus on the next attack roll you make against that foe before the end of your next turn. You may treat the target’s CMD as 1 lower for this acrobatics check for every 5 ranks of acrobatics you possess.

Special: You may spend 1 stamina when making an acrobatics check to move through threatened squares, to reduce the DC of the acrobatics attempt by 10 when moving at full speed.

Opening Volley (Combat)
Benefit: When you deal damage with a range attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn, and this bonus cannot occur more than once per round. This bonus does not apply to the same weapon used to make the ranged attack roll (such as a thrown weapon that may also be used for melee attacks), though may apply to different ends of a combination weapon.

Rapid Shot (Combat)
Prerequisites: Dex 13

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Special: You may spend 1 stamina to reduce the penalty from this feat to 0 for that full-attack.

Reactive Charge (Combat)
Benefit: You may ready a charge, though you may only move up to your speed on the charge. At +6 base attack bonus, you may instead ready a charge as a full-round action allowing you to move as normal for a charge.

Reactive Combatant (Combat)
Prerequisites: Quick Draw

Benefit: If you have a weapon sheathed you may still treat the squares around you as threatened squares as if you had the weapon drawn. If an opponent provokes an attack of opportunity you may draw your weapon as part of the attack. After the attack resolves you may sheath your weapon as a reaction even if it's not your turn.

Special: You may sheath your weapon as a free action once per round on your turn.

Sling Grenadier (Combat)
Prerequisites: Rapid Reload, Base Attack Bonus +4

Benefit: You may load alchemical splash into Sling keyword weapons, instead of their usual ammunition. If you hit with a sling in this way you deal damage as normal for a sling, plus the any effects or damage that would be normally caused by throwing the splash weapon. A miss with the sling is treated as normal for missing with a thrown splash weapon and must roll to determine where it lands.

Stance Mastery (Combat)
Prerequisites: Any two stance feats, Base Attack Bonus +8

Benefit: You may spend a reaction each round at the beginning of your turn to maintain a second stance. You may maintain further stances but the number of reactions required each round doubles for each stance beyond the second (3 stances would require 2 reactions per round, 4 stances would require 4 reactions per round, 5 stances would require 8 reactions per round, and so on.). If you do not have enough reactions or fail to spend the reaction all additional stances immediately end.

Special: You may spend 1 stamina in place of a reaction requires to maintain this ability.

Three-Weapon Fighting (Combat)
Prerequisites: Double Slice, Two-Weapon Fighting, Base Attack bonus +6; Unusual Grip or more than two hands.

Benefit: A character with this feat wielding three light or one-handed weapons (with the assistance of Unusual Grip or an additional limb), when using Double Slice, may include their third weapon as an additional off-hand weapon for damage dice, weapon abilities, and enhancement bonus to the total damage of the Double Slice attack.

Special: This still only counts as a single attack and does not add additional effects such as Focused Attack, Sneak Attack, or other similar abilities an additional time.

Titan’s Grip (Combat)
Prerequisite: Str 18, Giant’s Grip, Base Attack Bonus +16

Benefit: You may wield weapons sized for a creature two size categories above your own without increasing the number of hands required to wield it. You reduce the penalties by half for wielding an inappropriately sized weapon and a two-handed weapon in one hand.

Two-Weapon Fighting (Combat)
Prerequisites: Base Attack bonus +6

Benefit:  In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Two-Weapon Opportunity (Combat):
Prerequisites: Two-Weapon Fighting

Benefit: Once per round when you make an attack of opportunity, you can make an additional attack with your off-hand weapon.

Improved Two-Weapon Fighting (Combat):
Prerequisites: Two-Weapon Fighting, Base Attack Bonus +11

Benefit: You get a third attack with your off-hand weapon, at a –10 penalty.

Greater Two-Weapon Fighting (Combat):
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack Bonus +16

Benefit: You get a fourth attack with your off-hand weapon, at a –15 penalty.

Vital Strike (Combat)
Prerequisites: 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 elemental fury), 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. For every 5 base attack bonus you have after 6 you roll an additional weapon damage die.