Combat Feat Changes

Many of the core feats have greatly reduced prerequisites in this campaign, or in some cases have been altered slightly or granted new benefits. See below for details.


Melee Combat Feats

Cleave (Combat)
You can strike two adjacent foes with a single swing.
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 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.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow.
Prerequisites: Cleave, base attack bonus +4.
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 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.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Benefit: 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.

Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +4
Benefit: 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).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe's grasp.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

Greater Disarm (Combat)
You can knock weapons far from an enemy's grasp.
Prerequisites: Improved Disarm, base attack bonus +4
Benefit: 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.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.

Greater Feint (Combat)
You are skilled at making foes overreact to your attacks.
Prerequisites: Improved Feint, base attack bonus +4
Benefit: 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.
Normal: A creature you feint loses its Dexterity bonus against your next attack.

Improved Grapple (Combat)
You are skilled at grappling opponents.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +4
Benefit: 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.
Normal: Maintaining a grapple is a standard action.

Improved Overrun (Combat)
You are skilled at running down your foes.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +4
Benefit: 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.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.

Improved Sunder (Combat)
You are skilled at damaging your foes' weapons and armor.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Prerequisites: Improved Sunder, base attack bonus +4
Benefit: 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.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

Greater Trip (Combat)
You can make free attacks on foes that you knock down.
Prerequisites: Improved Trip, base attack bonus +4
Benefit: 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.
Normal: Creatures do not provoke attacks of opportunity from being tripped.

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Benefit: 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. When you gain an additional attack due to base attack bonus (at +6, +11, and +16) you can make an additional off-hand attack the same attack bonus.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
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 flaming), 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.

When your BAB reaches +11, roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), 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.

When your BAB reaches +16, roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), 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.

Weapon Focus (Combat)
Choose a weapon group (see Fighter Weapon Training class feature). You can also choose touch attacks and rays (for spellcasters).
Benefit: You gain a +1 bonus on all attack rolls you make using a weapon from the selected group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group or weapon.
If you have at least 8 levels in the Fighter class, the bonus gained from this feat from +1 to +2.

Weapon Specialization (Combat)
You are skilled at dealing damage with weapons. Choose one type of weapon or weapon group for which you have already selected the Weapon Focus feat. You deal extra damage when using these weapons.
Prerequisites: Weapon Focus with selected weapon or weapon group, fighter level 4th
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon or weapon group.
When your fighter level reaches 12th, this bonus increases from +2 to +4.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon or weapon group.

Ranged Combat Feats

Far Shot (Combat)
You are more accurate at longer ranges.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Rapid Shot, base attack bonus +6.
Benefit: 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.

Pinpoint Targeting (Combat)
You can target the weak points in your opponent's armor.
Prerequisites: Improved Precise Shot, Precise Shot, base attack bonus +16.
Benefit: 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 (Combat)
You are especially adapt at using ranged attacks in close quarters.
Benefit: You get a +2 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Improved Precise Shot (Combat)
Your ranged attacks ignore anything but total concealment and cover.
Prerequisites: Precise Shot, base attack bonus +11.
Benefit: 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.
Normal: See the normal rules on the effects of cover and concealment in Combat.

Rapid Reload (Combat)
You can reload weapons such as crossbows and slings more rapidly.
Benefit: You reduce the time required to reload a crossbow or sling. If reloading the weapon is normally a full-round action it becomes a move action. If reloading it is a move action, it becomes a free action.
Special: This feat may be taken multiple times. Its effects stack, allowing you to reduce a full-round action reload to a free action reload.

Rapid Shot (Combat)
You can make an additional ranged attack.
Benefit: 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.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.

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