Feats/Combat

Combat feats are a type of feat oriented primarily towards combat as the name implies, generally grantint 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 MSB, 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 3 AP action, you can make a single attack against a foe within reach. If you hit, you deal damage normally and can make a bonus against another foe within reach, you can only make one extra attack in this way and cannot be against the same target as the first. The bonus attack with this ability must be made with the same weapons as the first. When you perform a cleave you take a -2 penalty to AC until your next turn. Additionally you may take Shift 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 a bonus attack against a third target.

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

Benefit: Cleave is now used as part of a Focused Attack, rather than its own action, making the first attack of the cleave as a normal Focused Attack with the extra attack behaving as normal for a cleave. This extra attack is not treated as an additional attack for the purposes of determining the cumulative penalty from additional attacks.

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 these 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 part of a Focused attack when wielding a weapon in your main-hand and off-hand, you can make one attack that deals additional damage using both weapons at once. This attack is made a -2 penalty. If the attack successfully hits roll damage for the main hand weapon normally dealing damage as if the weapon was wielded in two hands (such as power stance 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 and damage such as Power Attack, Sneak Attack, Rage, or other similar feats and abilities only apply once as this is still only a single attack. You must be capable of attacking the target of this attack with both your main-hand and off-hand when using this ability (such as having a mixture of a ranged and melee weapon). The damage from this off-hand weapon is treated as additional damage and is not multiplied on a crit.

Using this feat forgoes the off-hand attack normally allowed when wielding two weapons as both weapons are being utilized for the single attack. In addition the additional attacks made as part spending additional AP when making a Focused Attack may also benefit from this feat with the normal penalties for making additional attacks; though the main-hand attack for these attacks remain additional attacks and are not treated as a Focused 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. Once per round you may spend a reaction when you successfully hit with a melee attack with a trigger weapon to make a bonus 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 a focused attack 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. This bonus only applies to the focused attack and not any additional attacks made as part of this.

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 3 AP action, drawing the weapon as part of the attack. If you drew a weapon as part of this attack you may deal an additional 1d4 precision damage. This damage increases by an additional 1d4 precision damage for every 4 points of base attack bonus you possess. By spending an additional 1 AP you may improve this additional precision damage by one step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, etc..).

Iaijutsu Focus (Combat)
Prerequisites: Iaijutsu Strike, Base Attack Bonus +10

Benefit: You may use Iaijutsu Strike as part of a Focused Attack.

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 from the target of the attack.

Impossible Strike (Combat)
Prerequisites: Iaijutsu Strike, Iaijutsu Focus, Stamina, Base Attack Bonus +14

Benefit: Once per round, when you use Iaijutsu strike you may spend a reaction to roll your attack roll twice and take the better result. In addition if you score a 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 or stamina 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 a reaction instead of twice as part of using this ability.

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

Benefit: You treat any melee weapon that deals piercing damage as if it had the grapple feature. When grappling a foe with a piercing weapon the foe receives 1 bleed, and you receive a +2 bonus to MSB to maintain the grapple. This bleed cannot be removed until the grapple has ended, and if healed immediately returns when the grapple is next successfully maintained with the weapon.

At +5 BAB, 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 proficiency in unarmed strikes 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.

Special: If you also possess the grab feat, you treat the damage die of your weapon as 1 size category larger when determining the damage you deal when maintaining the grapple, as well as the damage dealt by this feat when the grapple ends, when using a weapon with the grapple feature.

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 increased by 1. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 18-20, and a threat range of 18-20 becomes 17-20.

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 nonlethal 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 3 AP action you may make a single melee attack. If successful you may then attempt a Dirty Trick or Disarm combat maneuver as a reaction. If the attack would have been a critical you may forgo the crit to instead grant yourself a +4 bonus to your MSB for this maneuver.

Special: You may spend 1 stamina to use this ability as part of a Focused Attack.

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

Benefit: When making a Focused Attack with two-weapon fighting you may choose to take a -2 penalty on all attacks you make for the remainder of the round; if you do you may select a natural weapon you have not yet made an attack with this turn; you may make a bonus 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 a bonus 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 a bonus attack at a -15 penalty with that weapon.

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 Focused Attack with a ranged weapon, you can make a bonus attack with that weapon. All of your attack rolls take a –2 penalty when using Rapid Shot.

Special: You may spend 1 stamina as part of using this feat to reduce the penalty from this feat to 0 until the start of your next turn.

Reactive Charge (Combat)
Benefit: You may ready a Focused Attack with a charge despite normally only being able to ready 3 AP or less actions, but doing so raises the AP cost of the readied action to match that of the AP cost of the Focused Attack with the 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.

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 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 or 1 AP in place of a reaction required to maintain this ability.

Three-Weapon Fighting (Combat)
Prerequisites: Double Slice, Two-Weapon Fighting, Base Attack bonus +8; 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 increase the AP cost of making a Focused Attack with double slice by 1 to 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. If making an additional attack with double slice you may include this third weapon on this attack as well.

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 +2

Benefit: You reduce the cumulative penalties from additional attacks on the first off-hand attack you make each round by 4 (minimum 0). If the weapon is light this will reduce the penalty to 0 for the first attack, or -1 if the weapon is not light.

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

Benefit: Once per round when you make an attack of opportunity, you can make a bonus attack with your off-hand weapon at a -2 penalty.

Improved Two-Weapon Fighting (Combat):
Prerequisites: Two-Weapon Fighting, Base Attack Bonus +8

Benefit: You reduce the cumulative penalties from additional attacks on the second off-hand attack you make each round by 4 (minimum 0).

Greater Two-Weapon Fighting (Combat):
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack Bonus +14

Benefit: You reduce the cumulative penalties from additional attacks on the third off-hand attack you make each round by 4 (minimum 0).

Vital Strike (Combat)
Prerequisites: Base attack bonus +1.

Benefit: You spend 3 AP to make a Vital Strike attack. Make a single attack against a foe, if successful you may roll the weapon’s damage dice an additional time adding it to the total damage dealt by the attack. For each additional AP you spend you may add the weapon’s damage dice an additional time. Additional damage modifiers or dice are not added an additional time. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. The choice to spend the additional AP must be done as part of making the Vital Strike.

At +5 BAB you may automatically turn all 1s rolled by the weapon damage dice into 2s.

At +10 BAB, you improve the damage of Vital Strike and may add your weapon damage dice an additional time plus an additional per additional AP spent.

At +15 BAB, you may choose to roll a number of dice rolled as part of Vital Strike equal to your Focus modifier (minimum 1) rolling each of them twice and taking the better result.

Charging Vital Strike (Combat)
Prerequisites: Vital Strike, Base Attack Bonus +3 Benefit: You may perform a charge when using Vital Strike even though it its not a focused attack. You must pay the additional AP cost as normal to perform the charge, allowing you to perform the vital strike at the end of the charge instead of the usual Focused Attack.